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Jacket Delahne

A Newbie Contractor played by Dr_Pizzapies as a Free Agent

Jacket Delahne is a egotisitcal cult-leader who will risk his life to become a God and eliminate all world governments.

He is 28 years old, lives in the back room of a ceedy nightclub, and often appears as a small dark skinned man with long black hair, wearing a leather jacket.

Attributes

Brawn

1

Charisma

5

Dexterity

2

Intellect

2

Perception

1

Abilities

0 Alertness

0 Animals

0 Athletics

0 Crafts

2 Culture

1 Drive

1 Firearms

5 Influence

0 Investigation

0 Medicine

0 Melee

4 Occult

3 Performance

0 Science

0 Stealth

0 Survival

0 Technology

1 Thievery

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

Injuries

(Jacket Delahne is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jacket Delahne has no Battle Scars)

Body 6

Stress

8 Mind

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

Limits

Betrayal
Failure
Submission

Traumas

(Jacket Delahne 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.

Illicit Supplier: narcotics
From Assets and Liabilities
Through some illegal means, you have reliable access to a certain type of material others don’t. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside)

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
Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
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.
Less Than Human: Rich People There is some particular class of person that you consider wholly deplorable and undeserving of compassion. If you have the Limits Murder, Atrocities, and/or Life-Saver, they do not apply to your chosen class of person.
Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
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

Individual Enemy: the rich & powerful

Moderate Dangerous Given by
Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down.

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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
Jacket Delahne has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Iron Will
-3 Less Than Human
Type of being: Rich People
-6 Focused
-6 Clear Conscience
-6 Illicit Supplier
Stockpile Type: narcotics
-3 Beautiful
-12 Jaded
-0 Seen Things
-3 Oblivious

Liabilities

+7 Short Fuse
+6 Individual Enemy
Name of Enemy: the rich & powerful
+6 Delusions of Grandeur