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Jinny Storm
Ashes to ashes

A Newbie Contractor played by Protean in Neo-GENIS

Jinny Storm is a mason who will risk her life to become the ultimate Ash Mage and Make the sun disappear.

She is 29 years old, lives in Denver, Colorado in a one room apartment, and often appears as a broad-shouldered girl with a wide-rimmed witch's hat, respirator and grey robes.

Jinny Storm lives in Neo-GENIS, a setting inside a digital realm of video games.

Attributes

Brawn

4

Charisma

2

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

1 Animals

3 Athletics

3 Crafts

2 Culture

1 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

4 Occult

0 Performance

3 Science

1 Stealth

1 Survival

2 Technology

0 Thievery

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

Injuries

(Jinny Storm is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jinny Storm has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Anguish
Betrayal
Failure

Traumas

(Jinny Storm 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.

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
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
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: 0
(Earned: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Jinny Storm has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Jinny Storm 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 Focused
-6 Clear Conscience
-0 Imbued