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Todd
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A Newbie Contractor played by alienboy as a Free Agent

Todd is a Wolf boy who will risk their life to free his family from being persecuted by hunters.

They are 38 years old, and often appears as Extremely hairy, bulkier man who smells like wet dog.

Attributes

Brawn

4

Charisma

1

Dexterity

4

Intellect

1

Perception

3

Abilities

3 Alertness

4 Animals

4 Athletics

4 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

3 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

4 Stealth

4 Survival

0 Technology

0 Thievery

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

Injuries

(Todd is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Todd has no Battle Scars)

Body 7

Stress

3 Mind

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

Limits

Anguish
Betrayal

Traumas

(Todd 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.

Outsider
From Assets and Liabilities
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

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
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Hard You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
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.
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.
Anti-Social You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
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.
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.

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: -12 (Earned: 150 - Spent: 162)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Todd has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Biography

Todd was born to a family he knows very little about. He's never considered them his family. When he was a baby, his "family" took him on a camping trip, and left him behind in the woods of Michigan. He went three days without food, water, or shelter, until a pack of wolves found him and took him in. The pack socialized him, teaching him how to hunt, how to establish dominance, and how to decipher predator from prey. At age 24, he attacked a human couple in the woods. He was brought back to Detroit to relearn how to be human. He is being cared for at an extreme psychiatric clinic, but he has been struggling to read, write, and communicate. He was given the name Todd by one of his caregivers, one Todd grew very close to. He believes that this caregiver, if he plays his cards right, will let him out. He would pay any price to be back with his family and teach them how to protect themselves with the human knowledge he's acquired.

Assets And Liabilities

Assets

-15 Iron Will
-3 Acute Sense
Sharpened Sense: Smell
-6 Tough
-12 Jaded

Liabilities

+3 Illiterate
+3 Speech Impediment
+6 Vengeful
+6 Anachronism
+9 Outsider
+6 Anti-Social
+6 Forgetful