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Sage
I don’t believe in violence… unless you’re a little bitch first

A Newbie Contractor played by indi_a in The Illumination

Sage is a pragmatic hippie who will risk her life to become a witch and stop climate change.

She is 28 years old, lives in a cottage on the outskirts of Portland, Oregon, and often appears as a short woman with long red hair, too-pale skin, and long skirts.

Sage lives in The Illumination, a setting where videos of the supernatural go viral every day. Her Questionnaire has 5 answers.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

4

Perception

3

Abilities

0 Alertness

2 Animals

2 Athletics

2 Brawl

2 Crafts

2 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

4 Medicine

0 Melee

3 Occult

2 Performance

0 Science

0 Stealth

2 Survival

0 Technology

0 Thievery

3 Herbalism

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

Injuries

(Sage is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Sage has no Battle Scars)

Body 7

Stress

7 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Sage 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.
Polyglot: ASL, Latin, Spanish
From Assets and Liabilities
You are fluent in three additional languages. You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs 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
Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.

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: 156 - Spent: 154)
An itemized record of every Contract, advancement, and more

Journal
Sage has not written in her journal yet.

Moves

Sage 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
-12 Jack of All Trades
-3 Nimble Fingers
-3 Polyglot
Language: ASL, Latin, Spanish

Liabilities

+6 Short