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Dr. Fredrick Steiner
"MY NAME IS FREDRICK STEINER!"

A Newbie Contractor played by Tranks_300 as a Free Agent

Dr. Fredrick Steiner is a raider who lives in the Middle-O-Nowhere, used to work in chemistry. Now he raids anything he can. who will risk his life to survive..

He is 32 years old, and often appears as a man in a gas mask, protective clothing and bullet proof armor..

Attributes

Brawn

3

Charisma

2

Dexterity

5

Intellect

4

Perception

2

Abilities

0 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

5 Firearms

0 Influence

0 Investigation

1 Medicine

3 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Dr. Fredrick Steiner is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Dr. Fredrick Steiner has no Battle Scars)

Body 7

Stress

7 Mind

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

Limits

Anguish
Capture
Failure

Traumas

  • Traumatized Anger issues, he gets angry really fast


  • 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.

    Stockpile: Military grade weapons. (Stole it from military transportation))
    From Assets and Liabilities
    You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.
    Point of Contact: His raiding clan; Grobe Kreuzfahrer (Great crusaders)
    From Assets and Liabilities
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

    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
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    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.
    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.
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
    Notoriety: His clan were major raiders ou are easily recognized and treated badly by the public at large due to something bad in your past. There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
    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.

    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: 150 - Spent: 152)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Dr. Fredrick Steiner has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -6 Illicit Supplier
    Stockpile Type: Military grade weapons. (Stole it from military transportation))
    -6 Point of Contact
    Contact: His raiding clan; Grobe Kreuzfahrer (Great crusaders)
    -12 Jack of All Trades
    -6 Tough

    Liabilities

    +3 Traumatized
    Trauma: Anger issues, he gets angry really fast
    +3 Ugly
    +6 Vengeful
    +9 Deformity
    Description and system: a burned and charred face, always wears f armor
    +3 Notoriety
    Reason: His clan were major raiders