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The Third Man

A Newbie Contractor played by jehsse in Lion's Pact

The Third Man is a entity who will risk his life to become the ultimate potential catalyst and human nature observer.

He is 300 years old, lives in everywhere, and often appears as a bum, or an older fella.

The Third Man lives in Lion's Pact, a setting in which the solution to the problem of overpopulation was to live in large city-states scattered across the globe.

Attributes

Brawn

4

Charisma

3

Dexterity

3

Intellect

2

Perception

4

Abilities

3 Alertness

2 Animals

2 Athletics

1 Brawl

0 Crafts

1 Culture

1 Drive

1 Firearms

2 Influence

1 Investigation

1 Medicine

1 Melee

1 Occult

0 Performance

0 Science

3 Stealth

4 Survival

0 Technology

0 Thievery

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

Injuries

(The Third Man is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(The Third Man 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

Anguish
Atrocities
Murder

Traumas

(The Third Man 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.

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
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Sente a necessidade e a propensão a ajudar pessoas que estão passando por momentos de dificuldade.

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: 0 (Earned: 150 - Spent: 150)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
The Third Man has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-0 Imbued

Liabilities

+9 Outsider
+9 Supernatural Condition
Supernatural Condition: Sente a necessidade e a propensão a ajudar pessoas que estão passando por momentos de dificuldade.