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Ollie Silas

A Newbie Contractor played by Raptor_Milk in DA Boiz

Ollie Silas is a Failing Musician who will risk his life to become a Wendigo and Create his own rouge state.

He is 20 years old, lives in An old couples basement, and often appears as A punk with a leather jacket full of patches, and sunglasses. Who smells strongly of cheap deodorant.

Ollie Silas lives in DA Boiz, a setting where videos of the supernatural go viral every day. His Questionnaire has 5 answers.

Attributes

Brawn

2

Charisma

4

Dexterity

3

Intellect

2

Perception

3

Abilities

0 Alertness

4 Animals

0 Athletics

0 Crafts

2 Culture

2 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

3 Melee

0 Occult

5 Performance

0 Science

4 Stealth

0 Survival

0 Technology

1 Thievery

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

Injuries

(Ollie Silas is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Ollie Silas 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

Animal-Lover
Betrayal
anti-authoritarian

Traumas

(Ollie Silas 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.

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 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.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
From DA Boiz
Lycanthropy You are possessed by an impulsive aspect that physically and mentally transforms you on the full moon and the surrounding nights. At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many nights until the full moon. On the two nights leading up to the full moon, you experience minor physical changes and all Mind rolls are +1 Difficulty. On the night of the full moon, you transform fully into an obviously unusual creature and all Mind rolls are +2 Difficulty.

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: 4
(Earned: 156 - Spent: 152)
An itemized record of every Contract, advancement, and more

Journal
Ollie Silas has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

-6 Clear Conscience
-3 Nimble Fingers
-6 Attuned Autoimmune

Liabilities

+6 Finances: Poor
+3 Nightmares