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Zelvi
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A Newbie Contractor played by Tanyatwohands as a Free Agent

Zelvi is a back-alley doctor who will risk her life to become a ripperdoc and create a new evolution of humanity fused with the machine.

She is 24 years old, lives in Seattle, Washington, in an apartment, and often appears as a woman of average height and a thin build. Wears black cargo pants, army boots, a black button-down shirt, a lab coat and goggles. Her hair is blonde and tied back in a ponytail.

Attributes

Brawn

2

Charisma

2

Dexterity

4

Intellect

4

Perception

3

Abilities

1 Alertness

0 Animals

1 Athletics

3 Crafts

1 Culture

1 Drive

3 Firearms

2 Influence

2 Investigation

3 Medicine

0 Melee

0 Occult

0 Performance

2 Science

2 Stealth

0 Survival

3 Technology

0 Thievery

1 Brawl

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

Injuries

(Zelvi is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • ZT Quickdraw Buckshot (Cyberware implants designed by Zelvi. A closed metal port is visible along the right side of the forearm. Upon activation, the port opens and a compact shotgun emerges. This weapon can be reloaded by pressing shells into a slot in the port, it must be reloaded after 3 attacks. Aside from being Cyberware, this is a standard shotgun.)
  • ZT Shockplates (Cyberware implants designed by Zelvi. Metal plates are visible along the obliques and the front and back of the lower trunk above the hips. Allows kinetic force to be dispersed more evenly throughout the body. You have 2 armor at all times.)
  • ZT Foolies (A pair of Cyberware implants designed by Zelvi. Metal plates are visible on the exterior of the feet, ankles, and lower calves. Enhances the stability and efficiency of the tendons and muscles in the ankles and feet. You have an additional 10 feet of free movement.)
  • Body 6

    Stress

    7 Mind

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

    Limits

    Betrayal
    Capture
    Failure

    Traumas

    (Zelvi has no Traumas)


    Humanity


    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: Average
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

    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
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.

    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: 1
    (Earned: 150 - Spent: 149)
    An itemized record of every Contract, advancement, and more

    Journal
    Zelvi has not written in her journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -0 Finances: Average
    -3 Nimble Fingers

    Liabilities

    +6 Paranoia
    +6 Delusions of Grandeur