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François

A Newbie Contractor played by ScaryName in The Circus

François is a fed up street sweeper who will risk his life to become a psykinetic and do all streetsweeping work in the entire world from home.

He is 29 years old, lives in a cellar room in an apartment block, and often appears as a dirty, tired man with a stubble the same length as his receding hairline and in orange work attire.

François lives in The Circus, a setting where videos of the supernatural go viral every day. His Questionnaire has 5 answers.

Attributes

Brawn

2

Charisma

2

Dexterity

3

Intellect

5

Perception

1

Abilities

1 Alertness

0 Animals

2 Athletics

0 Brawl

1 Crafts

3 Culture

1 Drive

0 Firearms

2 Influence

1 Investigation

0 Medicine

2 Melee

0 Occult

0 Performance

0 Science

3 Stealth

1 Survival

1 Technology

3 Thievery

5 Working Man

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

Injuries

(François is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(François 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

(François 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: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Illicit Supplier: Some of his colleagues are part of street gangs, so any of the above, in the easiest-to-smuggle variant
From Assets and Liabilities
Through some illegal means, you have reliable access to a certain type of material others don’t. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside)

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
Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
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.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.

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: 2 (Earned: 156 - Spent: 154)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
François has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

-6 Clear Conscience
-6 Illicit Supplier
Stockpile Type: Some of his colleagues are part of street gangs, so any of the above, in the easiest-to-smuggle variant
-3 Lanky
-3 Nimble Fingers
-0 Imbued
-3 Oblivious

Liabilities

+6 Finances: Poor
+6 Compulsive Liar