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The Wild Card
Actually Shady, you can't do that. Here's a suggestion-

A Newbie Contractor played by Lerinyth in Maelstrom

The Wild Card is a self aware Meta commentater who will risk his life to make fun of and humiliate the GM.

He is 26 years old, and often appears as a devilish boy with black hair, a red overcoat, a black top hat, and playing cards lining the side of his jacket, with The Ace of Spaces in his hat. He wears a white shirt, red bow tie, a black vest, and black slacks.

The Wild Card lives in Maelstrom, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

2

Charisma

5

Dexterity

4

Intellect

3

Perception

2

Abilities

0 Alertness

0 Animals

3 Athletics

2 Brawl

0 Crafts

2 Culture

0 Drive

0 Firearms

5 Influence

3 Investigation

1 Medicine

2 Melee

2 Occult

5 Performance

0 Science

1 Stealth

0 Survival

0 Technology

2 Thievery

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

Injuries

(The Wild Card is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(The Wild Card has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Failure
Near-Death Experience
Submission

Traumas

  • Traumatized Truman Syndrome

  • 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.

    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.
    Imprisoned: An insane asylum
    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.

    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
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
    Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.
    Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

    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: -18 (Earned: 150 - Spent: 168)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    The Wild Card has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -6 Clear Conscience
    -3 Acute Sense
    Sharpened Sense: Hearing
    -9 Daredevil

    Liabilities

    +12 Glass Jaw
    +3 Traumatized
    Trauma: Truman Syndrome
    +12 Weak Willed
    +6 Vengeful
    +9 Imprisoned
    Manner of Imprisonment: An insane asylum
    +9 Outsider
    +3 Prey Exclusion
    Excluded Prey: Fellow Contractors