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K

A 8-Victory Novice Contractor played by inverheart in Earth-474

K is a punk rocker who will risk their life to become the ultimate NB Johny Silverhand and make the world not suck.

They are 19 years old, live in a communal squat, and often appears as a bratty punk with spiked blue, white, and pink hair.

K lives in Earth-474, a setting where a shadowy cabal hands out great power for a price. Their journal has 14 entries. Their Questionnaire has 19 answers.

Attributes

Brawn

4

Charisma

6

Dexterity

4

Intellect

3

Perception

2

Abilities

0 Alertness

0 Animals

0 Athletics

0 Crafts

3 Culture

0 Drive

0 Firearms

5 Influence

0 Investigation

0 Medicine

4 Melee

0 Occult

5 Performance

0 Science

3 Stealth

0 Survival

0 Technology

4 Thievery

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

Injuries

(K is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Tinnitus (You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations.)
  • Body 7

    Stress

    9 Mind

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

    Limits

    Atrocities
    Animal-Lover
    Betrayal

    Traumas

    (K has no Traumas)


    Presence

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    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

    From Assets and Liabilities
    Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
    Nightmares Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    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.
    Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
    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.
    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.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.

    Loose Ends

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    Advancement

    Novice
    8 Victories - 0 Failures
    Remaining Exp: 9
    (Earned: 232 - Spent: 223)
    An itemized record of every Contract, advancement, and more

    Moves

    K has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Earth-474 can post Moves for K.

    Assets And Liabilities

    Assets

    -0 Finances: Average
    -3 Beautiful
    -12 Jack of All Trades
    -0 Imbued

    Liabilities

    +3 Deep Sleeper
    +3 Nightmares
    +6 Vengeful
    +6 Compulsive Liar
    +6 Paranoia
    +6 Delusions of Grandeur