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Uncle ben
get off my lawn

A Newbie Contractor played by MrWing in The Department of Supernatural Affairs (DOSA)

Uncle ben is a elderly veteran turned gambler who will risk his life to become a wizard and provide money for his grandkids.

He is 67 years old, lives in Rundown flat, and often appears as a disgruntled office worker, loose tie and shirt look, disfigured face.

Uncle ben lives in The Department of Supernatural Affairs (DOSA), a setting where governments battle to put their flag on every supernatural phenomena and location. His Questionnaire has 3 answers.

Attributes

Brawn

3

Charisma

2

Dexterity

2

Intellect

2

Perception

4

Abilities

1 Alertness

0 Animals

2 Athletics

2 Crafts

0 Culture

1 Drive

4 Firearms

1 Influence

1 Investigation

1 Medicine

2 Melee

0 Occult

0 Performance

1 Science

2 Stealth

2 Survival

0 Technology

1 Thievery

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

Injuries

(Uncle ben is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Uncle ben has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Capture
Failure
Injustice

Traumas

(Uncle ben 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.

Point of Contact
From Assets and Liabilities
You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

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.
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.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.

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: 3
(Earned: 153 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Uncle ben has not written in his journal yet.

Moves

Uncle ben 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
-15 Iron Will
-15 Gifted
-6 Point of Contact

Liabilities

+3 Ugly