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Ernest Fermi

A Newbie Contractor played by Omnitox as a Free Agent

Ernest Fermi is a Nuclear Physicist who will risk his life to become a Avenger and get revenge on thise who have wronged him.

He is 40 years old, lives in a secure holding cell deep underground, and often appears as a gaunt glowing man with whire eyes and no hair.

Attributes

Brawn

4

Charisma

2

Dexterity

2

Intellect

4

Perception

3

Abilities

3 Alertness

1 Animals

3 Athletics

2 Crafts

2 Culture

1 Drive

1 Firearms

2 Influence

3 Investigation

2 Medicine

3 Melee

1 Occult

1 Performance

4 Science

1 Stealth

2 Survival

4 Technology

1 Thievery

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

Injuries

(Ernest Fermi is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Ernest Fermi has no Battle Scars)

Body 7

Stress

7 Mind

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

Limits

Capture
Failure
Near-Death Experience

Traumas

(Ernest Fermi 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: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Imprisoned: Contained at a Secret Facility
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.

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
Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. You are highly radioactive
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.

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
Ernest Fermi has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Ernest Fermi 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

Liabilities

+6 Finances: Poor
+3 Ugly
+6 Vengeful
+9 Imprisoned
Manner of Imprisonment: Contained at a Secret Facility
+6 Anti-Social
+9 Supernatural Condition
Supernatural Condition: You are highly radioactive
+6 Paranoia