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Kid Cosmic
Let's Go Team!!

A Newbie Contractor played by Glutant as a Free Agent

Kid Cosmic is a Excitable Comic Book Nerd who will risk his life to Become a Superhero, Form a Team and Save the World.

He is 9 years old, and often appears as A kid with a mullet, orange tinted glasses and a pair of headphones with long antennas.

Attributes

Brawn

1

Charisma

5

Dexterity

4

Intellect

2

Perception

2

Abilities

1 Alertness

1 Animals

2 Athletics

3 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

2 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

4 Comic Lore

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

Injuries

(Kid Cosmic is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Kid Cosmic 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

Atrocities
Murder
Anguish

Traumas

(Kid Cosmic 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.

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

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
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.

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: 9
(Earned: 150 - Spent: 141)
An itemized record of every Contract, advancement, and more

Journal
Kid Cosmic has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-9 Daredevil

Liabilities

+6 Finances: Poor
+9 Underage