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Phil Potts

A Newbie Contractor played by mmmsquid in GA5-1921

Phil Potts is a Sentient potted plant who will risk their life to become a Worthy being and strong stalked.

They are 2 plant years old, live in a lovely vintage greenhouse, and often appears as A small potted Dieffenbachia with green leaves.

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

Attributes

Brawn

2

Charisma

3

Dexterity

2

Intellect

3

Perception

4

Abilities

4 Alertness

2 Animals

2 Athletics

0 Brawl

0 Crafts

3 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

0 Melee

5 Occult

0 Performance

2 Science

2 Stealth

2 Survival

0 Technology

0 Thievery

4 Plant

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

Injuries

(Phil Potts is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Phil Potts has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Anguish
Capture
Plantlover

Traumas

(Phil Potts 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.
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
Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Sentient plant
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.

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
Phil Potts has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-9 Sleepless

Liabilities

+6 Finances: Poor
+6 Short
+9 Outsider
+9 Supernatural Condition
Supernatural Condition: Sentient plant