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Kerri
A MECHromancer~!

A Newbie Contractor played by Bidlink in Neo-GENIS

Kerri is a Digital Brainscan of a dead girl who will risk her life to become a Mechanical Necromancer and become a respected and well known Guild leader to make her mark in her digital world.

She is 18 years old, lives in A digital recreation of her room, and often appears as a 6'4 metallic white and black robot with neon yellow eyes displayed on a visor partially hidden by silver hair.

Kerri lives in Neo-GENIS, a setting inside a digital realm of video games.

Attributes

Brawn

4

Charisma

2

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

5 Brawl

3 Crafts

2 Culture

2 Drive

1 Firearms

2 Influence

2 Investigation

0 Medicine

2 Melee

2 Occult

2 Performance

2 Science

2 Stealth

2 Survival

3 Technology

0 Thievery

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

Injuries

(Kerri is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Kerri has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Anguish
Atrocities
Betrayal
Capture

Traumas

(Kerri 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: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

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
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.
Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.

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: 0
(Earned: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Kerri has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-0 Finances: Average
-3 Lanky

Liabilities

+12 Glass Jaw
+9 Sensitive