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Kris Kringle

A Newbie Contractor played by Kamulis as a Free Agent

Kris Kringle is a displaced viking who will risk his life to become the ultimate Santa Clause and bring Christmas back from commercialism.

He is 1100 years old, lives in A cottage at the North Pole, and often appears as heavy set man wearing a red suit with leather breastplate under his jacket. He has long white hair and beard.

Attributes

Brawn

5

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

3 Athletics

0 Crafts

0 Culture

1 Drive

0 Firearms

3 Influence

2 Investigation

0 Medicine

3 Melee

0 Occult

0 Performance

0 Science

2 Stealth

0 Survival

1 Technology

1 Thievery

2 Brawl

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

Injuries

(Kris Kringle is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Kris Kringle has no Battle Scars)

Body 8

Stress

7 Mind

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

Limits

Anguish
Capture
Injustice

Traumas

(Kris Kringle 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
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.

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: 0
(Earned: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Kris Kringle has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Kris Kringle 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

Liabilities

+6 Delusions of Grandeur