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darren

A Newbie Contractor played by theancientone in GA5-1921

darren is a guy who will risk his life to get his payslip.

He is unknown years old, and often appears as a 40 year old man.

darren lives in GA5-1921, a setting where the paranormal work for the government.

Attributes

Brawn

3

Charisma

4

Dexterity

2

Intellect

2

Perception

2

Abilities

3 Alertness

0 Animals

0 Athletics

0 Brawl

3 Crafts

0 Culture

0 Drive

0 Firearms

1 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 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

(darren is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(darren has no Battle Scars)

Body 7

Stress

7 Mind

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

Limits

Atrocities
Monsters
Revelation

Traumas

(darren 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.

Average Finances
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
Polyglot: Octopus, Tagalog, Sumerian
From Assets and Liabilities
You are fluent in three additional languages. You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs 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
The Hunger: bagels You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind damage.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Secret Primordial
Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.
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.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
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.
Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.

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

Journal
darren has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-0 Finances: Average
-6 Focused
-6 Clear Conscience
-12 Jack of All Trades
-6 Tough
-3 Polyglot
Language: Octopus, Tagalog, Sumerian
-3 Swimmer's Build
-6 Attuned Autoimmune
-9 Sleepless
-15 Immutable Body
-6 Pack Beast

Liabilities

+6 The Hunger
New Food: bagels
+9 Supernatural Condition
Supernatural Condition: Secret Primordial