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Pelunk
"egh"

A Newbie Contractor played by TealKnight as a Free Agent

Pelunk is a caveman who will risk his life to summon the great nature-god Duka.

He is 20,000 years old, and often appears as A hairy man in deerskin draped clothes.

Attributes

Brawn

4

Charisma

2

Dexterity

5

Intellect

2

Perception

3

Abilities

4 Alertness

3 Animals

4 Athletics

2 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

1 Medicine

4 Melee

1 Occult

0 Performance

0 Science

3 Stealth

5 Survival

0 Technology

0 Thievery

3 Brawl

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

Injuries

(Pelunk is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Pelunk 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

Monsters
Atrocities
Capture

Traumas

(Pelunk 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.

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

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
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
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: -18
(Earned: 150 - Spent: 168)
An itemized record of every Contract, advancement, and more

Journal
Pelunk has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-3 Acute Sense
Sharpened Sense: Hearing

Liabilities

+9 Sensitive
+3 Illiterate
+9 Gullible
+6 Anachronism
+9 Outsider