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Truqq Maxx
I'll give anybody a ride, so long as they like danger.

A Newbie Contractor played by IrateApathete in Illuminated Bebop

Truqq Maxx is a ace smuggler with an adrenaline addiction who will risk his life to ride the event horizon of a black hole.

He is 43 years old, and often appears as a greasy, pudgy man who spends most his time in the pilots seat.

Truqq Maxx lives in Illuminated Bebop, a setting where videos of the supernatural go viral every day but humans don't live on Earth anymore.

Attributes

Brawn

2

Charisma

1

Dexterity

5

Intellect

3

Perception

5

Abilities

2 Alertness

0 Animals

0 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

5 Pilot

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

Injuries

(Truqq Maxx is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Leg (You move at one quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • Body 6

    Stress

    5 Mind

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

    Limits

    Failure
    Lifesaver
    Playing it Safe

    Traumas

    (Truqq Maxx 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.

    Arsenal: Smuggler's Vessel
    From Assets and Liabilities
    You have an arsenal of a specific type of illegal weaponry or extremely rare and dangerous items. During a Downtime, you may obtain up to three items from your stockpile.

    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
    Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    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.
    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.
    Hemophilia Your blood doesn't clot as normal, making any Injury a potentially lethal one. All Injuries Severity 2 or higher degrade at a rate of 1 Severity per minute. Stabilizations are made at +2 Difficulty, and all Proper Stabilizations require a blood transfusion.
    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.
    Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.

    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: -8
    (Earned: 150 - Spent: 158)
    An itemized record of every Contract, advancement, and more

    Journal
    Truqq Maxx has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Truqq Maxx 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
    -15 Gifted
    -6 Clear Conscience
    -3 Acute Sense
    Sharpened Sense: Eyesight
    -9 Daredevil
    -0 Imbued
    -12 Arsenal
    Arsenal Type: Smuggler's Vessel
    -3 Avoidance

    Liabilities

    +12 Glass Jaw
    +15 Hemophilia
    +3 Soft-Hearted
    +9 Movement Impaired
    +6 Forgetful