\documentclass{game}
\usepackage{character}

% If you need to define local macros, e.g. via \newpronoun or \newcommand,
% it's better to do so inside a \frobbies which makes sure that
% extracted memory packets, items, etc have them available also.
%
\frobbies{
  % none to start with
}

\begin{document}

\name{\Ccorpse}

\topquote{I am not a crook.}{Richard Nixon}

Ever since you were 5, you wished GMs would quit handing you sheets
starting out ``ever since you were 5.''  You grew up with a deep
resentment for characters whose motivations were based on childhood
trauma -- you preferred people who had made the conscious decision to
become what they were, rather than people who were slaves of their
emotional histories.

Of course, you grew up a slave to your history, and took up
childhood-motivation-sheet-writing-GM-slaying as a hobby.

% Don't be scared by the name/pronoun macros --- you don't have to use them
% unless you want to!  They can be awfully convenient if your names
% and/or genders aren't set in stone when you start writing sheets, though.
% See html/charinfo.html.

Then you met \Cjones{informal}. \Cjones{They} took you aside and
taught you more efficient methods for killing GMs.  Now they live in
fear of the name of \me{}. You've always been grateful to
\Cjones{them}.  Maybe someday you can repay \Cjones{their} favor.
Perhaps \Cjones{prefix formal} would appreciate a new bullwhip, or
artifacts from the quarry; \Cjones{their @spouse} wants more.

More character sheet stuff\ldots. 

OK, this sheet is done with primary content... goal recap!

Unfortunately, you were killed by a werewolf shortly pregame, so you're dead.
Sorry about that.

\vspace{\baselineskip}

\begin{singlespace}

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% A good place to cover people who didn't get full mention in the
% preceding data.  You always want to use \Ccharacter_sequence{map}
% for the first mention, to give both character and player names.

\filbreak % try to keep Contacts header & items together 
\noindent \textbf{Contacts}
\begin{tightlist}

\item \emph{\Cfred{map}}: \Cfred{they's} from the quarry where you work.

\item \emph{\Cwilma{map}}: \Cwilma{they's} \Cfred{informal's} \Cwilma{spouse}.

\item \emph{\Cjones{map}}:  An archaeologist investigating the quarry,
	and your mentor in GM-slaying.

\end{tightlist}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Extractable INSTRUCTIONS:
% Fill in the slots.  For each List, make sure to use the macros from the 
% corresponding file, and to create macros as needed.
%
%% \extract{stuff to show up in charsheet list and print for packet}
%% \mention{stuff to show up in charsheet list but not print for packet}
%% \secret{stuff to print for packet but not put in charsheet list}
%
% Any of them take an optional multiplicity, e.g.
%% \extract[3]{ \Ibowlingball }
% to list ``* (x3) Bowling Ball'' on the sheet and extract
% three Bowling Ball item cards.  Multiple list-types probably won't be.
% Zero and negative multiplicities are special; see macro-glossary.html.

% For extractables that are cards (i.e. based on cards.sty),
%% \extract{ \pageof{ specific card } }
% (etc) will list ``* (a page of) [specific card]'' on the sheet
% and extract, well, \pageof{ specific card }, which will produce
% a solid page of that card.  Since \pageof always starts a new
% page of cards, these are best put last in extractable lists
% so that you don't get half-empty pages preceding them so much.

% You can have a
%% \note{stuff to print in the charsheet but ignore for packets}
% both inside and outside an \extract or \mention.  (Or in a \secret,
% but it's pointless since \secret stuff doesn't show up in sheet....)

% If there aren't any visible items in your list, the Template will 
% insert a ``None'' entry for you.

% If you're using suites (see html/suites.html), call suite macros here,
% before any extractable lists, since the suites want to affect those.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% you should define bluesheet macros in LaTeX/Lists/bluesheets.tex;
% you could also use \listsheet or macros built on it here directly,
% but we really doubt you want to
%
\begin{extractable}{Bluesheets}
\extract{ \Banarchists }
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% you should define greensheet macros in LaTeX/Lists/greensheets.tex;
% you could also use \listsheet or macros built on it here directly,
% but we really doubt you want to
%
\begin{extractable}{Greensheets}
\secret{ \Gballoon }
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% you should define ability macros in LaTeX/Lists/abilities.tex
% you could also use \ability directly here to create a unique one
%
\begin{extractable}{Abilities}
\extract{ \Aartist }
\secret{ \Aartthief }
\extract{ \Afencer{3} }
\extract{ \ability{Do Stuff}{You can do stuff.}{I'm doing stuff.} }
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% you should define generic item macros in LaTeX/Lists/items.tex
% unique items get done here, using one of:
% 
% \normalitem{name}{item number}{description}
% \bulkyitem{name}{item number}{description}{number of hands bulky}
% \unstashitem{name}{item number}{description}
% \specialitem{name}{number}{description}{note}
%
% \unstashitem marks an item as unstashable
% \bulkyitem marks an item as however many hands bulky.
% \specialitem marks an arbitrary note in the same way --- i.e.
% in a rotated box on the side.  You'll rarely want \specialitem here.
%
% Your Czar could define other types of item macros with different notes
% by putting them in LaTeX/Lists/items.tex; if so they should be documented
% there, here, and in macro-glossary.html.
%
% If you're using the optional automatic random number generation / assignment,
% see html/numbers-use.html for information.
%
\begin{extractable}{Items}
\extract{ \normalitem{A Tuxedo}{5818}{} }   \note{Bulletproof}
\extract{ \pageof{\normalitem{An 1890 Silver Dollar}{3891}{}} }
\extract{ \unstashitem{A gold watch}{1236}{} \note{it doesn't work} }
\extract{ \bulkyitem{A gatling gun}{1234}{Requires ``gatling gun ammo'' item
	    card to load; each such card has 10 shots.  The gun will hold
	    up to 20 shots at once.}{4} } \note{out of ammo}
\mention{ A cool translucent green staff }  \note{There's no item card
	    for this; see a GM for the physrep.}        
\extract[3]{ \Ibowling }
\extract{ \Ispottedrock{5} }
\end{extractable}



