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Great
Lets witness the world of wonders!

A 1-Victory Newbie 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.

Attributes

Brawn

3

Charisma

4

Dexterity

3

Intellect

3

Perception

1

Abilities

0 Alertness

0 Animals

0 Athletics

2 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

5 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

5 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

5 Assist

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

Injuries

(Great is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Great 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

Murder
Anguish
Capture
Red-handed

Traumas

(Great has no Traumas)


Source


Circumstances

Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

Conditions

From Assets and Liabilities
Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
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.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
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.
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.
Nightmares: Electric Sheep 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.
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.
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.
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.
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.
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.
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.

Loose Ends

The Foreman

Distant Dangerous Given by Migzzo
It seems that the kobold foreman isn't too happy about you breaking his finger.

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Contractor Timeline

1 Victories - 0 Failures
Remaining Exp: -7 (Earned: 155 - Spent: 162)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Great has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Great has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Shuta can post Moves for Great.

Assets And Liabilities

Assets

-15 Gifted
-0 Finances: Average
-6 Focused
-12 Jack of All Trades
-9 Daredevil
-9 Sleepless
-6 Pack Beast
-0 Imbued
-3 Oblivious

Liabilities

+7 Short Fuse
+9 Sensitive
+3 Nightmares
Subject: Electric sheep
+6 Compulsive Liar
+6 Forgetful
+6 Paranoia
+6 Bane
Weakness: BIO-HAZARDS