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Carl
Shoot it 'till it dies!

A Newbie Contractor played by Buttonmasher as a Free Agent

Carl is a uncouth huntsman who will risk his life to kill the monster that has been slowly killing his family.

He is 34 years old, and often appears as a stereotypical redneck with a variety of unusual scars.

Attributes

Brawn

4

Charisma

1

Dexterity

2

Intellect

2

Perception

4

Abilities

3 Alertness

2 Animals

3 Athletics

1 Crafts

0 Culture

0 Drive

3 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

2 Stealth

4 Survival

0 Technology

0 Thievery

2 Brawl

3 Hunting

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

Injuries

(Carl is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Carl has no Battle Scars)

Body 7

Stress

4 Mind

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

Limits

Anguish
Capture
Failure

Traumas

(Carl 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.

Stockpile: Hunting firearms and equipment.
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.

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.
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.
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.
Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.

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: 2
(Earned: 150 - Spent: 148)
An itemized record of every Contract, advancement, and more

Journal
Carl has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Iron Will
-6 Illicit Supplier
Stockpile Type: Hunting firearms and equipment.
-3 Acute Sense
Sharpened Sense: Smell.
-6 Tough

Liabilities

+9 Gullible
+3 Ugly