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Captain Ten Zero
Follow my lead, and I will get us out of here!

A Newbie Contractor played by foodoman in Maelstrom

Captain Ten Zero is a Airship Captain who will risk his life to become a Fearless Leader and TAKE OVER THE WOOOORLD! MUAHAHAHA!.

He is 50 years old, lives in Dayton Ohio, and often appears as A well dress pilot.

Captain Ten Zero lives in Maelstrom, a setting where videos of the supernatural go viral every day. His Questionnaire has 3 answers.

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

3

Perception

4

Abilities

2 Alertness

0 Animals

2 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

2 Firearms

0 Influence

2 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

1 Science

0 Stealth

0 Survival

1 Technology

0 Thievery

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

Injuries

(Captain Ten Zero is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Captain Ten Zero 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
Betrayal

Traumas

(Captain Ten Zero has no Traumas)


Determination!


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: Rich
From Assets and Liabilities
You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.

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 Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
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.

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: 153 - Spent: 151)
An itemized record of every Contract, advancement, and more

Journal
Captain Ten Zero has not written in his journal yet.

Moves

Captain Ten Zero has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-15 Gifted
-18 Finances: Rich
-6 Tough
-9 Daredevil

Liabilities

+7 Short Fuse