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Plipt
What is a 'skibidi toilet' ?

A Newbie Contractor played by yixy in Blearth

Plipt is a anti-tech naturalist who will risk his life to become a world leader and return the human race to the pre-industrial era.

He is 27 years old, lives in Portland, Oregon, and often appears as black haired, scruffy philosopher.

Plipt lives in Blearth, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

4

Charisma

3

Dexterity

3

Intellect

2

Perception

2

Abilities

0 Alertness

3 Animals

3 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

2 Investigation

0 Medicine

3 Melee

0 Occult

0 Performance

0 Science

2 Stealth

3 Survival

0 Technology

0 Thievery

3 Brawl

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

Injuries

(Plipt is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Plipt has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Monsters
Old-Fashioned
Sin

Traumas

(Plipt 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
Nightmares: Wall-E Humans 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.
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.
Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.
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.
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.

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
Plipt has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Plipt 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
-3 Cat-Eyes
-6 Clear Conscience
-3 Beautiful
-3 Contortionist
-3 Lanky
-9 Daredevil
-6 Born Runner

Liabilities

+6 Finances: Poor
+3 Nightmares
Subject: Wall-E Humans
+9 Outsider