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Phil
hey yo

A Newbie Contractor played by loroman1211 as a Free Agent

Phil is a Disgraced fighter who will risk his life to reclaim his name.

He is 22 years old, and often appears as beefy strong man.

Attributes

Brawn

5

Charisma

3

Dexterity

4

Intellect

1

Perception

3

Abilities

4 Alertness

0 Animals

4 Athletics

4 Brawl

0 Crafts

0 Culture

1 Drive

0 Firearms

2 Influence

1 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

(Phil is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Phil has no Battle Scars)

Body 8

Stress

5 Mind

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

Limits

Atrocities
Failure
Submission

Traumas

(Phil has no Traumas)


Source


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.

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
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.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

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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Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: -16 (Earned: 150 - Spent: 166)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Phil has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-9 Trained Reflexes
-0 True Grit
-3 Ambidextrous

Liabilities

+6 Vengeful