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Valh-Anna
DONT RUN! FIGHT HONORABLYYYYY

A Newbie Contractor played by coco in Diverwyn

Valh-Anna is a tribeswoman blessed by the god of thunder who will risk her life to to bring glory and wealth to her tribe.

She is 12 years old, and often appears as a young, steeled, brown haired girl.

Valh-Anna lives in Diverwyn, a setting full of classic fantasy.

Attributes

Brawn

3

Charisma

1

Dexterity

3

Intellect

1

Perception

2

Abilities

2 Alertness

3 Animals

3 Athletics

2 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

4 Melee

0 Occult

0 Performance

0 Science

2 Stealth

4 Survival

0 Technology

0 Thievery

3 Brawl

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

Injuries

(Valh-Anna is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Valh-Anna has no Battle Scars)

Body 7

Stress

3 Mind

Bruised
0
Hurt
-1
Injured
-1
Wounded
-2
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Atrocities
Anguish
Betrayal

Traumas

(Valh-Anna 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.

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
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You get +3 dice to resist any attempt to control your thoughts or actions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Possession and Suggestion Effects.

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: 18
(Earned: 150 - Spent: 132)
An itemized record of every Contract, advancement, and more

Journal
Valh-Anna has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Iron Will
-15 Gifted
-12 Jack of All Trades
-6 Tough

Liabilities

+6 Finances: Poor
+9 Underage