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The Orb
"..."

A Newbie Contractor played by TealKnight as a Free Agent

The Orb is a floating circular beacon of energy who will risk their life to convert the world to Mormonism.

They are 10,000 years old, and often appears as a sphere of pulsating, near-blinding light.

Attributes

Brawn

1

Charisma

4

Dexterity

5

Intellect

4

Perception

3

Abilities

1 Alertness

0 Animals

0 Athletics

0 Crafts

2 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

2 Medicine

0 Melee

5 Occult

4 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

(The Orb is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • 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

    Murder
    Sin

    Traumas

    (The Orb 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.

    Imprisoned: Stuck in the afterlife
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

    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
    Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
    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.
    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.
    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.
    Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.

    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: -28
    (Earned: 150 - Spent: 178)
    An itemized record of every Contract, advancement, and more

    Journal
    The Orb has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    The Orb 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
    -3 Pathetic
    -6 Focused
    -6 Clear Conscience
    -12 Jaded
    -6 Light Sleeper

    Liabilities

    +6 Finances: Poor
    +3 Defective Sense
    Affected Sense: Smell
    +6 Mute
    +9 One Arm
    +12 No Hands
    +9 Imprisoned
    Manner of Imprisonment: Stuck in the afterlife