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Jerome

A Newbie Contractor played by loroman1211 as a Free Agent

Jerome is a Arm's Manufacture who will risk his life to become a telepath and end world hunger.

He is 35 years old, lives in Soho Apartment, and often appears as man in a suit.

Attributes

Brawn

2

Charisma

4

Dexterity

2

Intellect

2

Perception

2

Abilities

2 Alertness

0 Animals

0 Athletics

0 Crafts

2 Culture

0 Drive

2 Firearms

2 Influence

2 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 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

(Jerome is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jerome has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Jerome 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: Rich
From Assets and Liabilities
You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.

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.

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: 62
(Earned: 150 - Spent: 88)
An itemized record of every Contract, advancement, and more

Journal
Jerome has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-18 Finances: Rich