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Donald Duck
Live each day as if it's the first day of your life!

A Newbie Contractor played by T3K as a Free Agent

Donald Duck is a clinically insane human-person who will risk his life to go back to his regular life with Mickey and Goofy and his nephews Huey, Dewey, and Louie.

He is 36 years old, and often appears as a crazy man in a strait-jacket.

Attributes

Brawn

4

Charisma

1

Dexterity

3

Intellect

1

Perception

3

Abilities

3 Alertness

1 Animals

5 Athletics

1 Crafts

2 Culture

2 Drive

0 Firearms

1 Influence

2 Investigation

1 Medicine

2 Melee

0 Occult

1 Performance

1 Science

1 Stealth

2 Survival

0 Technology

0 Thievery

5 Boat Piloting

3 Brawl

3 Intimidation

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

Injuries

(Donald Duck is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Donald Duck 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

Betrayal
Capture
Submission

Traumas

  • Traumatized Genuinely believe you are the character Donald Duck. Roll Trauma every time there is proof that you are not Donald Duck, such as a mirror.


  • 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.

    Imprisoned: Insane Asylum
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.

    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
    Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
    Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.
    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.
    Nightmares: Memories of being ripped away from his friends and family. Whether they're human or Donald Duck is up to GM discretion. Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    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.
    Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

    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
    Donald Duck has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Donald Duck 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
    -3 Avoidance
    -3 Lizard Brain

    Liabilities

    +3 Traumatized
    Trauma: Genuinely believe you are the character Donald Duck. Roll Trauma every time there is proof that you are not Donald Duck, such as a mirror.
    +3 Illiterate
    +3 Ugly
    +3 Nightmares
    Subject: Memories of being ripped away from his friends and family. Whether they're human or Donald Duck is up to GM discretion.
    +6 Vengeful
    +9 Imprisoned
    Manner of Imprisonment: Insane Asylum