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Dr. Knives

A Newbie Contractor played by ungabunga426 as a Free Agent

Dr. Knives is a weirdo who will risk his life to become a mad scientist and SHOW THEM ALL!!!.

He is 35 years old, lives in lab in a garage, and often appears as messy rat of a person in a lab coat.

His Questionnaire has 1 answer.

Attributes

Brawn

2

Charisma

1

Dexterity

2

Intellect

5

Perception

2

Abilities

1 Alertness

2 Animals

1 Athletics

2 Crafts

1 Culture

0 Drive

2 Firearms

1 Influence

2 Investigation

3 Medicine

3 Melee

2 Occult

0 Performance

5 Science

0 Stealth

2 Survival

3 Technology

0 Thievery

1 Brawl

3 True Sight

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

Injuries

(Dr. Knives is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Dr. Knives has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Betrayal
Failure
Doubt

Traumas

(Dr. Knives 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: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

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.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
Disorder You have a mental or emotional disorder which is chronic and hard to treat. Visions/Voices
Deleted Conditions with active Assets and Liabilities
  • Ugly

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: 1
(Earned: 151 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Dr. Knives has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

-0 Finances: Average
-3 Nimble Fingers
-0 Imbued
-3 Oblivious

Liabilities

+3 Ugly
+6 Disorder
Permanent Trauma: Visions/Voices