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Jack "Catalytic" Samson

A Newbie Contractor played by geniebottle in The Others

Jack "Catalytic" Samson is a rugby player who will risk his life to become a superhero and inspire others to do the right thing.

He is 22 years old, lives in S.O.P HQ, and often appears as a toned, 5'9 man with tan skin, blonde hair, and turquoise eyes, usually wearing elbow and knee pads, a grilled face shield and a thick fullbody outfit.

Jack "Catalytic" Samson lives in The Others, a setting where superhero teams compete for fame while fighting villains.

Attributes

Brawn

5

Charisma

2

Dexterity

4

Intellect

1

Perception

2

Abilities

2 Alertness

0 Animals

4 Athletics

5 Brawl

0 Crafts

2 Culture

0 Drive

0 Firearms

1 Influence

0 Investigation

1 Medicine

2 Melee

0 Occult

2 Performance

0 Science

0 Stealth

0 Survival

1 Technology

0 Thievery

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

Injuries

(Jack "Catalytic" Samson is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jack "Catalytic" Samson has no Battle Scars)

Body 8

Stress

4 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Jack "Catalytic" Samson 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.

Finances: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Respected Expert: Rugby
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.

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
Nightmares: Exploding Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
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.
Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Burning Up: Each day you go without using your powers, you take a Severity-2 Injury.
Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. As long as your Intellect rating is 1, being reduced to 0 Mind does not incapacitate you. Instead, you are able to continue to take Actions, though you are limited to dog-like level of intelligence, and Penalty still applies in full.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
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.

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
Jack "Catalytic" Samson has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Jack "Catalytic" Samson has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-15 Gifted
-3 Respected Expert
Field: Rugby
-6 Tough
-6 Pack Beast
-3 Lizard Brain

Liabilities

+7 Short Fuse
+6 Finances: Poor
+3 Nightmares
Subject: Exploding
+6 Forgetful
+9 Supernatural Condition
Supernatural Condition: Burning Up: Each day you go without using your powers, you take a Severity-2 Injury.