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Makoto Yuki
Shadowmancer

A Newbie Contractor played by Snows in Weird Europe

Makoto Yuki is a Criminal Detective who will risk her life to become a Shadowmancer and end all governments corruption.

She is 27 years old, lives in Osaka Japan, and often appears as an asian short hair woman with an aviator glasses.

Makoto Yuki lives in Weird Europe, a setting where the paranormal tries to take the reins of reality. Her Questionnaire has 5 answers.

Attributes

Brawn

2

Charisma

2

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

0 Athletics

0 Brawl

1 Crafts

0 Culture

4 Drive

3 Firearms

0 Influence

3 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

2 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

(Makoto Yuki is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Makoto Yuki has no Battle Scars)

Body 6

Stress

6 Mind

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

Limits

Failure
Anguish
Atrocities

Traumas

  • Casadastraphobia is the fear of falling into the sky. It is defined as an irrational or pathological fear of falling into the sky.

  • Mana


    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.

    Wealthy
    From Assets and Liabilities
    You are "comfortable" in the way that makes people extremely jealous. You have access to $100,000 (or equivalent currency) per Contract.

    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
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
    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.
    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.
    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.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    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.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    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.
    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.
    Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
    Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
    Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
    Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
    Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    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.
    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.

    Loose Ends

    Individual Enemy

    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.

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    Contractor Timeline

    0 Victories - 0 Failures
    Remaining Exp: 0 (Earned: 156 - Spent: 156)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Makoto Yuki has not written in her journal yet.

    Moves

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

    Biography

    Character Lore: Makoto Yuki

    Background:

    Makoto Yuki's journey towards becoming a shadowmancer with an unyielding thirst for justice has its roots in a tragic event from her past. Born and raised in Osaka, Japan, Makoto grew up in a loving family, her parents instilling in her a strong sense of integrity and compassion. Her father was a respected detective, admired by his peers for his unwavering dedication to upholding the law.

    But Makoto's idyllic childhood was shattered when her parents were brutally murdered in what appeared to be a botched robbery. The loss of her family plunged Makoto into a deep abyss of grief and despair, leaving her with a burning desire for vengeance against those responsible for tearing her world apart.

    Transformation:

    Determined to uncover the truth behind her parents' deaths, Makoto followed in her father's footsteps, joining the police force as a Criminal Detective. But as she delved deeper into her investigations, she began to uncover evidence of corruption and conspiracy within the very institution she had sworn to serve. It became clear to Makoto that her parents' murders were not the result of a random act of violence, but rather part of a larger, more sinister scheme orchestrated by powerful individuals with their own agenda.

    Disillusioned by the system she once believed in, Makoto made the decision to abandon her badge and embrace the shadows. Adopting the alias of Tenshi, she vowed to dismantle the oppressive structures of government and root out the corruption that had taken everything from her. Her quest for justice became an obsession, driving her to hone her skills as a detective and master the arts of espionage and sabotage.

    Motivations and Goals:

    Makoto's pursuit of justice is fueled by a deeply personal vendetta against those responsible for her parents' deaths. Her quest for vengeance has evolved into a mission to uncover the truth and hold accountable those who abuse their power for their own gain. She seeks to dismantle the very foundations of the system that failed her and countless others like her, to ensure that no one else has to suffer the same fate as her family.

    But beneath her thirst for revenge lies a genuine desire to make a difference in the world, to protect the innocent and bring hope to those who have been forgotten by society. Makoto's journey is one of redemption as much as it is of vengeance, a quest to find justice not only for herself but for all those who have been wronged.

    Gifts and Talents:

    Makoto's talents as a detective and shadowmancer are unmatched, honed through years of training and experience. Her intellect and perceptiveness allow her to see patterns where others see only chaos, while her skills in stealth and subterfuge make her a formidable opponent to those who would stand in her way.

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -15 Gifted
    -6 Focused
    -3 Cat-Eyes
    -9 Ageless
    -6 Clear Conscience
    -12 Wealthy
    -3 Beautiful
    -3 Contortionist
    -9 Daredevil
    -6 Born Runner
    -9 Sleepless
    -15 Immutable Body

    Liabilities

    +7 Short Fuse
    +9 Sensitive
    +3 Nightmares
    +6 Vengeful
    +6 Individual Enemy
    +6 Paranoia
    +6 Delusions of Grandeur
    +9 Nightwalker