Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

Nicolaas Velner

A Newbie Contractor played by geniebottle in GA5-1921

Nicolaas Velner is a sapient undead who will risk his life to become a complete person and find his creator.

He is 5 (20 ish?) years old, lives in various places, and often appears as a lanky man with corpse-blue skin and a ring of stitches keeping his head on. Usually wears a baggy orange hoodie, cutoff canvas pants and trainers.

Nicolaas Velner lives in GA5-1921, a setting where the paranormal work for the government.

Attributes

Brawn

3

Charisma

2

Dexterity

2

Intellect

4

Perception

3

Abilities

3 Alertness

2 Animals

4 Athletics

0 Crafts

3 Culture

2 Drive

0 Firearms

0 Influence

4 Investigation

2 Medicine

0 Melee

1 Occult

0 Performance

2 Science

1 Stealth

4 Survival

1 Technology

0 Thievery

1 Brawl

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

Injuries

(Nicolaas Velner is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Shoulder Subluxation (One of your shoulders is damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.)
  • Soft Spot (Neck) (A specific spot on your body was previously injured and is now extremely vulnerable to further attacks. Called shots against your soft spot do +2 damage. If an attack hits you which could conceivably hit your soft spot, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage.)
  • Body 7

    Stress

    7 Mind

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

    Limits

    Anguish
    Atrocities
    Murder

    Traumas

    (Nicolaas Velner has no Traumas)


    Source


    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: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    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
    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.
    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.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Undead
    Nightwalker You find the daylight unbearable. You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    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.
    Ageless You are not immortal, but the passage of time takes a lesser toll upon you. For every four years that passes, you age a single year.
    Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.

    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.

    Loading...

    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 1
    (Earned: 150 - Spent: 149)
    An itemized record of every Contract, advancement, and more

    Journal
    Nicolaas Velner has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Cat-Eyes
    -9 Ageless
    -3 Lanky
    -6 Attuned Autoimmune
    -9 Sleepless

    Liabilities

    +6 Finances: Poor
    +3 Ugly
    +9 Outsider
    +6 Forgetful
    +9 Supernatural Condition
    Supernatural Condition: Undead
    +9 Nightwalker
    +7 Scarred
    Scar: Head Injury