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Goku

A 1-Victory Newbie Contractor played by naka12 in KJ Private Playgroup

Goku is a Saiyan who will risk his life to become the ultimate fighter and the strongest.

He is 24 years old, lives in albania, and often appears as a monkey tailed boy with a orange uniform.

Goku lives in KJ Private Playgroup, a setting where the supernatural has existed since the dawn of time, it's no secret.

Attributes

Brawn

5

Charisma

1

Dexterity

5

Intellect

1

Perception

5

Abilities

2 Alertness

0 Animals

5 Athletics

5 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

3 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Goku is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Goku has no Battle Scars)

Body 8

Stress

3 Mind

Annoyed
0
Bruised
0
Hurt
-1
Injured
-1
Wounded
-2
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Anguish
Atrocities
Murder

Traumas

(Goku has no Traumas)


Source


Circumstances

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.
Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

Conditions

From Assets and Liabilities
Nightmares 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.
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.
Anosmia You have no sense of smell, and your sense of taste is extremely limited. All Perception rolls which depend on smell fail automatically, and any Perception rolls which involve smell in some way (such as tasting things) are at +2 Difficulty.
Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
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.
Bane: fire 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.
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.
Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
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.
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.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.

Loose Ends

Group of Enemies: BLM

Imminent Deadly Given by a Liability
Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

Individual Enemy: niggers

Moderate Dangerous Given by a Liability
Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down.

Dark Secret: im a racist

Moderate 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

1 Victories - 0 Failures
Remaining Exp: 6 (Earned: 155 - Spent: 149)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Goku has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Goku has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in KJ Private Playgroup can post Moves for Goku.

Assets And Liabilities

Assets

-9 Trained Reflexes
-15 Gifted
-0 Finances: Average
-6 Tough
-6 Born Runner
-3 Lizard Brain

Liabilities

+3 Dark Secret
Secret: im a racist
+3 Nightmares
+3 Deep Sleeper
+3 Anosmia
+6 Individual Enemy
Name of Enemy: niggers
+6 Compulsive Liar
+6 Forgetful
+6 Bane
Weakness: fire
+9 Gullible
+9 Fairy Rules
+9 Outsider
+9 Sore Thumb
+12 Group of Enemies
Name of Group: BLM
+12 Glass Jaw