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Finn Armstrong
“With this blade I shall fell the wicked!” ~ The Unnamed Hero

A Newbie Contractor played by Omnitox in New Edenia

Finn Armstrong is a Night Guard who will risk his life to become a Knight and Prevent the world from falling into darkness.

He is 28 years old, lives in a small cottage in Kinsale, Ireland, and often appears as a tall and bulky man with long brown hair and a scar across his face.

Finn Armstrong lives in New Edenia, a setting set in a parallel universe to Earth, where the chosen few are gifted with the unknown.

Attributes

Brawn

4

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

1 Animals

3 Athletics

1 Crafts

2 Culture

1 Drive

0 Firearms

2 Influence

2 Investigation

1 Medicine

4 Melee

2 Occult

0 Performance

1 Science

1 Stealth

2 Survival

1 Technology

1 Thievery

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

Injuries

(Finn Armstrong is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Finn Armstrong has no Battle Scars)

Body 7

Stress

7 Mind

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

Limits

Anguish
Betrayal
Capture

Traumas

  • Aberrant Vanquisher Whenever you encounter a demon, alien, or any other otherworldly being for the first time, you must roll Self-Control. If you fail, you attack being with the Sword of Misneach.

  • Righteousness


    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
    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.
    Giftless: Training You have some pressing issue which forces you to spend your rewards from Contracts on simple survival. You cannot receive Gifts, or spend Gift or Improvement points.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Tough You can function under intense pain. Stress from Injuries is reduced by 2.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint 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: 0
    (Earned: 150 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Finn Armstrong has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -6 Focused
    -3 Cat-Eyes
    -6 Tough
    -6 Born Runner

    Liabilities

    +6 Finances: Poor
    +6 Anti-Social
    +30 Giftless
    Gifts must be spent on: Training