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Jill
Pina

A Newbie Contractor played by pbjellyman181 in We Poor But Happy

Jill is a fancy reporter who will risk their life to become a a real boy and make dinosaurs the dominant life form.

They are xx years old, live in The mainframe, and often appears as Tv Screen.

Jill lives in We Poor But Happy, a setting of magic and aliens.

Attributes

Brawn

1

Charisma

5

Dexterity

1

Intellect

5

Perception

1

Abilities

0 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

5 Melee

1 Occult

0 Performance

0 Science

2 Stealth

0 Survival

5 Technology

0 Thievery

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

Injuries

4
bulletholes
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • laserdisk (All)
  • Missing remote control (All)
  • doesn't get cable (All)
  • Missing Leg (You move at one-quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • 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

    Murder
    Animal-Lover
    Injustice

    Traumas

  • The emoji movie all
  • Traumatized Spiders (too many eye legs and one mouth)


  • 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.

    Confidant
    From Assets and Liabilities
    You have a trusted person– a lover, close friend, or family member– whom you can confide in without fear of them revealing your secrets. You may use your confidant in place of a therapist to treat your Traumas.
    Additional Citizenship: Every
    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.

    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.
    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.
    Defective Sight You have trouble seeing things accurately. All Perception rolls which involve sight are at +2 Difficulty, and rolls which involve aiming at a target are at +1 Difficulty (this includes ranged combat, as well as called shots in melee combat).
    Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
    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.
    Hemophilia Your blood doesn't clot as normal, making any Injury a potentially lethal one. All Injuries Severity 2 or higher degrade at a rate of 1 Severity per minute. Stabilizations are made at +2 Difficulty, and all Proper Stabilizations require a blood transfusion.
    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.
    Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint 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.
    Ageless You are not immortal, but the passage of time takes a lesser toll upon you. For every four years that passes, you age a single year.
    Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
    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.
    Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.

    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: 6
    (Earned: 150 - Spent: 144)
    An itemized record of every Contract, advancement, and more

    Journal
    Jill has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -3 Confidant
    -3 Cat-Eyes
    -9 Ageless
    -3 Additional Citizenship
    Country: Every
    -9 Bounce Back
    -9 Daredevil
    -3 Swimmer's Build
    -6 Born Runner
    -9 Sleepless
    -15 Immutable Body

    Liabilities

    +3 Deep Sleeper
    +12 Glass Jaw
    +3 Traumatized
    Trauma: Spiders (too many eye legs and one mouth)
    +3 Illiterate
    +15 Hemophilia
    +9 One Arm
    +9 Movement Impaired
    +6 Vengeful
    +6 Defective Sight
    +9 Sore Thumb