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Nuclear Weapon
"Go nuclear"

A Newbie Contractor played by TealKnight as a Free Agent

Nuclear Weapon is a pro-wrestler who will risk his life to prevent Mt. America from winning the WWE championship belt and giving it to the Pope.

He is 20 years old, and often appears as a gigantic chrome-painted humanoid with bulging muscles and blue boxer briefs.

Attributes

Brawn

5

Charisma

3

Dexterity

3

Intellect

1

Perception

2

Abilities

3 Alertness

0 Animals

4 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

0 Medicine

3 Melee

0 Occult

4 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

5 Brawl

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

Injuries

(Nuclear Weapon is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Nuclear Weapon has no Battle Scars)

Body 8

Stress

5 Mind

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

Limits

Betrayal
Capture
Injustice

Traumas

(Nuclear Weapon has no Traumas)



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.

Outsider
From Assets and Liabilities
You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.

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
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
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.
Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.

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: -8
(Earned: 150 - Spent: 158)
An itemized record of every Contract, advancement, and more

Journal
Nuclear Weapon has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-6 Clear Conscience
-3 Beautiful
-6 Tough
-9 Daredevil

Liabilities

+3 Illiterate
+3 Speech Impediment
+9 Outsider
+6 Forgetful