Jason
"C'mon Mikey! You got this."

A Newbie Contractor played by Tranks_300 as a Free Agent

This character is dead. RIP

sad

Jason is a boxers homie, who will risk his life to help Micheal..

He is 24 years old, and often appears as a small black man. (Like Kevin Hart).

Attributes

Brawn

1

Charisma

4

Dexterity

4

Intellect

5

Perception

1

Abilities

3 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

5 Culture

2 Drive

0 Firearms

5 Influence

0 Investigation

0 Medicine

0 Melee

2 Occult

0 Performance

0 Science

0 Stealth

0 Survival

4 Technology

0 Thievery

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

Injuries

1
Exertion
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Jason has no Battle Scars)

Body 6

Penalty

9 Mind

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

Limits

Murder
Anguish
Capture

Traumas

(Jason has no Traumas)



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.

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
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You get +3 dice to resist any attempt to control your thoughts or actions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Possession and Suggestion Effects.
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.
Fragile 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.
Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
Nightmares: He was abused as a child. His only escape was coming to Michael's boxing classes Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.

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.


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Clothes
  • Wallet
  • Keys
  • flask of tears
  • Rugged no-metal belt that can be used as a pair of nunchucks

In Bag

  • Oxygen canister
  • Census-taker's liver
  • Fava Beans
  • Chianti
  • Small Protein powder bag
  • Liter of Milk
(Click to toggle Weapons reference)

Trophies

Trophies are special objects and equipment.

Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: -1 (Earned: 150 - Spent: 151)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Jason has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

+1 Beautiful
+5 Iron Will

Liabilities

-1 Nightmares
Subject: He was abused as a child. His only escape was coming to Michael's boxing classes
-1 Soft-Hearted
-1 Deep Sleeper
-3 Gullible
-3 Fragile
-4 Glass Jaw
-4 Weak Willed