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Jack Newell

A Newbie Contractor played by mmmsquid in GA5-1921

Jack Newell is a lamentful drunk who will risk his life to become a better man and get over his demons.

He is 35 years old, lives in //, and often appears as //.

Jack Newell lives in GA5-1921, a setting where the paranormal work for the government.

Attributes

Brawn

3

Charisma

1

Dexterity

3

Intellect

2

Perception

3

Abilities

4 Alertness

0 Animals

4 Athletics

0 Crafts

2 Culture

2 Drive

2 Firearms

0 Influence

0 Investigation

4 Medicine

3 Melee

0 Occult

0 Performance

0 Science

2 Stealth

3 Survival

1 Technology

3 Thievery

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

Injuries

(Jack Newell is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Jack Newell 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
Atrocities
Murder

Traumas

  • Traumatized Killed his wife and children via drunk driving one night, and covered it up in a panic.


  • 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.

    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
    Disorder You have a mental or emotional disorder which is chronic and hard to treat. PTSD
    Avoidance You are so off-putting, that most people just avoid you. As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
    Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
    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.
    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.
    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.

    Loose Ends

    Dark Secret: Killed his wife and children via drunk driving one night, and covered it up in a panic.

    Distant Dangerous Given by a Liability
    You have a secret. When it gets out, there will be immediate and significant consequences for you.

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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
    Jack Newell has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -12 Jack of All Trades
    -9 Daredevil
    -6 Attuned Autoimmune
    -3 Avoidance

    Liabilities

    +3 Traumatized
    Trauma: Killed his wife and children via drunk driving one night, and covered it up in a panic.
    +6 Finances: Poor
    +3 Dark Secret
    Secret: Killed his wife and children via drunk driving one night, and covered it up in a panic.
    +6 Paranoia
    +6 Disorder
    Permanent Trauma: PTSD