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The Goatman (Ringer)
“Stay awhile, it’s more fun that way...”

A Newbie Contractor played by lumiq as a Free Agent

The Goatman (Ringer) is a wood dwelling terrifier who will risk his life to scare these kids out of his woods.

He is probably thousands of years old, and often appears as a man in light gray flannel with shaggy black hair, a beard to match, and slightly muddy jeans, standing at about 6 feet tall.

Attributes

Brawn

2

Charisma

4

Dexterity

2

Intellect

4

Perception

2

Abilities

3 Alertness

4 Animals

2 Athletics

0 Brawl

2 Crafts

0 Culture

0 Drive

0 Firearms

5 Influence

0 Investigation

0 Medicine

1 Melee

3 Occult

0 Performance

0 Science

4 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

(The Goatman (Ringer) is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(The Goatman (Ringer) has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Anguish
Capture
Failure

Traumas

(The Goatman (Ringer) has no Traumas)


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
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.
Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.

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: -7 (Earned: 150 - Spent: 157)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
The Goatman (Ringer) has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

The Goatman (Ringer) has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-6 Clear Conscience
-3 Acute Sense
Sharpened Sense: Sight
-9 Sleepless

Liabilities

+12 Glass Jaw
+6 Anachronism
+3 Uncanny Echoes
Echo: Smells like you’re about to get a nosebleed, or maybe a storm...