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David D.

A Newbie Contractor played by AdmiralEgg in The Circus

David D. is a debonair heir who will risk his life to become a President and further the end goal of capitalism.

He is 64 years old, lives in Texas, and often appears as rotund man in a white suit with a white ten gallon hat.

David D. lives in The Circus, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

5

Dexterity

1

Intellect

2

Perception

2

Abilities

1 Alertness

0 Animals

0 Athletics

2 Brawl

0 Crafts

4 Culture

1 Drive

3 Firearms

4 Influence

0 Investigation

1 Medicine

1 Melee

2 Occult

1 Performance

1 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

(David D. is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(David D. has no Battle Scars)

Body 7

Stress

8 Mind

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

Limits

Atrocities
Sin
Diabetus

Traumas

(David D. 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.

Famous: The heir to a capitalist empire of sports stadiums
From Assets and Liabilities
You are well-known and generally well-liked by the general public. You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's discretion.
Arsenal: Armory
From Assets and Liabilities
Through some legal, licensed means, you have reliable access to a certain type of material others don’t. You may transport this material without the authorities interfering. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if normally illegal where you reside)
Finances: Rich
From Assets and Liabilities
You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.

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
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Defective Sight You have trouble seeing things accurately. All Perception rolls which involve sight are at +2 Difficulty, and rolls which involve aiming at a target are at +1 Difficulty (this includes ranged combat, as well as called shots in melee combat).
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
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.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
Nightmares: Sleep apneia 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.
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.

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
David D. has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-18 Finances: Rich
-6 Famous
Claim to Fame: The heir to a capitalist empire of sports stadiums
-6 Tough
-12 Arsenal
Arsenal Type: Armory
-3 Oblivious

Liabilities

+7 Short Fuse
+3 Nightmares
Subject: Sleep apneia
+6 Vengeful
+6 Defective Sight
+6 Delusions of Grandeur