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Jason

A Newbie Contractor played by OffBrandOreo as a Free Agent

Jason is a retired Army Ranger who will risk his life to become a monster hunter and rid the world of monsters, human or otherwise.

He is 35 years old, lives in the USA, and often appears as rough-looking disheveled man.

Attributes

Brawn

3

Charisma

1

Dexterity

4

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

1 Brawl

0 Crafts

0 Culture

2 Drive

4 Firearms

0 Influence

3 Investigation

2 Medicine

2 Melee

0 Occult

0 Performance

0 Science

2 Stealth

3 Survival

1 Technology

0 Thievery

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

Injuries

(Jason is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jason has no Battle Scars)

Body 7

Stress

4 Mind

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

Limits

Betrayal
Near-Death Experience
Article 32

Traumas

(Jason 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: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
Confidant: Old War Buddy
From Assets and Liabilities
You have a trusted person– a lover, close friend, or family member– whom you can confide in without fear of them revealing your secrets. You may use your confidant in place of a therapist to treat your Traumas.
Arsenal: Armory
From Assets and Liabilities
Through some legal, licensed means, you have reliable access to a certain type of material others don’t. You may transport this material without the authorities interfering. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if normally illegal where you reside)

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: Memories of War 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.
Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 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.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.
Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
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.
Giftless 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.
Disorder You have a mental or emotional disorder which is chronic and hard to treat. Almost-Mute - Can only speak when absolutely necessary, and only in short sentences.
Disorder You have a mental or emotional disorder which is chronic and hard to treat. PTSD - Trauma roll when in war-like environments (multiple gunshots, explosions, etc.)

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

0 Victories - 0 Failures
Remaining Exp: -2
(Earned: 150 - Spent: 152)
An itemized record of every Contract, advancement, and more

Journal
Jason has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-12 Arsenal
Arsenal Type: Armory
-3 Confidant
Confidant name: Old War Buddy
-6 Light Sleeper
-6 Born Runner
-6 Pack Beast
-9 Trained Reflexes
-6 Clear Conscience
-15 Iron Will
-0 Finances: Average
-9 Bounce Back

Liabilities

+3 Nightmares
Subject: Memories of War
+6 Paranoia
+6 Disorder
Permanent Trauma: Almost-Mute - Can only speak when absolutely necessary, and only in short sentences.
+6 Disorder
Permanent Trauma: PTSD - Trauma roll when in war-like environments (multiple gunshots, explosions, etc.)
+30 Giftless