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Alexis Surmile

A 1-Victory Newbie Contractor played by StoqSylvest in KJ Private Playgroup

Alexis Surmile is a Paladin Brawler who will risk his life to become the ultimate Protector and He believes in the potential that every life holds, hoping to become his best and protect all that he wishes to.

He is 34 years old, lives in A dungeon-like home of underground segments each consisting of rooms., and often appears as A very large man completely covered in silver alloy heavy armour, tinted by golden rims and patterns. Only his joints being open but covered in a thick leather, and having a triple holed visor of vertical lines.

Alexis Surmile lives in KJ Private Playgroup, a setting where the supernatural has existed since the dawn of time, it's no secret. His journal has 1 entry.

Attributes

Brawn

5

Charisma

1

Dexterity

3

Intellect

2

Perception

3

Abilities

0 Alertness

0 Animals

4 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

5 Melee

1 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Alexis Surmile is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Alexis Surmile has no Battle Scars)

Body 8

Stress

4 Mind

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

Limits

Atrocities
Betrayal
Injustice

Traumas

(Alexis Surmile has no Traumas)


Spirit


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.

Conditions

From Assets and Liabilities
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.
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.
Anti-Social You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
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.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.

Loose Ends

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Advancement

Newbie
1 Victories - 0 Failures
Remaining Exp: 0
(Earned: 156 - Spent: 156)
An itemized record of every Contract, advancement, and more

Questionnaire

Latest 0 of 0 answers

Moves

Alexis Surmile has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in KJ Private Playgroup can post Moves for Alexis Surmile.

Assets And Liabilities

Assets

-9 Trained Reflexes
-15 Iron Will
-6 Focused
-6 Tough
-9 Bounce Back
-3 Nimble Fingers
-6 Attuned Autoimmune

Liabilities

+3 Ugly
+6 Vengeful
+6 Anti-Social
+6 Forgetful