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Garth Verinx
Think you're hot shit now? I'll be big one day!

A Newbie Contractor played by MarrowKin as a Free Agent

Garth Verinx is a Punk Rock Guitarist who will risk his life to Become a legend!.

He is 24 years old, and often appears as The guy in charge.

Attributes

Brawn

2

Charisma

4

Dexterity

3

Intellect

2

Perception

3

Abilities

0 Alertness

0 Animals

1 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

4 Influence

0 Investigation

1 Medicine

2 Melee

1 Occult

5 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

(Garth Verinx is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Garth Verinx has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Atrocities
Injustice

Traumas

(Garth Verinx has no Traumas)


Source


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.

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
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
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.
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.
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.
Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.

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: -8
(Earned: 150 - Spent: 158)
An itemized record of every Contract, advancement, and more

Journal
Garth Verinx has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Biography

Garth will never elaborate on his past to those below him, but it is very apparent he wants to be heard loud and clear.. At some point in his life he learned to play the guitar he constantly carries with him, The Axe. With a hate for injustice Garth donates large sums of his dough to the poor.. He may or may not think he's better than everyone else due to his beliefs, but he will go down in history..

Assets And Liabilities

Assets

-15 Iron Will
-15 Gifted
-6 Focused
-6 Clear Conscience
-3 Beautiful
-12 Jaded
-3 Ambidextrous
-6 Code of Honor
Code: Charitable, probably gives too much money to the poor

Liabilities

+12 Glass Jaw
+6 Finances: Poor
+6 Vengeful