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Great
Lets witness the world of wonders!

A 7-Victory Novice Contractor played by Aikesn in Shuta

Great is a Great Guy who will risk their life to become the ultimate Greater Being and find miguel.

They are old years old, live in the Phillipines, and often appears as a student.

Great lives in Shuta, a setting A batchmate has gone missing, find him. Their journal has 9 entries. Their Questionnaire has 19 answers.

Attributes

Brawn

4

Charisma

4

Dexterity

8

Intellect

4

Perception

4

Abilities

5 Alertness

0 Animals

4 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

0 Medicine

5 Melee

5 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

2 Assist

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

Injuries

2
AHHHH
1
S
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Ouch (It’s just a minor pain)
  • Body 7

    Stress

    9 Mind

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

    Limits

    Bereaved
    Valiant
    Anguish
    Capture

    Traumas

  • Compulsion to do something insane When faced with a new opportunity to act on your compulsion, you must succeed a Self-Control roll to resist.

  • Insanity

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

    Conditions

    From Assets and Liabilities
    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.
    Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
    Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
    Bane: BIO-HAZARDS You are weak to a specific material or type of attack. All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
    Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    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.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don't possess, you do not suffer the standard + 1 Difficulty penalty, and you receive +1 dice to the roll.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Curse of Freaky
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    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.
    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.
    Deleted Conditions with active Assets and Liabilities
    • Disorder
    • Disorder
    • Disorder

    Loose Ends

    Loading...

    Advancement

    7 Victories - 0 Failures
    Remaining Exp: 1
    (Earned: 213 - Spent: 212)
    An itemized record of every Contract, advancement, and more

    Moves

    Great has made 3 Moves.
    Only GMs who have permission to run Contracts and post World Events in Shuta can post Moves for Great.

    Biography

    Z

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -15 Gifted
    -6 Clear Conscience
    -3 Nimble Fingers
    -9 Daredevil
    -6 Born Runner
    -0 Imbued

    Liabilities

    +6 Disorder
    Permanent Trauma: freak
    +6 Disorder
    Permanent Trauma: freaky
    +6 Disorder
    Permanent Trauma: freak
    +7 Short Fuse
    +6 Vengeful
    +6 Individual Enemy
    Name of Enemy: Foreman
    +15 Dark Fate
    +9 Supernatural Condition
    +6 Finances: Poor
    +6 Disorder
    +9 Sensitive
    +6 Forgetful
    +6 Bane
    Weakness: BIO-HAZARDS