Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

'SOL' (???)
"I'm the other half." | The Sun

A Newbie Contractor played by Monday in Neo-GENIS

'SOL' (???) is a runaway teenager who will risk his life to become the ultimate solar wind outlaw and achieve freedom for himself, his twin, and those that are like them within the world of NEO-GENESIS.

He is 19 years old, lives in a run-down studio apartment in CITY, STATE with their twin, and often appears as a young, athletic man composed entirely of living flames, dressed in full on cowboy attire. Animate, magma symbols mark the expression of their face, with the emblem of a flowing moon branded on their right shoulder.

'SOL' (???) lives in Neo-GENIS, a setting inside a digital realm of video games.

Attributes

Brawn

3

Charisma

3

Dexterity

5

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

1 Crafts

2 Culture

1 Drive

3 Firearms

1 Influence

2 Investigation

0 Medicine

1 Melee

0 Occult

1 Performance

0 Science

0 Stealth

2 Survival

1 Technology

1 Thievery

2 Sneaking

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

Injuries

('SOL' (???) is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • (Disfiguring) Star Faced (Rather than a traditional face, animated symbols made from magma reflect your expression, making it much harder to emote and connect to people. All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar.)
  • (Disfiguring) Lunar Brand (The symbol of a flowing moon is emblazoned on your right shoulder, the mirror mark of your twin sister. Called shots to your right shoulder deal +2 Damage [Requires 6 Outcome].)
  • (Disfiguring) Heartburn (Your physiology is composed of a plasma-like flaming energy. Your body heat is significantly higher than a regular human's, making you easier to spot through thermal vision and heat signatures. After intense physical activity, your temperature flares and you suffer a -2 dice penalty on Stealth rolls.)
  • 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
    Capture
    Failure
    Anguish

    Traumas

  • (Maddening) Soul Aflame Your mind is haunted by visions of the world burning, your twin no longer there to maintain the balance. At the start of each Contract and each time you fall asleep, roll Self-Control. If you fail, you take one Mind damage.
  • (Maddening) Burn Bright You desire to burn as bright as the sun through your actions. Whenever you are faced with the opportunity to perform an action in a more dangerous or exciting way, you must roll Self-Control to resist the compulsion to follow through.

  • Soul Fire


    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
    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.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    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.

    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.

    Loading...

    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: -6
    (Earned: 150 - Spent: 156)
    An itemized record of every Contract, advancement, and more

    Journal
    'SOL' (???) has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    'SOL' (???) has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    -15 Gifted
    -6 Focused
    -9 Daredevil

    Liabilities

    +6 Finances: Poor
    +9 Sensitive
    +9 Outsider