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John Colt
Heave... and PICKAXE

A Newbie Contractor played by GreenAppll in The New West

John Colt is a Miner who will risk his life to become a Moleman and Discover, acquire, and hoard rare minerals of the west.

He is 48 years old, lives in on a moving tent, constantly moving and living off the land and dirt, and often appears as a soot and dirt covered man with a beard, his head is covered by rags thats slightly damp to cool him down, Holding a pickaxe in hand a satchel in his other hand. His clothes are torn rags that shows he constantly have them get cut by rocks and jagged stones.

John Colt lives in The New West, a setting Where The West Has Returned To Its Primal Form.

Attributes

Brawn

4

Charisma

2

Dexterity

4

Intellect

3

Perception

3

Abilities

4 Alertness

0 Animals

4 Athletics

2 Crafts

0 Culture

0 Drive

0 Firearms

1 Influence

3 Investigation

1 Medicine

3 Melee

0 Occult

0 Performance

0 Science

0 Stealth

2 Survival

0 Technology

0 Thievery

1 Geology

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

Injuries

(John Colt is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(John Colt 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

Betrayal
Atrocities
Murder

Traumas

  • Traumatized Greedy Gold - Upon witnessing/hearing about a rare mineral, Must roll self-control to not throw all caution to the win and try to claim it


  • 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.

    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.

    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
    John Colt has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Liabilities

    +3 Traumatized
    Trauma: Greedy Gold - Upon witnessing/hearing about a rare mineral, Must roll self-control to not throw all caution to the win and try to claim it