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Sid Triss
"It's an orange eat orange world out there..."

A Newbie Contractor played by Author in Battle for the Caribbean

Sid Triss is a sickly college student who will risk his life to become a scurvy sorcerer and use his "curse" to bring peace (whatever that means) to the seas.

He is 22 years old, lives in their mother's home in Key West, Florida, and often appears as a tall yet sluggish pale man with a flushed nose and cheeks, who walks in a way that swiftly shows how little confidence he has.

Sid Triss lives in Battle for the Caribbean, a setting where you battle for honor on the high seas.

Attributes

Brawn

1

Charisma

3

Dexterity

4

Intellect

4

Perception

3

Abilities

3 Alertness

1 Animals

4 Athletics

2 Crafts

2 Culture

0 Drive

0 Firearms

3 Influence

3 Investigation

2 Medicine

0 Melee

3 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

2 Thievery

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

Injuries

(Sid Triss is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Sid Triss has no Battle Scars)

Body 6

Stress

8 Mind

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

Limits

Near-Death Experience
Anguish
Atrocities
Murder

Traumas

(Sid Triss has no Traumas)


Scurvy


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: 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
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.
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.
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.
Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. "Scurvy" - You always smell heavily of citrus and must consume a single citrus every so often to avoid symptoms. You suffer 1 Physical Penalty for every day you go without eating citrus and cannot regain Mind if you have not eaten a citrus that day.

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: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Sid Triss has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Sid Triss has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-15 Gifted
-0 Finances: Average
-3 Pathetic
-0 Imbued

Liabilities

+9 Sensitive
+12 Weak Willed
+9 Supernatural Condition
Supernatural Condition: "Scurvy" - You always smell heavily of citrus and must consume a single citrus every so often to avoid symptoms. You suffer 1 Physical Penalty for every day you go without eating citrus and cannot regain Mind if you have not eaten a citrus that day.