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Balthazar The Magic Guy

A 2-Victory Newbie Contractor played by BenGre24 in GA5-1921

Balthazar The Magic Guy is a "Magic" Guy who will risk his life to become the ultimate Rock and to find the power to become a rock.

He is 77 years old, lives in the deep forest by a cliff, and often appears as Your typical blue robe wizard.

Balthazar The Magic Guy lives in GA5-1921, a setting where the paranormal work for the government. His journal has 2 entries.

Attributes

Brawn

2

Charisma

2

Dexterity

3

Intellect

5

Perception

3

Abilities

3 Alertness

2 Animals

2 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

2 Medicine

0 Melee

3 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

1 Brawl

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

Injuries

(Balthazar The Magic Guy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Balthazar The Magic Guy has no Battle Scars)

Body 6

Stress

8 Mind

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

Limits

Anguish
Animal-Lover
Old-Fashioned

Traumas

(Balthazar The Magic Guy has no Traumas)


Mana


Circumstances

Finances: 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

From Assets and Liabilities
Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
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.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
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.
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.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.

Loose Ends

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Advancement

Newbie
2 Victories - 0 Failures
Remaining Exp: 12
(Earned: 162 - Spent: 150)
An itemized record of every Contract, advancement, and more

Questionnaire

Latest 0 of 0 answers

Moves

Balthazar The Magic Guy has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for Balthazar The Magic Guy.

Assets And Liabilities

Assets

-9 Trained Reflexes
-15 Iron Will
-15 Gifted
-6 Focused
-3 Cat-Eyes
-3 Nimble Fingers
-6 Attuned Autoimmune

Liabilities

+12 Glass Jaw
+6 Finances: Poor
+9 Outsider