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Ezmuh
*growling and spitting*

A Newbie Contractor played by Kardaz as a Free Agent

Ezmuh is a werebear witch who will risk their life to restore anarchy, nature and peace to all.

They are 174 years old, and often appears as a walking pile of leaves and branches.

Attributes

Brawn

3

Charisma

1

Dexterity

3

Intellect

4

Perception

4

Abilities

1 Alertness

2 Animals

1 Athletics

1 Crafts

0 Culture

0 Drive

0 Firearms

1 Influence

1 Investigation

1 Medicine

0 Melee

2 Occult

1 Performance

0 Science

2 Stealth

2 Survival

0 Technology

1 Thievery

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

Injuries

(Ezmuh is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Ezmuh 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

(Ezmuh 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.
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
Lycanthropy You are possessed by an impulsive aspect that physically and mentally transforms you on the full moon and the surrounding nights. At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many nights until the full moon. On the two nights leading up to the full moon, you experience minor physical changes and Mind rolls you make are at +1 Difficulty. On the night of the full moon, you transform fully into an obviously unusual creature and all Mind rolls you make are at +2 Difficulty.
Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
Ageless You are not immortal, but the passage of time takes a lesser toll upon you. For every four years that passes, you age a single year.
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: 1
(Earned: 150 - Spent: 149)
An itemized record of every Contract, advancement, and more

Journal
Ezmuh has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Biography

Lives in wilderness doing spells, living as animals and helping people in rural communities. General witchy Behavior. Recently got fed up with cities and industry encroaching on the natural world and decided to gain the power to stop it.

Assets And Liabilities

Assets

-15 Gifted
-9 Ageless
-12 Jack of All Trades
-6 Attuned Autoimmune
-3 Avoidance

Liabilities

+6 Finances: Poor
+9 Outsider
+6 Lycanthropy