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Bernard "Bernie" Grumble

A Newbie Contractor played by Coolbartok in Them.

Bernard "Bernie" Grumble is a Exhausted overworked Supermarket Cashier who will risk his life to become a Reluctant Harbinger and Escape from his 9-5 hell by earning enough money to live comforably.

He is 27 years old, lives in A shitty downtown apartment with high risk of burglary, and often appears as Medium Sized man with pimples on his face and big eye bags wearing his work uniform and a cap covering his curly hair.

Bernard "Bernie" Grumble lives in Them., a setting where videos of the supernatural go viral every day.

Attributes

Brawn

5

Charisma

2

Dexterity

3

Intellect

1

Perception

3

Abilities

1 Alertness

1 Animals

2 Athletics

5 Brawl

1 Crafts

1 Culture

1 Drive

1 Firearms

1 Influence

1 Investigation

1 Medicine

1 Melee

1 Occult

1 Performance

1 Science

1 Stealth

3 Survival

1 Technology

1 Thievery

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

Injuries

(Bernard "Bernie" Grumble is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Bernard "Bernie" Grumble has no Battle Scars)

Body 8

Stress

4 Mind

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

Limits

Anguish
Atrocities
Capture

Traumas

(Bernard "Bernie" Grumble 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.

Database: The World Supermarkets Members Database
From Assets and Liabilities
You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, at their discretion.
Finances: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
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
Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
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.
Unshakable You're hardly human anymore, and actions that once troubled you hardly seem to matter at all anymore. You are at -2 Difficulty to all Trauma rolls. You receive this automatically upon reaching Veteran status (25 victories), and cannot take it prior to that.
Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
Additional Language: Spanish 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.
Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. As long as your Intellect rating is 1, being reduced to 0 Mind does not incapacitate you. Instead, you are able to continue to take Actions, though you are limited to dog-like level of intelligence, and Penalty still applies in full.
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.

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: 1
(Earned: 150 - Spent: 149)
An itemized record of every Contract, advancement, and more

Journal
Bernard "Bernie" Grumble has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Bernard "Bernie" Grumble 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: Spanish
-15 Gifted
-0 Finances: Average
-3 Contortionist
-9 Bounce Back
-0 Unshakable
-6 Database
Access to: The World Supermarkets Members Database
-6 Pack Beast
-0 Seen Things
-0 Imbued
-3 Lizard Brain

Liabilities

+6 Finances: Poor
+9 Gullible
+3 Ugly
+6 Anti-Social
+6 Forgetful
+6 Delusions of Grandeur
+9 Fairy Rules