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Riggly

A Newbie Contractor played by jumbohiggins in The New West

Riggly is a Mechanic who will risk their life to become a Junk-Nexus and rebuild communities.

They are 32 years old, live in A large city, and often appears as a dusty looking man with patchwork clothing and a brown leather jacket.

Riggly lives in The New West, a setting Where The West Has Returned To Its Primal Form.

Attributes

Brawn

3

Charisma

3

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

3 Crafts

0 Culture

4 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

3 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

4 Mechanic

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

Injuries

(Riggly is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Riggly has no Battle Scars)

Body 7

Stress

7 Mind

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

Limits

Betrayal
Failure
Injustice

Traumas

(Riggly has no Traumas)



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
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
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.
Nightmares Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.

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

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

Journal
Riggly has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-12 Jack of All Trades
-3 Nimble Fingers

Liabilities

+12 Weak Willed
+3 Nightmares