Floki Lobo does not have a home Playgroup. They cannot interact with Contractors on their Downtimes. They must choose a Playgroup before their fourth Contract.
Floki Lobo has overspent Experience Remaining: -14 Exp. (Earned: 150 - Spent: 164)
A Newbie Contractor played by Rainbowdragon1357 as a Free Agent
He is 42 years old, and often appears as He is a man with lots of frizzy white hair, he wairs colorful and intricate rags with strange markings and things of that nature, with only one eye.
2 Alertness
0 Animals
0 Athletics
0 Brawl
1 Crafts
0 Culture
0 Drive
0 Firearms
1 Influence
1 Investigation
2 Medicine
3 Melee
4 Occult
0 Performance
0 Science
2 Stealth
0 Survival
0 Technology
0 Thievery
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.
I look at the imagine or look at the target and place the image in my mind over a raggedy voodoo doll I hold in my bag and stab it with a needle injuring the target immensely. Damage is determined by charisma+occult
Spend an Action, Exert your Mind, choose a target within 300 feet, and roll [[attack-roll]]. The target may defend by rolling [[defense-roll]].
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 3.The target's Armor is Reduced to 1/2, rounded up.
Clothes (1 point of armor)
Wallet
Keys
a small christ dagger in shoe
A small voodoo doll set in his pocket
Lighter
Cigarettes'
Book of dark magic
A hydroflask
a cliff bar
Trophies are special objects and equipment.
Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.