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13
young hunter

A 1-Victory Novice Contractor played by Slimes in Hunters world

13 is a Wandering Hunter who will risk their life to live a life less at risk from monsters.

They are 16 years old, and often appears as a person in a cloak and mask.

13 lives in Hunters world, a setting Where the asteroid never hit earth millions of years ago.

Attributes

Brawn

3

Charisma

1

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

1 Animals

3 Athletics

3 Brawl

2 Crafts

0 Culture

3 Drive

3 Firearms

0 Influence

3 Investigation

2 Medicine

3 Melee

2 Occult

0 Performance

2 Science

3 Stealth

2 Survival

0 Technology

1 Thievery

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

Injuries

(13 is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(13 has no Battle Scars)

Body 7

Penalty

5 Mind

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

Limits

Betrayal
Capture
Failure

Traumas

(13 has no Traumas)


Source


Circumstances

Outsider You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.

Conditions

From Assets and Liabilities
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

Loose Ends

Legacy Powers


Equipment

Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • mask
  • layered monster hide Cloak
  • layered monster hide Pants
  • layered monster hide Shirt
  • Wallet
  • Two hand axes
  • Carving knife
  • Slinger

Duffle Bag

  • Rain coat
  • Water skin
  • Toiletries kit
  • First aid
  • Pitfall trap
  • Electric trap
  • 7 spread bullets 7 pierce bullets 7 slicing bullets 6 normal bullets
  • Teacher's Books
(Click to toggle Weapons reference)

Trophies

From Hunters world
Light Bowgun A crossbow that utilizes special ammunition and works almost like a gun. This thing is about 1.8 meters long and 0.8 meters wide. It can drop down 3 mines ever initiative. These mines are triggered by a shock so just attacking the mines causes an explosion. Normal ammunition - deals a flat +2 bonus dmg with a dex+firearm roll. Spread Ammunition - For every 2 success. Deals + 1. Pierce Ammunition - Allows for attacking through monsters and has a 25% chance of bleeding. Slicing Ammunition - has a 15% chance of slicing off a monster limb. (tail, arms, or legs. Doesnt work on the head)

Contractor Timeline

1 Victories - 0 Failures
Remaining Exp: -9 (Earned: 154 - Spent: 163)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
13 has not written in their journal yet.

Moves

13 has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Hunters world can post Moves for 13.

Biography

13's earliest memory is waking up next to a blue Ram knowing nothing but that their 6, their birthday and that the Ram is here to help. When they went on a walk after they came to they saw a structure that had something written on it that they could somehow read and it read 13 which they decided would be their name from now on and then decided to name the blue Ram Friend because they are 13's only friend.

13 and Friend left and traveled barley surviving they scavenge, hunt and gather barley enough to eat. They run and hide from monsters getting away with the skin of their teeth until one fateful day 13 meets a middle aged woman named Zeff this woman took 13 under her wing and together with Friend taught them to survive and more hunting, crafting, fighting, cooking and just how to live life that was until Zeff lost her life fighting a monster with the only thing 13 has of her is memories, books, training and a house that is also a moving boat. Just surviving like Zeff wanted them to making enough money to live and living life carefully and to the fullest.

Assets And Liabilities

Assets

+1 Acute Sense
Sharpened Sense: eye sight
+2 Focused
+2 Tough

Liabilities

-2 Vengeful
-3 Outsider