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John H. Man

A Newbie Contractor played by Author in The Grand Exodus

John H. Man is a Paladin of Light who will risk his life to become a Hero of Humanity and Rally Humanity behind him to lead a crusade against threats to Humanity.

He is 25 years old, lives in their home in the Empire of Man, and often appears as a young, muscular, blue-eyed, blond human man wearing armor.

John H. Man lives in The Grand Exodus, a setting where fantasy and dreams make reality while a great evil brews.

Attributes

Brawn

3

Charisma

5

Dexterity

3

Intellect

3

Perception

1

Abilities

4 Alertness

1 Animals

3 Athletics

0 Crafts

2 Culture

1 Drive

0 Firearms

3 Influence

2 Investigation

1 Medicine

4 Melee

2 Occult

0 Performance

0 Science

0 Stealth

0 Survival

1 Technology

0 Thievery

3 Leadership

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

Injuries

(John H. Man is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(John H. Man has no Battle Scars)

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

Anguish
Atrocities
Murder
Betrayal

Traumas

(John H. Man has no Traumas)


Radiance


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.
Respected Expert: Empire of Man
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.

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
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.
Giftless: THE FUCKING EMPEROR You have some pressing issue which forces you to spend your rewards from Contracts on simple survival. You cannot receive Gifts, or spend Gift or Improvement points.
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.
Less Than Human: Non-Humans There is some particular class of person that you consider wholly deplorable and undeserving of compassion. If you have the Limits Murder, Atrocities, and/or Life-Saver, they do not apply to your chosen class of person.
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.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.

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: 7
(Earned: 150 - Spent: 143)
An itemized record of every Contract, advancement, and more

Journal
John H. Man has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-0 Finances: Average
-3 Less Than Human
Type of being: Non-Humans
-3 Beautiful
-3 Respected Expert
Field: Empire of Man
-3 Lanky
-0 Imbued
-3 Oblivious

Liabilities

+9 Sensitive
+30 Giftless
Gifts must be spent on: THE FUCKING EMPEROR