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Jay Nguyen
Life is all about tricks and bets

A 2-Victory Newbie Contractor played by GreenAppll in The Netherworld

Jay Nguyen is a Magician who will risk his life to confuse and awe everyone that sees his trick while elevating the circus up.

He is 21 years old, and often appears as Black hair, wearing glasses, in a tuxedo and smoking a cigarette, He appears to be carrying a 2 deck of cards.

Jay Nguyen lives in The Netherworld, a setting between worlds. The last resting place of countless stillborn worlds that could have been.













3 Alertness

0 Animals

4 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

2 Investigation

2 Medicine

0 Melee

0 Occult

3 Performance

0 Science

2 Stealth

0 Survival

0 Technology

3 Thievery

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


(Jay Nguyen is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Jay Nguyen has no Battle Scars)

Body 7


8 Mind





(Jay Nguyen has no Traumas)



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.


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.
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.
From The Netherworld
Qi Contagion Jay suffers some lingering effects from the grasp of the Jiangshi When Jay fails a Trauma roll, the GM may opt to have him gain an uncontrollable thirst for blood instead of a Trauma - this episode lasts until he has drank his fill of fresh blood. During these episodes, Jay can only move by "hopping"

Loose Ends


Sticking a hand into a hat, randomly pulls out any item from the hat like magic!

A magician knows how to make stuff disappear on a whim!

Spend a Quick Action to activate. You must actively and obviously use Hat to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Gloves on, Almost like manipulating the string on a puppet, Jay fingers bend and moves in odd shapes as he manipulates objects in front of him to put on a show for the audience

Physics wise, Jay uses the gloves as attachments for his invisible strings as they burn his fingers and nearly chops them off without it.

You gain the following benefits at all times. You must actively and obviously be using Gloves to gain the benefits of this Effect.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Reactions: You cannot use a Reaction telekinetically.
  • Multiple Items: You may control 2 total objects at the same time.
  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

A flick of the wrist and the card is left spinning almost like a blur as it cuts

A magician can make anything seem magical, even the most mundane. don't you think cards are a perfect fit for a magician?

You gain the following benefits as long as you are engaged in combat with Cards.

Your attacks with Cards no longer have their damage capped, and do +3 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Pin Down: If you make a thrown attack with something sharp, and it hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.


Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • Layers of clothes under Tuxedo (1 armor)
  • Top hat
  • Wallet
  • Keys
  • Smartphone
  • A pocket knife
  • Deck of metal cards
  • Deck of trick cards
  • Magician Wand
  • Box of cigarette
  • Lighter
  • Mask

    Green transport backpack

  • Rain jacket

  • 2 more Tuxedo
  • Casual clothes wear
  • 2 Deck of cards
  • 2 Deck of metal cards
  • Pistol that's a lighter
  • Flint
  • Tricks stuff
  • Metal water bottle
  • Toiletries kit
  • Purple cape
  • Mask
(Click to toggle Weapons reference)


Trophies are special objects and equipment.

Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.

Contractor Timeline

2 Victories - 0 Failures
Remaining Exp: 2 (Earned: 158 - Spent: 156)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Jay Nguyen has not written in his journal yet.


Jay Nguyen has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in The Netherworld can post Moves for Jay Nguyen.


I will find a way to trick even fate itself

Assets And Liabilities


-3 Beautiful
-9 Daredevil