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Nephilim
The Monster who fell from the Stars.

A Newbie Contractor played by Omnitox as a Free Agent

Nephilim is a Biological Weapon who will risk their life to become the ultimate Lifeform and evolve to establish itself as the apex organism.

They are [REDACTED] years old, live in a empty wasteland outside of the Neo-GENIS player hub, and often appears as a monsterous purple humanoid with yellow eyes, large clawed hands, and wide frog like mouth.

Attributes

Brawn

6

Charisma

2

Dexterity

3

Intellect

2

Perception

3

Abilities

2 Alertness

0 Animals

4 Athletics

1 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

2 Investigation

0 Medicine

4 Melee

0 Occult

0 Performance

0 Science

1 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

(Nephilim is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Nephilim has no Battle Scars)

Body 8

Stress

5 Mind

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

Limits

Betrayal
Capture
Failure

Traumas

(Nephilim has no Traumas)


Stem Cells


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: 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

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
Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
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.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.

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: 1
(Earned: 150 - Spent: 149)
An itemized record of every Contract, advancement, and more

Journal
Nephilim has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Biography

CHARACTER PROFILE


Status: Player (N-01)

Level: 2

Strengths: Monstrous Might, High Fortitude | Weaknesses: Overly Aggressive, Extremely Destructive

Height: 8'2" | Weight: 2562 lbs

Affiliations: None

Origins

Personality

Assets And Liabilities

Assets

-15 Gifted
-3 Cat-Eyes
-6 Clear Conscience
-3 Contortionist
-3 Lanky
-6 Born Runner

Liabilities

+7 Short Fuse
+6 Finances: Poor
+3 Illiterate
+9 Outsider