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Bear Ryan

A Newbie Contractor played by geniebottle in Weavers of Fate

Bear Ryan is a neanderthal who will risk his life to become a great artist and explore the universe(s).

He is 22 years old, lives in various places, though mainly around 59,000BCE Iraq, and often appears as a 5'6 neanderthal.

Bear Ryan lives in Weavers of Fate, a setting where all possibilites can exist alongside each other, connected or otherwise.

Attributes

Brawn

4

Charisma

2

Dexterity

2

Intellect

2

Perception

3

Abilities

3 Alertness

3 Animals

4 Athletics

3 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

3 Medicine

4 Melee

0 Occult

0 Performance

0 Science

1 Stealth

4 Survival

0 Technology

0 Thievery

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

Injuries

(Bear Ryan is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Vertigo (You suffer a -3 dice penalty to any rolls which involve balance or grace.)
  • Body 7

    Stress

    5 Mind

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

    Limits

    Anguish
    Atrocities
    Murder

    Traumas

    (Bear Ryan 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: 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
    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.
    Additional Language: English 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.
    Tough You can function under intense pain. Stress from Injuries is reduced by 2.
    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.
    Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    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.

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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 5
    (Earned: 150 - Spent: 145)
    An itemized record of every Contract, advancement, and more

    Journal
    Bear Ryan has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Bear Ryan 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: English
    -9 Trained Reflexes
    -6 Tough
    -6 Light Sleeper
    -6 Born Runner
    -6 Pack Beast

    Liabilities

    +6 Finances: Poor
    +3 Ugly
    +9 Outsider
    +7 Scarred
    Scar: Vertigo