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Pepe

A Newbie Contractor played by Zac_lopez_ in The Veil Institute

Pepe is a cult-leader who will risk his life to become a necromancer and normalize cannibalism.

He is 29 years old, lives in The bronx, and often appears as baddie.

Pepe lives in The Veil Institute, a setting where The Office of Paranormal Suppression Security an ultra classified branch of the government tasked with suppressing the supernatural.

Attributes

Brawn

2

Charisma

4

Dexterity

2

Intellect

3

Perception

2

Abilities

2 Alertness

0 Animals

1 Athletics

2 Crafts

4 Culture

1 Drive

2 Firearms

5 Influence

2 Investigation

0 Medicine

1 Melee

1 Occult

3 Performance

0 Science

0 Stealth

2 Survival

0 Technology

1 Thievery

(Tap for Combat reference)
Initiative: 4 dice
Movement: 15 feet
Dash: 10 feet
Perception + Alertness: 4 dice

Injuries

(Pepe is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Pepe has no Battle Scars)

Body 6

Stress
0

8 Mind

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

Limits

Animal-Lover
Injustice
Submission

Traumas

(Pepe 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: Rich
From Assets and Liabilities
You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.

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
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.
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.
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
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.

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: -4
(Earned: 150 - Spent: 154)
An itemized record of every Contract, advancement, and more

Journal
Pepe has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-18 Finances: Rich
-3 Beautiful
-12 Jack of All Trades
-0 Imbued

Liabilities

+7 Short Fuse
+6 Delusions of Grandeur