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Dr. Jeremey Fallow

A Newbie Contractor played by loroman1211 in World of Darkness II

Dr. Jeremey Fallow is a Doctor who will risk their life to abolish prisons.

They are 45 years old, and often appears as deshelved middle aged man.

Dr. Jeremey Fallow lives in World of Darkness II, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

2

Charisma

3

Dexterity

4

Intellect

4

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Brawl

0 Crafts

2 Culture

1 Drive

3 Firearms

2 Influence

2 Investigation

4 Medicine

0 Melee

0 Occult

0 Performance

2 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

(Dr. Jeremey Fallow is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Dr. Jeremey Fallow has no Battle Scars)

Body 6

Stress

8 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Dr. Jeremey Fallow 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.

Imprisoned: Country club Jail
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.

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.

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: 1 (Earned: 150 - Spent: 149)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Dr. Jeremey Fallow has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Biography

Things were at a time great for the good Doctor. He had was keeping himself busy and doing what he loved helping patients. But this went all wrong when he helped the wrong person at the wrong time. He made a couple large errors. First he helped a man that he thought was his friend after hours at his home. Next he gave drugs there were experimental that would help the man be free of his cancer. Lastly his biggest error. He lied about it. The prosecutor said he would have gotten him a better deal if he was honest from the start but the good doctor panicked and now he is in jail. For now things are find he is cosy and can go on visits but his mansion, his awards, his family are all but a distant memory.

Assets And Liabilities

Assets

-15 Gifted

Liabilities

+9 Imprisoned
Manner of Imprisonment: Country club Jail