Jacob Wesley
"Wanna smoke?"

A 5-Victory Novice Contractor played by jwesley123 in The Netherworld

Jacob Wesley is a High School Dropout Drug Addict who will risk their life to Find the Ultimate High.

They are 23 years old, and often appears as Caucausian man wearing baggy shorts and a stained wife beater.

Jacob Wesley lives in The Netherworld, a setting between worlds. The last resting place of countless stillborn worlds that could have been.

Attributes

Brawn

2

Charisma

6

Dexterity

3

Intellect

1

Perception

3

Abilities

2 Alertness

2 Animals

4 Athletics

0 Brawl

1 Crafts

1 Culture

2 Drive

2 Firearms

3 Influence

2 Investigation

1 Medicine

2 Melee

0 Occult

2 Performance

0 Science

2 Stealth

1 Survival

1 Technology

2 Thievery

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

Injuries

(Jacob Wesley is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Jacob Wesley has no Battle Scars)

Body 6

Penalty

8 Mind

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

Limits

Anguish
Betrayal
Capture

Traumas

(Jacob Wesley has no Traumas)


Source


Circumstances

Polyglot: Spanish, Russian, Chinese You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
Polyglot: German, French, Italian You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
Polyglot: Navajo, Porteguese, Klingon You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
Polyglot: Braille, ASL, CSL You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.

Conditions

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.
Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.

Loose Ends

Powers

Jacob has never been great at retaining knowledge and this has only grown as his confidence does. Things entering his brain as hostile are sometimes suprised to find nothing there and that the only target there is there own mind or someone around Jacob.


You gain the following benefits at all times.

You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Instant Karma: If the Outcome of your Mind resistance roll is greater than the attacker’s Outcome, you may reflect the attack back at them, or to another valid target within an appropriate distance.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

Jacob has lied so many times it just comes natural to him. People just can not tell any more if he is lying anymore because he just is always lying. There is just something that about him that people love.


You gain the following benefits at all times.

Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Liar Liar Pants on Fire: You have an intuitive understanding of whether or not someone believes what they are saying. You can always tell if someone is lying to you without making a roll, though you do not necessarily know what they are lying about.
  • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
  • Poker Face: You never give any outward indication of dishonesty. It is impossible to tell that you are lying, and you are able to fool any method of lie detection without making a roll.

  • In rare cases, GMs may require you to make a roll to detect a lie from particularly powerful beings (trickster gods, etc).
  • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
  • In rare cases, GMs may require you to make a roll to lie to particularly powerful beings.

Legendary Artifacts

Willow Heart

Created by Niklas Söderholm, looted by Jacob Wesley.
A stone knife harder than steel

As you Drive Willow heart into your target wisper into their ears and corrupt their mind with horrid thoughts.


Expend a point of Battery and spend an Action to activate. Select a Sapient target within arm's reach. Roll Inteligence+occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.

  • You can target yourself if you qualify as a valid target by the other requirements.

Consumables

2

the flesh weaves together as niklas sits and helps the patient through the pain hoping to mend whatever organs flesh or what be is injured or lost.


Use up this The panacea and spend 1 minute to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As the Skin weaves together as the patient screams in pain.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.

Equipment

Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • Jeans
  • T-shirt the stained wife beater is underneath
  • Wallet
  • Keys
  • Smartphone
  • Coat
  • nightstick sherriff

    Purple Jansport backpack

  • Rain jacket

  • An ornage Safety Vest *9 mm loaded
  • 4 spare clip
(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

5 Victories - 1 Failure
Remaining Exp: 2 (Earned: 173 - Spent: 171)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Jacob Wesley has not written in their journal yet.

Moves

Jacob Wesley has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in The Netherworld can post Moves for Jacob Wesley.

Assets And Liabilities

Assets

+1 Beautiful
+1 Polyglot
Language: Spanish, Russian, Chinese
+1 Polyglot
Language: German, French, Italian
+1 Polyglot
Language: Navajo, Porteguese, Klingon
+1 Polyglot
Language: Braille, ASL, CSL
+1 Lizard Brain