Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

Bob

A Newbie Contractor played by Batsonic in Veilbreak

Bob is a simple-minded survivalist who will risk his life to become a giant tree and regress technology to before electricity.

He is 47 years old, lives in a Forrest near you, and often appears as basically Hagrid from Harry Potter.

Bob lives in Veilbreak, a setting where the supernatural is becoming more and more accepted in society.

Attributes

Brawn

5

Charisma

2

Dexterity

1

Intellect

3

Perception

3

Abilities

2 Alertness

3 Animals

3 Athletics

0 Crafts

0 Culture

1 Drive

0 Firearms

3 Influence

3 Investigation

2 Medicine

3 Melee

3 Occult

0 Performance

0 Science

0 Stealth

3 Survival

0 Technology

0 Thievery

2 Forrest exploration

5 Nature

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

Injuries

(Bob is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Bob 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
Murder
Animal-Lover
Old-Fashioned

Traumas

(Bob has no Traumas)


Source


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.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
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.
Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background.

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.

Loading...

Advancement

Newbie
0 Victories - 0 Failures
Remaining Exp: -4
(Earned: 150 - Spent: 154)
An itemized record of every Contract, advancement, and more

Journal
Bob has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-6 Tough
-3 Convenient Klutz
-6 Pack Beast
-0 Imbued

Liabilities

+6 Finances: Poor
+9 Sensitive
+9 Outsider
+9 Supernatural Condition