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G.E.O
the bio-weapon

A Newbie Contractor played by rustoutlaw in Syndicate Contract

G.E.O is a bio-weapon who will risk his life to become a super soldier and help the corporation who he believes made him take over the world.

He is 32 years old, lives in training facility, and often appears as a hulking figure wearing black tactical gear, his face is always heavily obscured.

G.E.O lives in Syndicate Contract, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

5

Charisma

1

Dexterity

5

Intellect

1

Perception

2

Abilities

2 Alertness

0 Animals

2 Athletics

3 Brawl

0 Crafts

0 Culture

0 Drive

3 Firearms

0 Influence

1 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

2 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(G.E.O is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(G.E.O has no Battle Scars)

Body 8

Stress

3 Mind

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

Limits

Betrayal
Capture
Failure

Traumas

(G.E.O 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.

Imprisoned: corporate laboratorie training facility
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
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
Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. As long as your Intellect rating is 1, being reduced to 0 Mind does not incapacitate you. Instead, you are able to continue to take Actions, though you are limited to dog-like level of intelligence, and Penalty still applies in full.
Avoidance You are so off-putting, that most people just avoid you. As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
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.
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.

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: 12
(Earned: 150 - Spent: 138)
An itemized record of every Contract, advancement, and more

Journal
G.E.O has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-6 Focused
-6 Clear Conscience
-6 Tough
-3 Avoidance
-3 Lizard Brain

Liabilities

+3 Ugly
+9 Imprisoned
Manner of Imprisonment: corporate laboratorie training facility
+9 Outsider