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Little Timmy
Wait... I imagined this?

A 3-Victory Novice Contractor played by Lerinyth in Maelstrom

Little Timmy is a Imaginative Child who will risk his life to play the most fun games he can!.

He is 5 years old, and often appears as a small blonde boy wearing cargo shorts and a white t-shirt, with a red baseball cap and vans.

Little Timmy lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 1 entry.

Attributes

Brawn

1

Charisma

4

Dexterity

3

Intellect

1

Perception

1

Abilities

2 Alertness

3 Animals

2 Athletics

2 Brawl

4 Crafts

0 Culture

0 Drive

3 Firearms

3 Influence

0 Investigation

0 Medicine

2 Melee

0 Occult

2 Performance

0 Science

0 Stealth

2 Survival

0 Technology

3 Thievery

(Tap for Combat reference)
Initiative: 0 dice
Movement: 0 feet
Dash: 0 feet
Perception + Alertness: 0 dice

Injuries

(Little Timmy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Little Timmy has no Battle Scars)

Body 6

Penalty

6 Mind

Hurt
-1
Rattled
Injured
-1
Worried
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Near-Death Experience
Monsters
Betrayal
Anguish

Traumas

(Little Timmy has no Traumas)


Thought Bubbles


Circumstances

Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

Conditions

From Assets and Liabilities
Jaded Your emotions are deliberate and unshakable. You get +3 dice to resist any attempt to sway your emotions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Fascinate and Emotion Control Effects.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. All Trauma rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost for Gift activation. Only works if your Perception rating is 1.
Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.

Loose Ends

Legacy Powers


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Clothes
  • Swiss Army Knife
  • Nerf Gun
  • Red backpack

In Bag

  • .5 kg of Sand
  • Fruit Gushers
  • Caprisun
  • Ghost knife
  • Rubber Chicken
(Click to toggle Weapons reference)

Trophies

From Realm of mysteries
Ghost Knife
An ornate silver blade that glows slightly purple. Only affects ghosts and other incorporeal things. Doesn't hurt corporeal creatures.

Contractor Timeline

3 Victories - 0 Failures
Remaining Exp: 3 (Earned: 163 - Spent: 160)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

Little Timmy has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Little Timmy.

Biography

A small american child wanted to play a game.

He decided to bend reality around him so he could properly play pretend.

Assets And Liabilities

Assets

+1 Beautiful
+1 Pathetic
+1 Oblivious
+5 Gifted
+4 Ageless
+5 Charmed Existence
+5 Jaded (old emotion control resistance).
+4 Jack of All Trades
+3 Daredevil
+2 Clear Conscience
+2 Tough
+1 Contortionist

Liabilities

-4 Glass Jaw
-1 Illiterate
-1 Deep Sleeper
-2 Poor
-2 Short
-3 Gullible
-3 Fragile
-2 Anachronism
-3 Underage