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F.E.N.T
I... I want... t-t-to l-live....

A Newbie Contractor played by August in Neo-GENIS

F.E.N.T is a Thrashed Worker Drone who will risk his life to become the ultimate Disassembly Drone and fix himself, even if it means to take from other bots.

He is 19 years old, lives in a defunct landfill filled with thrown away materials, and often appears as A construct with a cracked visor that shows his neon-yellow eyes and medium, a completely trashed and broken arm, fluffy silver hair parted to the left. Like other Disassembly Drones, two tiny glowing dots behind the legs, a black headband with five sections of glowing neon-yellow eyes on it, and a long black tail ending in a large cracked syringe.

F.E.N.T lives in Neo-GENIS, a setting inside a digital realm of video games.

Attributes

Brawn

4

Charisma

2

Dexterity

6

Intellect

4

Perception

3

Abilities

2 Alertness

0 Animals

4 Athletics

2 Crafts

2 Culture

2 Drive

4 Firearms

2 Influence

2 Investigation

2 Medicine

4 Melee

2 Occult

1 Performance

2 Science

2 Stealth

0 Survival

2 Technology

2 Thievery

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

Injuries

(F.E.N.T is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Disfigured (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar)
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • 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

  • I LOVE Women... So, SO, SO Much When you encounter any attractive automaton like construct or woman, especially an attractive woman, Roll mind @11, on a fail, you have +4 difficulty to resisting any order or command said woman will make you do

  • 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: 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.
    Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
    Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.
    Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.

    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
    F.E.N.T has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    F.E.N.T has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    -15 Gifted

    Liabilities

    +12 Glass Jaw
    +6 Finances: Poor
    +9 Sensitive
    +12 Weak Willed
    +9 Outsider
    +9 Sore Thumb