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Rico
I am the law, and the law won.

A Newbie Contractor played by knockout709 in Blearth

Rico is a studious law student who will risk his life to become a nephilim between two worlds and become the judge that holds the scale of right and wrong.

He is 23 years old, lives in a small studio apartment in the Bronx, and often appears as a tired, disheveled student in a suit that's always a little too big or a little too small.

Rico lives in Blearth, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

1

Charisma

4

Dexterity

2

Intellect

4

Perception

4

Abilities

2 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

1 Culture

0 Drive

3 Firearms

4 Influence

4 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

1 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

(Rico is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Rico has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Failure
Injustice

Traumas

(Rico 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: Comfortable
From Assets and Liabilities
Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract.

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.
Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
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.
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.
Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.

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
Rico has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-3 Pathetic
-6 Focused
-3 Beautiful
-12 Jaded
-3 Convenient Klutz
-6 Finances: Comfortable

Liabilities

+6 Compulsive Liar
+6 Paranoia
+6 Delusions of Grandeur