Private
Okay skipper!

A Newbie Contractor played by Tranks_300 as a Free Agent

This character is dead. RIP

He ran into a room of monsters and he carried a Gernade. It blew up

Private is a penguin! who will risk his life to please Skipper..

He is 14 years old, and often appears as a smaller penguin then Skipper..

Attributes

Brawn

2

Charisma

4

Dexterity

3

Intellect

2

Perception

2

Abilities

0 Alertness

0 Animals

1 Athletics

2 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

2 Investigation

0 Medicine

0 Melee

0 Occult

4 Performance

0 Science

0 Stealth

0 Survival

0 Technology

2 Thievery

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

Injuries

1
hit the water
7
gernade exlpoded
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Private has no Battle Scars)

Body 6

Penalty

7 Mind

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

Limits

Atrocities
Murder
Anguish

Traumas

(Private has no Traumas)


Source


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.

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

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
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You get +3 dice to resist any attempt to control your thoughts or actions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Possession and Suggestion 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.
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
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.
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.
Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
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.
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.

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.

Legacy Powers


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Clothes
  • Wallet
  • Keys
  • flask of tears
  • Rugged no-metal belt that can be used as a pair of nunchucks

In Bag

  • Oxygen canister
  • Census-taker's liver
  • Fava Beans
  • Chianti
(Click to toggle Weapons reference)

Trophies

Trophies are special objects and equipment.

Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

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


Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: 27 (Earned: 150 - Spent: 123)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Private has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

+2 Clear Conscience
+3 Trained Reflexes
+3 Sleepless
+4 Jack of All Trades
+5 Iron Will
+5 Gifted
+5 Charmed Existence
+0 Clear Sighted

Liabilities

-1 Prey Exclusion
Excluded Prey: other sea animals.
-1 Soft-Hearted
-1 Illiterate
-2 Poor
-2 Short
-2 Forgetful
-3 Gullible
-3 Deformity
Description and system: Penguin
-4 No Hands