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Cecil
“Wait, but you don't care about that-”

A Newbie Contractor played by SplitSalvo in Lobotomy Corporation

Cecil is a L corp agent who will risk his life to become a Top Employee and finally make connections.

He is 19 years old, lives in District 12, and often appears as Tanned anxious employee.

Cecil lives in Lobotomy Corporation, a setting where agents work with abnormalities to provide energy to the outside Wings.

Attributes

Brawn

2

Charisma

4

Dexterity

3

Intellect

4

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

0 Crafts

3 Culture

0 Drive

3 Firearms

1 Influence

3 Investigation

5 Medicine

2 Melee

0 Occult

2 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

2 Brawl

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

Injuries

(Cecil is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Cecil has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Anguish
Atrocities
Betrayal

Traumas

(Cecil 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.

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
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
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.
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or 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.
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.
Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
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.
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.
Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.

Loose Ends

Dark Secret: He was, and still partly is an illiterate backstreeter

Distant Dangerous Given by a Liability
You have a secret. When it gets out, there will be immediate and significant consequences for you.

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Advancement

Newbie
0 Victories - 0 Failures
Remaining Exp: 14
(Earned: 150 - Spent: 136)
An itemized record of every Contract, advancement, and more

Journal
Cecil has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-9 Trained Reflexes
-9 Bounce Back
-3 Nimble Fingers

Liabilities

+7 Short Fuse
+3 Deep Sleeper
+9 Sensitive
+3 Illiterate
+9 Gullible
+3 Dark Secret
Secret: He was, and still partly is an illiterate backstreeter
+6 Anti-Social
+6 Forgetful