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N'Lobby

A Newbie Contractor played by SeedofEntropy in The Netherworld

N'Lobby is a river shaman who will risk his life to become a water god and rule the waters of the netherworld.

He is 48 years old, lives in unsure, and often appears as a stooped, old, aboriginal man with a bonenose ring, raven feathers in his hair, and a loin cloth.

N'Lobby lives in The Netherworld, a setting between worlds. The last resting place of countless stillborn worlds that could have been.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

3 Animals

4 Athletics

3 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

2 Investigation

1 Medicine

3 Melee

4 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

3 Thievery

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

Injuries

(N'Lobby is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(N'Lobby 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

Anguish
Betrayal
Old-Fashioned

Traumas

(N'Lobby 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
Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.

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
N'Lobby has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-0 Finances: Average
-3 Swimmer's Build