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Andre
Lord of The Jungle

A Newbie Contractor played by Dragonlizard in Project *******

Andre is a man turned gorilla who will risk his life to bring back the strength of the animals, and bring down the age of man.

He is 24 years old, and often appears as a striking man with a broad chest and tanned skin.

Andre lives in Project *******, a setting where reality flows, bends, and breaks, and the whole world stands at a delicate balance.

Attributes

Brawn

5

Charisma

2

Dexterity

3

Intellect

2

Perception

3

Abilities

0 Alertness

2 Animals

4 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

1 Performance

0 Science

2 Stealth

3 Survival

0 Technology

0 Thievery

5 Brawl

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

Injuries

(Andre is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Andre has no Battle Scars)

Body 8

Stress

5 Mind

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

Limits

Betrayal
Failure
Near-Death Experience

Traumas

(Andre has no Traumas)


Animal Heart


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
Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
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.
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.
Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.

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: -6
(Earned: 150 - Spent: 156)
An itemized record of every Contract, advancement, and more

Journal
Andre has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-9 Trained Reflexes
-15 Gifted
-3 Acute Sense
Sharpened Sense: Sight
-3 Acute Sense
Sharpened Sense: Hearing
-3 Acute Sense
Sharpened Sense: Smell
-6 Tough
-6 Light Sleeper
-9 Daredevil

Liabilities

+9 Gullible
+12 Weak Willed
+6 Vengeful
+6 Anachronism
+9 Outsider