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Eric Samson

A Newbie Contractor played by Dungeon_Mustard in Košmontoros Eturna Kurtes

Eric Samson is a veteran and amateur investigator who will risk his life to become a superhuman and end crime and help people get out of poverty and return to live.

He is 37 years old, lives in Nashville (Tennessee), and often appears as A tall blonde rough looking man wearing a long trech coat with a shirt and tie underneath.

Eric Samson lives in Košmontoros Eturna Kurtes, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

4

Charisma

2

Dexterity

2

Intellect

2

Perception

4

Abilities

3 Alertness

0 Animals

0 Athletics

3 Brawl

0 Crafts

0 Culture

1 Drive

3 Firearms

2 Influence

1 Investigation

2 Medicine

3 Melee

0 Occult

0 Performance

0 Science

1 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

(Eric Samson is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Eric Samson has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Animal-Lover
Capture
Injustice

Traumas

  • Traumatized PTSD

  • 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: Average
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Respected Expert: Firearms
    From Assets and Liabilities
    You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.

    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.
    Nightmares: 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.
    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.
    Additional Language: German You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    Tough You can function under intense pain. Stress from Injuries is reduced by 2.
    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.

    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
    Eric Samson has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -1 Additional Language
    Language: German
    -9 Trained Reflexes
    -15 Gifted
    -0 Finances: Average
    -3 Respected Expert
    Field: Firearms
    -6 Tough
    -0 Imbued

    Liabilities

    +3 Deep Sleeper
    +3 Traumatized
    Trauma: PTSD
    +3 Nightmares
    Subject: War