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Bird Man

A Newbie Contractor played by Author in The Grand Exodus

Bird Man is a bird man who will risk his life to become the ultimate bird man and coo coo.

He is 34 years old, lives in bird man's house, and often appears as a man. But also bird. But also in shorts and nothing else.

Bird Man lives in The Grand Exodus, a setting where fantasy and dreams make reality while a great evil brews.

Attributes

Brawn

4

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

4 Alertness

3 Animals

4 Athletics

1 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

1 Investigation

0 Medicine

0 Melee

1 Occult

1 Performance

0 Science

2 Stealth

3 Survival

0 Technology

0 Thievery

3 Animal Friend Asset

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

Injuries

(Bird Man is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Bird Man 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

Animal-Lover
Betrayal
Atrocities
Murder

Traumas

  • Birds, Man - They're just so fucking cool. (Roll Self Control to ever allow you or someone else to harm a bird)

  • Birds


    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: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Outsider
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.

    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
    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.
    Dark Fate When things go wrong for you, they go very wrong. Any time you roll an Outcome of 0, it counts as a botch (-1). You also cannot use Will to Survive to reduce the Severity of incoming Injuries.
    Tough You can function under intense pain. Stress from Injuries is reduced by 2.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    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.
    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.

    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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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: -5
    (Earned: 150 - Spent: 155)
    An itemized record of every Contract, advancement, and more

    Journal
    Bird Man has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -6 Focused
    -3 Beautiful
    -6 Tough
    -0 Imbued

    Liabilities

    +6 Finances: Poor
    +9 Sensitive
    +9 Outsider
    +15 Dark Fate