Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

Wilp

A Newbie Contractor played by yellopal in GA5-1921

Wilp is a snail preteen who will risk their life to become the ultimate n/a and learn more about their snail self.

They are 12-13 years old, live in New York City, and often appears as a little guy, short for their age, with a shell backpack, antenna, yellowish skin, slime, spiral patterned cheeks and a poncho.

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

Attributes

Brawn

1

Charisma

1

Dexterity

3

Intellect

3

Perception

3

Abilities

4 Alertness

0 Animals

2 Athletics

1 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

1 Investigation

2 Medicine

1 Melee

0 Occult

0 Performance

1 Science

2 Stealth

2 Survival

1 Technology

2 Thievery

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

Injuries

(Wilp is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Wilp has no Battle Scars)

Body 6

Stress

5 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

  • Traumatized n/a


  • 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: 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
    Nightmares: Snail 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.
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
    Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
    Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
    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.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Snail Curse (Snurse)
    Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
    Additional Language: Slip You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    Avoidance You are so off-putting, that most people just avoid you. As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
    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.
    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.

    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.

    Loading...

    Contractor Timeline

    0 Victories - 0 Failures
    Remaining Exp: 72 (Earned: 150 - Spent: 78)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Wilp has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -1 Additional Language
    Language: Slip
    -9 Trained Reflexes
    -15 Gifted
    -3 Contortionist
    -9 Bounce Back
    -6 Pack Beast
    -3 Avoidance

    Liabilities

    +3 Deep Sleeper
    +3 Traumatized
    Trauma: n/a
    +6 Finances: Poor
    +9 Gullible
    +3 Ugly
    +3 Nightmares
    Subject: Snail
    +9 Outsider
    +6 Anti-Social
    +9 Supernatural Condition
    Supernatural Condition: Snail Curse (Snurse)
    +6 Paranoia