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Steve Johnson

A Newbie Contractor played by Saardor in Maelstrom

Steve Johnson is a IT support specialist for a hospital who will risk his life to become a technomancer and bring equality between the working class and the elite.

He is 28 years old, lives in an apartment in a big city, and often appears as a thin, tall, geeky individual.

Steve Johnson lives in Maelstrom, a setting where videos of the supernatural go viral every day. His Questionnaire has 5 answers.

Attributes

Brawn

1

Charisma

2

Dexterity

2

Intellect

5

Perception

4

Abilities

2 Alertness

1 Animals

0 Athletics

0 Brawl

2 Crafts

3 Culture

1 Drive

0 Firearms

0 Influence

3 Investigation

2 Medicine

0 Melee

2 Occult

0 Performance

2 Science

1 Stealth

0 Survival

4 Technology

0 Thievery

2 Hacking

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

Injuries

(Steve Johnson is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Steve Johnson 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

(Steve Johnson 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.

Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
Database: Medical Database.
From Assets and Liabilities
You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, 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
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.
Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.

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: 156 - Spent: 156)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Steve Johnson has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

-0 Finances: Average
-3 Pathetic
-3 Cat-Eyes
-6 Database
Access to: Medical Database.
-0 Imbued

Liabilities

+6 Anti-Social