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Generic ingestibles are defined in LaTeX/Lists/ingestibles.tex
% unique ones can be made here with
%% \ingestpacket{outside says}{item number}{inside says}
% for small-envelope-style ones, and
%% \ingestfold{outside says}{item number}{inside says}
% for fold-and-staple-style ones.  
% This should remind you a lot of memory packets.
%
% Since most games don't do much with ingestibles, the Template comments
% out this extractable list and those lines in Styles/character.sty and
% bin/packets.config; you probably want to either erase this section if
% you're not going to un-comment things.  (Czar, see html/tex-extractable.html
% and note it's mostly done already for this.)  If you do use them, you
% probably want to print Ingestibles on white paper (same color as item
% cards, since they're ingame) and Memory Packets on green/blue (not ingame).
%
%\begin{extractable}{Ingestibles}
%\extract{ \INwater }
%\extract{ \INtruth }
%\extract{ \INhershey }
%\extract{ \ingestfold{french wine bottle}{0074}{Aaaaah!  By far the
%	finest wine you've ever been privileged to taste.  You're impressed.} }
%\end{extractable}



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% The only macro to make extractable money is \cash, which takes an amount
% and prints it on the sheet, and extracted turns into appropriate change.
% If you want to give someone specific sets of bills, just \mention the total
% here and print them from Central/misc-money.tex to put in the packet by hand.
%
% If your game isn't using cash, you'll want to just delete this whole
% section (and the Czar should delete the bin/packets.config line for it).
%
\begin{extractable}{Money}
\extract{ \cash{100} }
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% ``Whitesheets'' are sometimes used for in-game documents provided 
% by the GMs.  You may wish to have the Czar punt this extractable.
% If you use these, you likely want charsheets non-white for not-ingame.
% You should define whitesheet macros in LaTeX/Lists/whitesheets.tex;
% You could also use \listsheet or macros built on it here directly,
% but we really doubt you want to.  
% Note that extracted Whitesheets do NOT get the character name up
% in the corner (that would be bad, since they're game items.)
%
\begin{extractable}{Whitesheets}
\mention{ You have a bunch of random legal docs.  Make yourself physreps.}
\extract{ \Wdurin }
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% memory packets have a simple syntax:
% \mempacket{trigger}{secret data} to get a ``goes in manila packet'' version
% \memfold{trigger}{secret data} to get a ``fold over and staple'' version
% (in either, trigger is put in boldface, secret data in italics)
%
% Again, if you're using the optional random number generation / assignment
% for items, badges, whatever, and make a mempacket for such a number,
% see html/numbers-use.html.
%
\begin{extractable}{Memory Packets}
\extract{ \mempacket{Item \#1273}{My god!  That's your pen!
            It reminds you how ballooning and stealing art works.} }
  % the \secret Art Thief ability and \secret Balloon greensheet go in here

\extract{ \memfold{Badge number \Cjoneswolf{number} (open immediately)}
	    {My god!  That's the werewolf that killed you!  You scream and
	     faint (first time only).} }
\extract{ \memfold{``I think Flash Gordon needs a haircut, don't you?''
	     (spoken phrase; open immediately)}
	    {You must now audibly say the numbers ``6, 4, 2.''} }
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% If your combat system isn't the Cinematic one, delete this whole section, 
% of course!  (Czar: also delete the bin/game.config entry, and comment out 
% ``\input Lists/combatcards.tex'' from LaTeX/Style/character.sty's tail.)
% If this is your combat system, you should define cinematic combat card 
% macros in LaTeX/Lists/combatcards.tex.
% You can also make unique combat cards here with \combatcard directly,
% but we really doubt you want to.
%
\begin{extractable}{Combat Cards}
\extract{ \CCfleche }
\extract{ \CCnosepunch }
\extract{ \CCcower }
\end{extractable}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% \saystats is defined in Styles/character.sty and will automatically
% list all the character's stats; the Czar sets what the stats
% are in Styles/custom.sty with \usestats.
%
\noindent
\textbf{Stats:} \saystats


\end{singlespace}
\end{document}
