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Cess
They live, if only as a shadow.

A Newbie Contractor played by TheOneWhoPervertsAll in Flipside

Cess is a Orphan who will risk their life to become a Powerful Wizard and create a home for everything they love.

They are 6 years old, live in a shadow amongst the broken Lights, and often appears as a shadow in humanoid form staring from a distance.

Cess lives in Flipside, a setting running parallel to other worlds, and the only way to get in hasn't been found yet.

Attributes

Brawn

4

Charisma

4

Dexterity

4

Intellect

4

Perception

4

Abilities

1 Alertness

1 Animals

1 Athletics

1 Brawl

1 Crafts

1 Culture

1 Drive

1 Firearms

1 Influence

1 Investigation

1 Medicine

1 Melee

1 Occult

1 Performance

1 Science

1 Stealth

1 Survival

1 Technology

1 Thievery

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

Injuries

(Cess is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Cess has no Battle Scars)

Body 7

Stress

9 Mind

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

Limits

Anguish
Animal-Lover
Betrayal

Traumas

(Cess 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.

Finances: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
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.

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
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
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.
Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
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.
Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
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.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.

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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Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: 10 (Earned: 150 - Spent: 140)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Cess has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-3 Cat-Eyes
-9 Ageless
-3 Beautiful
-12 Jack of All Trades
-3 Nimble Fingers

Liabilities

+12 Glass Jaw
+6 Finances: Poor
+3 Illiterate
+6 Short
+12 Weak Willed
+9 Outsider
+6 Anti-Social
+6 Forgetful
+9 Fairy Rules
+9 Sore Thumb