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Mark Haul
THE MACHINE

A Newbie Contractor played by NickNite in Pilos

Mark Haul is a rough and tumble biker who will risk their life to overthrow all forms of hierarchy.

They are 42 years old, and often appears as A bald person with a bear that goes down to their chest, a denim jacket and pants and black boots. As well as a pair of sunglasses and a dog tag necklace.

Mark Haul lives in Pilos, a setting that was like our own 50 years ago, but much has changed.

Attributes

Brawn

5

Charisma

5

Dexterity

3

Intellect

2

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

3 Brawl

0 Crafts

3 Culture

3 Drive

3 Firearms

0 Influence

0 Investigation

1 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Mark Haul is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Mark Haul has no Battle Scars)

Body 8

Stress

8 Mind

Annoyed
0
Agitated
Bruised
0
Distracted
Hurt
-1
Rattled
Injured
-1
Worried
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Atrocities
Murder
Anguish

Traumas

(Mark Haul has no Traumas)



Circumstances

Circumstances describe your situation.

Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

Conditions

Conditions describe your state of being.

Examples of Conditions include curses, diseases, and impactful personality quirks.

Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.

From Assets and Liabilities
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.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
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.
Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.

Loose Ends

Loose Ends will cause problems for you if you don't tie them up.

Examples of Loose Ends include enemies, debts, evidence, and promises.

All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: -22 (Earned: 150 - Spent: 172)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Mark Haul has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Mark Haul has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-3 Contortionist
-6 Tough
-3 Ambidextrous

Liabilities

+3 Deep Sleeper
+6 Mute
+6 Anachronism