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Jeff Herrgeist

A Newbie Contractor played by herrgeist as a Free Agent

Jeff Herrgeist is a stoner who will risk their life to become a living ghost and live forever.

They are 40 years old, live in a city apartment, and often appears as a bearded chubby guy smoking weed and meditating.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

4

Perception

4

Abilities

3 Alertness

2 Animals

0 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

1 Investigation

0 Medicine

0 Melee

3 Occult

0 Performance

1 Science

3 Stealth

2 Survival

1 Technology

3 Thievery

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

Injuries

(Jeff Herrgeist is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jeff Herrgeist 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

Atrocities
Animal-Lover
Betrayal

Traumas

(Jeff Herrgeist 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.

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
Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
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.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
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.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the 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
Jeff Herrgeist has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Jeff Herrgeist 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
-12 Jack of All Trades
-6 Tough

Liabilities

+3 Deep Sleeper
+6 Finances: Poor
+6 Anti-Social