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Samuel Derrek
"You see, the risk is a deception—an illusion."

A Newbie Contractor played by dae_kianna as a Free Agent

Samuel Derrek is a delusional stuntman and getaway driver who will risk his life to become a Hero who Beats the Final Boss and unlock the Player Characters' true potential to resist the evil overlords.

He is 25 years old, lives in a dingy apartment in South Central Los Angeles, and often appears as tall, quiet Caucasian man wearing grey and black motorcycle body armor and carrying a helmet.

Attributes

Brawn

4

Charisma

2

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

0 Brawl

0 Crafts

0 Culture

4 Drive

1 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

4 Stealth

0 Survival

0 Technology

3 Thievery

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

Injuries

(Samuel Derrek is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Samuel Derrek 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
Betrayal
Failure

Traumas

(Samuel Derrek has no Traumas)



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.

Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (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
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.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Whenever you fail a Limit roll, roll a D10. For that many rounds, you have -3 dice as you visibly glitch out because your connection to the Matrix has been weakened. These penalties cannot be reduced in any way.
Disorder You have a mental or emotional disorder which is chronic and hard to treat. None of This is Real: You navigate the world as though you're in a false reality. The consequences for failure are fake; upon death you will simply respawn at your last Save Point. You have a Compulsion to take every Daredevil opportunity that presents itself.

Loose Ends

Dark Secret: You are a getaway driver and criminal known as Grey. You have helped your law-breaking passengers escape the police several times through a combination of excellent driving skills, stealth, and daredevil maneuvers

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

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Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: 1 (Earned: 150 - Spent: 149)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Samuel Derrek has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-0 Finances: Average
-3 Nimble Fingers
-9 Daredevil

Liabilities

+3 Dark Secret
Secret: You are a getaway driver and criminal known as Grey. You have helped your law-breaking passengers escape the police several times through a combination of excellent driving skills, stealth, and daredevil maneuvers
+9 Supernatural Condition
Supernatural Condition: Whenever you fail a Limit roll, roll a D10. For that many rounds, you have -3 dice as you visibly glitch out because your connection to the Matrix has been weakened. These penalties cannot be reduced in any way.
+6 Disorder
Permanent Trauma: None of This is Real: You navigate the world as though you're in a false reality. The consequences for failure are fake; upon death you will simply respawn at your last Save Point. You have a Compulsion to take every Daredevil opportunity that presents itself.