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Colt Ingram
The man who walks the walk has arrived

A Newbie Contractor played by Skelebro as a Free Agent

This character is dead. RIP

Colt Ingram is a Adrenaline Junkie Salesman who will risk his life to do something more in life, get out of the mundane loopful life that is boredom. Along with yes doing the occasional good thing.

He is 31 years old, and often appears as Lean guy with office styled clothing, tie and all but he does have a fleece jacket. Short hair included.

Attributes

Brawn

3

Charisma

3

Dexterity

5

Intellect

3

Perception

2

Abilities

1 Alertness

0 Animals

2 Athletics

1 Brawl

0 Crafts

2 Culture

0 Drive

1 Firearms

3 Influence

0 Investigation

0 Medicine

1 Melee

1 Occult

0 Performance

0 Science

1 Stealth

1 Survival

2 Technology

2 Thievery

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

Injuries

2
Burnt 2.0
5
Spiked
2
Bullet wound
2
Burnt
2
Spike ripped out
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Colt Ingram has no Battle Scars)

Body 7

Penalty

7 Mind

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

(Colt Ingram 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

From Assets and Liabilities
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
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.

Loose Ends


Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • Jeans
  • White Buttoned shirt
  • Fleece Jacket
  • Wallet
  • Keys
  • Smartphone
  • A pocket knife

Purple Jansport backpack

  • Poncho Raincoat
  • Metal water bottle
  • Toiletries kit
(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: -12 (Earned: 150 - Spent: 162)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Colt Ingram has not written in his journal yet.

Moves

Colt Ingram has made 0 Moves.
Only Contractors in Playgroups can make Moves.

Assets And Liabilities

Assets

+1 Ambidextrous
+3 Daredevil
+4 Jack of All Trades