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Glenn

A Newbie Contractor played by GH0STO71 in Iron Sands Mercenary Group

Glenn is a Jinn who will risk his life to become the ultimate Bartender and end the extinction of animals.

He is 3560 years old, lives in The Commons, and often appears as a mid twenties african man, wiry and dressed as a 1920’s speakeasy bartender.

Glenn lives in Iron Sands Mercenary Group, a setting Where time is subjective.

Attributes

Brains

3

Kickass

4

Ninja

5

Rizz

5

Sharp

4

Abilities

2 Alertness

0 Animals

2 Athletics

0 Crafts

0 Culture

0 Drive

5 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

1 Performance

0 Science

2 Stealth

0 Survival

0 Technology

0 Thievery

4 Bartending

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

Injuries

(Glenn is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Leg (You move at one-quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • A crack going from his collarbone to hip
  • Body 7

    Stress

    9 Mind

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

    Limits

    Animal-Lover
    Failure
    Old-Fashioned

    Traumas

    (Glenn 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
    Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
    Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
    The Hunger: Pearls You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind Damage.
    Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
    Bane: Silver You are weak to a specific material or type of attack. All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
    Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
    Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
    Hemophilia Your blood doesn't clot as normal, making any Injury a potentially lethal one. All Injuries Severity 2 or higher degrade at a rate of 1 Severity per minute. Stabilizations are made at +2 Difficulty, and all Proper Stabilizations require a blood transfusion.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.

    Loose Ends

    Dark Secret: Killed the one he protected

    Distant Dangerous Given by a Liability
    You have a secret. When it gets out, there will be immediate and significant consequences for you.

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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 2
    (Earned: 150 - Spent: 148)
    An itemized record of every Contract, advancement, and more

    Journal
    Glenn has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -6 Focused

    Liabilities

    +7 Short Fuse
    +6 Finances: Poor
    +3 Illiterate
    +6 Short
    +15 Hemophilia
    +9 Movement Impaired
    Impairment: A chain is attached to the bar the bartends
    +6 The Hunger
    New Food: Pearls
    +3 Dark Secret
    Secret: Killed the one he protected
    +9 Outsider
    +6 Delusions of Grandeur
    +6 Bane
    Weakness: Silver
    +9 Sore Thumb
    +7 Scarred
    Scar: A crack going from his collarbone to hip