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Jawl
"This place could use a little slash and burn"

A Newbie Contractor played by Atroniac as a Free Agent

Jawl is a cyberpunk anarchist who will risk their life to become a Emperyean and destroy capitalism.

They are 17 years old, live in an average home in the suburbs of Vancouver, and often appears as a tall man with a cybernetic rebreather over their face and a set of digital hardlight spikes on their shoulders with a small tattered cape.

Attributes

Brawn

3

Charisma

2

Dexterity

5

Intellect

1

Perception

6

Abilities

4 Alertness

0 Animals

3 Athletics

0 Brawl

0 Crafts

1 Culture

0 Drive

0 Firearms

0 Influence

1 Investigation

0 Medicine

3 Melee

0 Occult

0 Performance

0 Science

3 Stealth

1 Survival

0 Technology

2 Thievery

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

Injuries

(Jawl is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jawl has no Battle Scars)

Body 7

Stress

4 Mind

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

Limits

Anguish
Capture
Injustice

Traumas

(Jawl 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.
Illicit Supplier: Explosives
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
Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. As long as your Intellect rating is 1, being reduced to 0 Mind does not incapacitate you. Instead, you are able to continue to take Actions, though you are limited to dog-like level of intelligence, and Penalty still applies in full.
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Gift of the Code Drowned - when subject to any form of healing. The healing does not take effect until unobserved.

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: 156)
An itemized record of every Contract, advancement, and more

Journal
Jawl has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Jawl 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
-6 Illicit Supplier
Stockpile Type: Explosives
-3 Lizard Brain

Liabilities

+6 Anti-Social
+9 Supernatural Condition
Supernatural Condition: Gift of the Code Drowned - when subject to any form of healing. The healing does not take effect until unobserved.
+6 Paranoia