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John doe
Who needs magic

A Newbie Contractor played by Enkidu as a Free Agent

John doe is a accountant who will risk his life to become a greatest man in the world and show the world man can stand above the supernatural.

He is 32 years old, lives in Boston, and often appears as a sturdy looking, but plan man.

Attributes

Brawn

7

Charisma

6

Dexterity

7

Intellect

6

Perception

6

Abilities

0 Alertness

0 Animals

0 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 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

(John doe is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(John doe has no Battle Scars)

Body 9

Stress

9 Mind

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

Limits

Near-Death Experience
Anguish
Atrocities
Monsters

Traumas

  • Competitive If you are directly challenged you must roll self control to not immediately accept the challenge. If you accept the challenge you must follow through until it is done win or lose.
  • Alcoholism You are addicted to alcohol. Any time you are offered that substance, you must roll Self-Control. If you fail, you must consume it, and if you botch, you will Overdose. You are unable to regain any Mind from resting unless you have consumed the substance that day.

  • Source


    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.

    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
    Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
    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.
    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.
    Giftless You have some pressing issue which forces you to spend your rewards from Contracts on simple survival. You cannot receive Gifts, or spend Gift or Improvement points.
    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.

    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: -4
    (Earned: 150 - Spent: 154)
    An itemized record of every Contract, advancement, and more

    Journal
    John doe has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -12 Jack of All Trades

    Liabilities

    +3 Deep Sleeper
    +9 Sensitive
    +6 Delusions of Grandeur
    +30 Giftless