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Chris

A Newbie Contractor played by Happy_Mutant in The Void

Chris is a barely reformed car thief who will risk his life to become a transcendent mechanic and save the people of Origin within The Infinite Parking Lot.

He is 21 years old, lives in with his boyfriend in a wealthy home in the forests of Vermont on their multi-acre property, and often appears as skinny looking guy with black hair, blue eyes, skinny jeans, black leather jacket, and a white t-shirt.

Chris lives in The Void, a setting At the beginning of it's end, or the end of it's beginning, depending on your perspective. His Questionnaire has 5 answers.

Attributes

Brawn

2

Charisma

3

Dexterity

4

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

3 Crafts

0 Culture

4 Drive

3 Firearms

2 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

3 Stealth

3 Survival

2 Technology

4 Thievery

3 Hot Wiring

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

Injuries

(Chris is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Chris has no Battle Scars)

Body 6

Stress

6 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

  • Traumatized Car-leptomania: You can’t help but take cars that don’t belong to you. Whenever you move to a new town or city, you must succeed a Self-Control roll, or you must attempt to steal a car in your immediate vicinity.


  • 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.
    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
    Nightmares: An infinite parking lot that is haunted by gruesome, horrific ghosts that attack you. Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    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.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.

    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: 0
    (Earned: 156 - Spent: 156)
    An itemized record of every Contract, advancement, and more

    Journal
    Chris has not written in his journal yet.

    Moves

    Chris 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
    -6 Born Runner
    -0 Imbued

    Liabilities

    +3 Traumatized
    Trauma: Car-leptomania: You can’t help but take cars that don’t belong to you. Whenever you move to a new town or city, you must succeed a Self-Control roll, or you must attempt to steal a car in your immediate vicinity.
    +3 Nightmares
    Subject: An infinite parking lot that is haunted by gruesome, horrific ghosts that attack you.
    +9 Outsider