Nuclear Weapon does not have a home Playgroup. They cannot interact with Contractors on their Downtimes. They must choose a Playgroup before their fourth Contract.
Nuclear Weapon has overspent Experience Remaining: -8 Exp. (Earned: 150 - Spent: 158)
A Newbie Contractor played by TealKnight as a Free Agent
He is 20 years old, and often appears as a gigantic chrome-painted humanoid with bulging muscles and blue boxer briefs.
3 Alertness
0 Animals
4 Athletics
0 Crafts
0 Culture
0 Drive
0 Firearms
2 Influence
0 Investigation
0 Medicine
3 Melee
0 Occult
4 Performance
0 Science
0 Stealth
0 Survival
0 Technology
0 Thievery
5 Brawl
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 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.
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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