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Cole "Echo" Varnes
Their names still echo in my brain.

A Newbie Contractor played by Mythlington in Nightfall

Cole "Echo" Varnes is a a who will risk his life to become the ultimate a and a.

He is 37 years old, lives in a, and often appears as a.

Cole "Echo" Varnes lives in Nightfall, a setting grounded in the modern day Earth where the supernatural is not hidden, but commodified, militarized, and worshiped.

Attributes

Brawn

4

Charisma

2

Dexterity

6

Intellect

2

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

0 Crafts

0 Culture

1 Drive

5 Firearms

0 Influence

1 Investigation

3 Medicine

1 Melee

0 Occult

0 Performance

0 Science

1 Stealth

1 Survival

1 Technology

0 Thievery

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

Injuries

(Cole "Echo" Varnes is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Cole "Echo" Varnes 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

Betrayal
Capture
Failure
Near-Death Experience

Traumas

(Cole "Echo" Varnes has no Traumas)


Willpower


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: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
Arsenal: Armory
From Assets and Liabilities
Through some legal, licensed means, you have reliable access to a certain type of material others don’t. You may transport this material without the authorities interfering. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if normally illegal where you reside)

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.
Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.

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: -6
(Earned: 150 - Spent: 156)
An itemized record of every Contract, advancement, and more

Journal
Cole "Echo" Varnes has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Cole "Echo" Varnes has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-15 Gifted
-0 Finances: Average
-12 Arsenal
Arsenal Type: Armory

Liabilities

+9 Sensitive
+6 Delusions of Grandeur