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Ingvar XI

A Newbie Contractor played by geniebottle in GA5-1921

Ingvar XI is a henchmen serving an evil master who will risk his life to appease his evil master and acquire some magic to help him.

He is 1 (2000) years old, and often appears as a short, stout and hunchbacked man with crooked eyes and an even more crooked nose.

Ingvar XI lives in GA5-1921, a setting where the paranormal work for the government.

Attributes

Brawn

5

Charisma

2

Dexterity

1

Intellect

4

Perception

4

Abilities

2 Alertness

0 Animals

5 Athletics

4 Brawl

0 Crafts

3 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

3 Medicine

0 Melee

4 Occult

0 Performance

3 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Ingvar XI is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Leg (You move at one quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • Body 8

    Stress

    7 Mind

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

    Limits

    Betrayal
    Failure
    Disobedience

    Traumas

  • Traumatized Phobia: Failure


  • 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.
    Stockpile: Magical Items
    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.
    Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Database: The Warlock Assistant Network
    From Assets and Liabilities
    You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, 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
    Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    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.
    Dark Fate When things go wrong for you, they go very wrong. Any time you roll an Outcome of 0, it counts as a Botch (-1). You cannot use Will to Survive to reduce the Severity of incoming Injuries.
    Giftless: to feed both you and your master's life force You have some pressing issue which forces you to spend your rewards from Contracts on simple survival. You cannot receive Gifts, or spend Gift or Improvement points.
    Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
    Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
    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.
    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.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Penalty does not apply.
    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.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
    Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
    Nightmares: Prior Deaths Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    Bane: Anchoring or Antimagical attacks You are weak to a specific material or type of attack. Any Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Homunculus: +1 Difficulty to social rolls with Humans. -1 dice to blend in with humans or other Living creatures. Due to your small soul, any effect which targets Living or Sapient creatures has either a - 1 dice or a +1 Difficulty (your choice).

    Loose Ends

    Dark Secret: Homunculus created by an alchemist, not a real person.

    Distant Dangerous Given by a Liability
    You have a secret. When it gets out, there will be immediate and significant consequences for you.

    Loading...

    Contractor Timeline

    0 Victories - 0 Failures
    Remaining Exp: 0 (Earned: 150 - Spent: 150)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Ingvar XI has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -3 Cat-Eyes
    -6 Clear Conscience
    -6 Illicit Supplier
    Stockpile Type: Magical Items
    -12 Jack of All Trades
    -6 Tough
    -9 Bounce Back
    -3 Convenient Klutz
    -6 Database
    Access to: The Warlock Assistant Network
    -9 Sleepless
    -15 Immutable Body
    -6 Pack Beast

    Liabilities

    +9 Supernatural Condition
    Supernatural Condition: Homunculus: +1 Difficulty to social rolls with Humans. -1 dice to blend in with humans or other Living creatures. Due to your small soul, any effect which targets Living or Sapient creatures has either a - 1 dice or a +1 Difficulty (your choice).
    +3 Nightmares
    Subject: Prior Deaths
    +6 Bane
    Weakness: Anchoring or Antimagical attacks
    +3 Dark Secret
    Secret: Homunculus created by an alchemist, not a real person.
    +6 Short
    +3 Traumatized
    Trauma: Phobia: Failure
    +6 Paranoia
    +6 Finances: Poor
    +6 Vengeful
    +9 Movement Impaired
    Impairment: Hunchback and Misshapen Legs
    +9 Sensitive
    +9 Outsider
    +12 Weak Willed
    +15 Dark Fate
    +30 Giftless
    Gifts must be spent on: to feed both you and your master's life force