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13
young hunter

A 1-Victory Newbie Contractor played by Slimes in Hunters world

13 is a Wandering Hunter who will risk their life to become the ultimate human and live a life less at risk from monsters.

They are 16 years old, live in a sand boathouse, and often appears as a person in a cloak and mask.

13 lives in Hunters world, a setting Where the asteroid never hit earth millions of years ago.

Attributes

Brawn

3

Charisma

1

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

1 Animals

3 Athletics

2 Crafts

0 Culture

1 Drive

3 Firearms

0 Influence

3 Investigation

2 Medicine

3 Melee

2 Occult

0 Performance

2 Science

3 Stealth

2 Survival

0 Technology

1 Thievery

2 Brawl

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

Injuries

(13 is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(13 has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Betrayal
Capture
Failure

Traumas

(13 has no Traumas)


Source


Circumstances

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

From Assets and Liabilities
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

Loose Ends

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Advancement

Newbie
1 Victories - 0 Failures
Remaining Exp: 4
(Earned: 154 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
13 has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

13 has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Hunters world can post Moves for 13.

Biography

13's earliest memory is waking up next to a blue Ram knowing nothing but that their 6, their birthday and that the Ram is here to help. When they went on a walk after they came to they saw a structure that had something written on it that they could somehow read and it read 13 which they decided would be their name from now on and then decided to name the blue Ram Friend because they are 13's only friend.

13 and Friend left and traveled barley surviving they scavenge, hunt and gather barley enough to eat. They run and hide from monsters getting away with the skin of their teeth until one fateful day 13 meets a middle aged woman named Zeff this woman took 13 under her wing and together with Friend taught them to survive and more hunting, crafting, fighting, cooking and just how to live life that was until Zeff lost her life fighting a monster with the only thing 13 has of her is memories, books, training and a house that is also a moving boat. Just surviving like Zeff wanted them to making enough money to live and living life carefully and to the fullest.

Assets And Liabilities

Assets

-6 Focused
-6 Tough

Liabilities

+6 Vengeful
+9 Outsider