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Jacko

A 3-Victory Newbie Contractor played by SeedofEntropy in The Void

Jacko is a failed clone who will risk his life to become the ultimate friend and become a super hero.

He is 2 years years old, lives in the sewers of New York City, and often appears as short, hunched over parody of a human.

Jacko lives in The Void, a setting At the beginning of it's end, or the end of it's beginning, depending on your perspective. His journal has 1 entry. His Questionnaire has 6 answers.

Attributes

Brawn

4

Charisma

1

Dexterity

3

Intellect

3

Perception

3

Abilities

4 Alertness

2 Animals

5 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

4 Investigation

0 Medicine

2 Melee

0 Occult

3 Performance

2 Science

2 Stealth

3 Survival

3 Technology

3 Thievery

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

Injuries

(Jacko is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jacko 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
Failure
Near-Death Experience

Traumas

  • Kleptomania You can’t help but take things that don’t belong to you. Whenever you move to a new location, you must succeed a Self-Control roll, or you must attempt to steal something in your immediate vicinity.
  • Dumb vehicles! You believe that vehicles are against you. If you would get in one or had to work on one you must roll self-control or exert mind to do so.

  • Source


    Circumstances

    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Outsider
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.

    Conditions

    From Assets and Liabilities
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
    Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
    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.
    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.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    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.
    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

    Newbie
    3 Victories - 0 Failures
    Remaining Exp: 3
    (Earned: 172 - Spent: 169)
    An itemized record of every Contract, advancement, and more

    Moves

    Jacko has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in The Void can post Moves for Jacko.

    Assets And Liabilities

    Assets

    -3 Cat-Eyes
    -3 Contortionist
    -12 Jack of All Trades
    -3 Lanky
    -3 Nimble Fingers
    -9 Daredevil
    -0 Imbued

    Liabilities

    +6 Finances: Poor
    +9 Gullible
    +3 Ugly
    +6 Short
    +9 Outsider
    +6 Forgetful