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Edward Jigglesworth

A Newbie Contractor played by Weednose as a Free Agent

Edward Jigglesworth is a Goopy guy who will risk his life to Become a great merchant.

He is 11 years old, and often appears as a slime man.

Attributes

Brawn

2

Charisma

4

Dexterity

3

Intellect

1

Perception

2

Abilities

0 Alertness

0 Animals

0 Athletics

0 Crafts

3 Culture

0 Drive

0 Firearms

4 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

1 Performance

0 Science

0 Stealth

0 Survival

0 Technology

1 Thievery

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

Injuries

(Edward Jigglesworth is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Edward Jigglesworth has no Battle Scars)

Body 6

Stress

6 Mind

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

Limits

Anguish
Murder
Animal-Lover

Traumas

(Edward Jigglesworth 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.

Arsenal: Slaves
From Assets and Liabilities
You have an arsenal of a specific type of illegal weaponry or extremely rare and dangerous items. This does not include weapons of mass destruction, tanks, or assault helicopters. During a Downtime, you may obtain up to three items from your stockpile.
Respected Expert: Salesmanship
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
Financially Comfortable
From Assets and Liabilities
Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract.

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
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.
Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.
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.
Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.

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
Edward Jigglesworth has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-3 Respected Expert
Field: Salesmanship
-3 Contortionist
-9 Daredevil
-3 Swimmer's Build
-6 Born Runner
-15 Immutable Body
-6 Finances: Comfortable
-12 Arsenal
Arsenal Type: Slaves
-3 Lizard Brain

Liabilities

+6 Delusions of Grandeur