Leonard does not have a home Playgroup. They cannot interact with Contractors on their Downtimes. They must choose a Playgroup before their fourth Contract.
Leonard has overspent Experience Remaining: -14 Exp. (Earned: 150 - Spent: 164)
A Newbie Contractor played by rakadishu as a Free Agent
He is 45 years old, and often appears as a human with out-of-date facial hair.
2 Alertness
0 Animals
3 Athletics
0 Crafts
0 Culture
0 Drive
0 Firearms
2 Influence
1 Investigation
1 Medicine
5 Melee
0 Occult
1 Performance
0 Science
2 Stealth
2 Survival
0 Technology
2 Thievery
3 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.
Latest 0 of 0 answers
At one point, in a time long ago, Leonard ran a pack of mercenaries. What they got up to isn't important - to him, anyways - but it was the sort of thing that eventually makes one a few enemies. He and his crew batted away most revenge attempts easily, but the one he wasn't ready for came from his own son. Leonard hadn't expected the kid to be old enough to remember why his mother was dead, but the attempt on his life made it pretty clear his son remembered how it had went. Leonard isn't sure which of the souvenirs he'd collected was the one that saved him - all of them were claimed to be magical, but of course the odds on that being true were slim to none. Still, either one of them saved him, or it was pure dumb luck that he was whisked away from that place at that exact time - he's not sure either way, and the result is the same: He found himself in a strange time, in a strange place, and without any of his possessions.
He was lucky enough to find clothes quickly, at least, but piecing his way together after that was slow, difficult going - figuring out how this world worked and how to work with it was tricky enough, but a quick burglary and discovering that libraries were open for just anyone made the transition a lot easier. Settling down would be nice, of course, but Leonard decided he needed more - there was proof of magic in the world now, and if that was true, then there was plenty of opportunity. His life had been saved by pure dumb luck the first time, and he intended to give himself something a bit more secure to rely on, one way or another.