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Spark

A Newbie Contractor played by bluebird032 in World of Ruin

Spark is a Machine and Vehicle Mechanic who will risk their life to build a thriving ferryman business that can safely transport anyone (who can pay) across the world of ruin.

They are 20 years old, and often appears as A cherub-faced African American whose pockets jingle with bits of foraged metal.

Spark lives in World of Ruin, a setting post-apocalyptic where the supernatural also live.

Attributes

Brawn

3

Charisma

2

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

2 Crafts

0 Culture

2 Drive

0 Firearms

0 Influence

2 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

2 Science

3 Stealth

0 Survival

2 Technology

2 Thievery

2 Brawl

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

Injuries

(Spark is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Spark has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Anguish
Capture
Near-Death Experience

Traumas

(Spark 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.

Stockpile: Metal tools and parts
From Assets and Liabilities
You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.

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
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.

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: 0
(Earned: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Spark has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-6 Illicit Supplier
Stockpile Type: Metal tools and parts
-12 Jack of All Trades