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Armond Inertia

A Newbie Contractor played by EvilRicktator as a Free Agent

Armond Inertia is a Criminal Enforcer who will risk his life to become the ultimate Gravity-bending Supervillain and build a global criminal empire.

He is 35 years old, lives in TBD, and often appears as TBD.

Attributes

Brawn

5

Charisma

3

Dexterity

2

Intellect

2

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Crafts

2 Culture

1 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

4 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

2 Technology

2 Thievery

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

Injuries

(Armond Inertia is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Armond Inertia has no Battle Scars)

Body 8

Stress

6 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Armond Inertia has no Traumas)



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
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.
Additional Language: Russian 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.
Tough You can function under intense pain. Stress from Injuries is reduced by 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

Newbie
0 Victories - 0 Failures
Remaining Exp: -6
(Earned: 150 - Spent: 156)
An itemized record of every Contract, advancement, and more

Journal
Armond Inertia has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Armond Inertia 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: Russian
-15 Gifted
-0 Finances: Average
-6 Tough
-0 Imbued