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Arnold
"I'll be back"

A Newbie Contractor played by shady as a Free Agent

Arnold is a robot from the future who will risk their life to kill a specific child.

They are 3 years old, and often appears as an Austrian-American body-builder.

Attributes

Brawn

5

Charisma

1

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

1 Animals

5 Athletics

2 Crafts

4 Culture

4 Drive

0 Occult

0 Performance

0 Stealth

0 Survival

2 Firearms

2 Influence

2 Investigation

1 Medicine

2 Melee

5 Science

5 Technology

1 Thievery

3 Brawl

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

2 fight

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

Injuries

(Arnold 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.)
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • Body 8

    Stress

    5 Mind

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

    Limits

    Capture
    Failure

    Traumas

  • Compulsion to kiss serra When faced with a new opportunity to act on your compulsion, you must roll Mind, Difficulty 8 to resist.
  • test
  • test
  • test
  • test
  • test
  • test
  • test
  • test
  • test

  • Future Battery


    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.

    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
    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.
    Hard You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
    Jaded Your emotions are deliberate and unshakable. You get +3 dice to resist any attempt to sway your emotions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Fascinate and Emotion Control Effects.
    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.
    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.
    Blind You cannot see. Any rolls which require sight fail automatically, and any actions which are made easier by sight are rolled at up to +3 Difficulty, depending on the specific action.
    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.
    Deaf You cannot hear. You automatically fail any rolls which require hearing, and are at -3 dice for multi-sensory rolls.
    Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
    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.
    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.
    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.

    Loose Ends

    Dark Secret: Is a killer robot

    Distant Dangerous Given by a Liability
    You have a secret which, if it got out, would lead to immediate and significant consequences for you.

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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: -114
    (Earned: 150 - Spent: 264)
    An itemized record of every Contract, advancement, and more

    Journal
    Arnold has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Biography

    Arnold is a robot. That's just about it.


    Voided Deaths
    You should probably know about these. . .

    • Jan. 11, 2021, 11:23 p.m. - None
    • Jan. 11, 2021, 11:23 p.m. - ded

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -15 Gifted
    -15 Jaded (old emotion control resistance).
    -12 Jaded
    -9 Sleepless

    Liabilities

    +15 Blind
    +15 Hemophilia
    +9 Deaf
    +6 Mute
    +9 One Arm
    +9 Movement Impaired
    +6 Short
    +3 Deep Sleeper
    +3 Ugly
    +12 Glass Jaw
    +12 Glass Jaw
    +3 Dark Secret
    Secret: Is a killer robot
    +9 Outsider