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Washington Washingtoooon
I heard that motherfucker had like, 30 goddamn dicks.

A Newbie Contractor played by coco as a Free Agent

Washington Washingtoooon is a man who's coming who will risk his life to not save the british children.

He is years old, and often appears as 6'20 weighs a fucking ton.

Attributes

Brawn

5

Charisma

5

Dexterity

5

Intellect

5

Perception

5

Abilities

5 Alertness

5 Animals

5 Athletics

5 Brawl

5 Crafts

5 Culture

5 Drive

5 Firearms

5 Influence

5 Investigation

5 Medicine

5 Melee

5 Occult

5 Performance

5 Science

5 Stealth

5 Survival

5 Technology

5 Thievery

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

Injuries

(Washington Washingtoooon is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Washington Washingtoooon has no Battle Scars)

Body 8

Stress

9 Mind

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

Saving the british children.

Traumas

(Washington Washingtoooon has no Traumas)



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.

Famous: Washington
From Assets and Liabilities
You are well-known and generally well-liked by the general public. You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's discretion.
Wealthy
From Assets and Liabilities
You are "comfortable" in the way that makes people extremely jealous. You have access to $100,000 (or equivalent currency) per Contract.
Rich
From Assets and Liabilities
You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.

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
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
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.
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.
Hard You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
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.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You get +3 dice to resist any attempt to control your thoughts or actions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Possession and Suggestion Effects.
Jaded Your emotions are deliberate and unshakable. You get +3 dice to resist any attempt to sway your emotions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Fascinate and Emotion Control Effects.

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: -683 (Earned: 150 - Spent: 833)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Washington Washingtoooon has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-9 Ageless
-15 Charmed Existence
-15 Jaded (old emotion control resistance).
-15 Iron Will
-12 Jack of All Trades
-12 Jaded
-18 Finances: Rich
-9 Daredevil
-9 Trained Reflexes
-12 Wealthy
-6 Code of Honor
Code: Dont save the british children.
-6 Light Sleeper
-6 Focused
-6 Clear Conscience
-6 Famous
Claim to Fame: Washington
-6 Tough
-3 Ambidextrous
-3 Beautiful
-0 Unshakable

Liabilities

+3 Uncanny Echoes
Echo: Made of radiation