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The Woods Walker
"I have. Seen. Humanity. I wish. To have. Them. See me."

A Newbie Contractor played by Author as a Free Agent

The Woods Walker is a woods walker who will risk their life to become the ultimate old god and become worshipped by all of Humanity.

They are 3-6 million years old, live in a forest near you! (Sam Houston National Forest in Texas), and often appears as a 12ft tall wooden statuette of a crudely carved human with rust-colored red paint drawn in old symbols and two deep carved-out holes for eyes.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

3

Perception

5

Abilities

3 Alertness

4 Animals

2 Athletics

0 Crafts

2 Culture

0 Drive

0 Firearms

2 Influence

3 Investigation

2 Medicine

0 Melee

3 Occult

0 Performance

0 Science

3 Stealth

4 Survival

1 Technology

0 Thievery

4 Brawl

3 Old Times

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

Injuries

(The Woods Walker is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(The Woods Walker has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Anguish
Atrocities
Murder
Animal-Lover

Traumas

(The Woods Walker has no Traumas)


Glory


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: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
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.

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
Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
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.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
The Hunger: Worship You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you regain one point of Mind whenever someone dedicates a genuine prayer to you. A prayer must be a minimum of 1 minute and must be genuine to fulfill your hunger.
The Woods Walker You are the Woods Walker, an ancient god, birthed by Humanity, and left by them when times were rough. You have recently reawakened after being discovered by a single human, who has sparked life into you once more. You appear obviously supernatural and monstrous when moving, and just so happen to be flammable.

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: -6
(Earned: 150 - Spent: 156)
An itemized record of every Contract, advancement, and more

Journal
The Woods Walker has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-3 Lanky
-0 Imbued

Liabilities

+6 Finances: Poor
+9 Sensitive
+3 Illiterate
+6 The Hunger
New Food: Worship
+9 Outsider
+9 Supernatural Condition
Supernatural Condition: You are literally an ancient cryptid from the dawn of man. (You appear generally unsettling and outright terrifying and monstrous when moving. Although you can be mistaken for a mundane totem or wooden statue when still, this is bound to cause complications when going through TSA.)