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Eneasz
Cocaine man

A Newbie Contractor played by Eneasz as a Free Agent

Eneasz is a cocaine addict who will risk his life to become a cocaine fueled superantihero(?) [yes exacly like snowflame] and have all the hookers, alcohol and cocaine he NEEEEDDDSSS!!!!11!!!! also i want SPACE cocaine.

He is 23 years old, lives in Amsterdam holland, and often appears as a party crazed, fake gansta, exchange student with a bleched buzzcut, yellow glasses and a whole bunch of tattoos depicting chemical compounds (mostly drugs).

His Questionnaire has 3 answers.

Attributes

Brawn

3

Charisma

2

Dexterity

4

Intellect

2

Perception

4

Abilities

2 Alertness

0 Animals

0 Athletics

3 Brawl

0 Crafts

2 Culture

0 Drive

1 Firearms

1 Influence

0 Investigation

1 Medicine

1 Melee

0 Occult

0 Performance

1 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

3 Narcotics use

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

Injuries

(Eneasz is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Eneasz has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Anguish
Animal-Lover
Failure

Traumas

(Eneasz 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.
Additional Citizenship: The Netherlands
From Assets and Liabilities
You maintain full legal status in a specific country or nation. You have official citizenship in the chosen country, in addition to your home country, and are entitled to any benefits that citizenship there entails.
Illicit Supplier: drugs
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
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.
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.
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.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.
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.
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.

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

0 Victories - 0 Failures
Remaining Exp: 1
(Earned: 153 - Spent: 152)
An itemized record of every Contract, advancement, and more

Journal
Eneasz has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-6 Clear Conscience
-6 Illicit Supplier
Stockpile Type: drugs
-3 Additional Citizenship
Country: The Netherlands
-9 Daredevil
-6 Born Runner
-6 Attuned Autoimmune
-0 Imbued

Liabilities

+6 Finances: Poor
+6 Vengeful
+6 Delusions of Grandeur