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Jacob Black
Abomination

A Newbie Contractor played by nukestar as a Free Agent

Jacob Black is a Werewolf Circus Freak who will risk his life to kill as many humans as possible.

He is 27 years old, and often appears as A hideously deformed man with dark hair and horribly pale skin.

Attributes

Brawn

1

Charisma

1

Dexterity

1

Intellect

1

Perception

6

Abilities

0 Alertness

2 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

5 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

5 Slapstick

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

Injuries

(Jacob Black is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Soft Spot: Head (A specific spot on your body was previously injured and is now extremely vulnerable to further attacks. Called shots against your soft spot do +2 damage. If an attack hits you which could conceivably hit your soft spot, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage.)
  • Body 6

    Stress

    3 Mind

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

    Limits

    Failure
    Lifesaver
    Submission

    Traumas

    (Jacob Black 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.

    Average Finances
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Famous: Circus Grotesque
    From Assets and Liabilities
    You are well-known and generally well-liked by the general public. You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's discretion.
    Database: Supernatural Porn
    From Assets and Liabilities
    You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, at their discretion.
    Point of Contact: County Mortician
    From Assets and Liabilities
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

    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
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
    Anti-Social You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
    Lycanthropy You are possessed by an impulsive aspect that physically and mentally transforms you on the full moon and the surrounding nights. At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many nights until the full moon. On the two nights leading up to the full moon, you experience minor physical changes and Mind rolls you make are at +1 Difficulty. On the night of the full moon, you transform fully into an obviously unusual creature and all Mind rolls you make are at +2 Difficulty.
    The Hunger: Human Flesh You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind damage.
    Bane: Silver and Holy Symbols You are weak to a specific material or type of attack. Any Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
    Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
    Deaf You cannot hear. You automatically fail any rolls which require hearing, and are at -3 dice for multi-sensory rolls.
    Nightwalker You find the daylight unbearable. You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.
    Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    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.
    Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
    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.
    Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    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.
    Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
    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.
    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.
    Ageless You are not immortal, but the passage of time takes a lesser toll upon you. For every four years that passes, you age a single year.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.

    Loose Ends

    Dark Secret: Is a Werewolf

    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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    Contractor Timeline

    0 Victories - 0 Failures
    Remaining Exp: 1 (Earned: 150 - Spent: 149)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Jacob Black has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -3 Nimble Fingers
    -6 Point of Contact
    Contact: County Mortician
    -0 Finances: Average
    -3 Convenient Klutz
    -3 Contortionist
    -3 Lanky
    -3 Avoidance
    -3 Pathetic
    -3 Lizard Brain
    -6 Famous
    Claim to Fame: Circus Grotesque
    -6 Database
    Access to: Supernatural Porn
    -6 Light Sleeper
    -6 Attuned Autoimmune
    -6 Pack Beast
    -9 Daredevil
    -9 Trained Reflexes
    -9 Ageless
    -15 Gifted

    Liabilities

    +9 Deaf
    +3 Ugly
    +6 The Hunger
    New Food: Human Flesh
    +3 Dark Secret
    Secret: Is a Werewolf
    +6 Anti-Social
    +6 Lycanthropy
    +6 Bane
    Weakness: Silver and Holy Symbols
    +9 Nightwalker
    +9 Sore Thumb