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sayako chishima
blegh, i know better ways to smile..

A Newbie Contractor played by 35 as a Free Agent

sayako chishima is a average addict / junkie highschool girl who will risk her life to feel ok.

She is 16 years old, and often appears as 5'6 girl, lanky but looks like she can handle a good tussle, cool socks, and red head that's completely straight cut to shoulder length..

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

4

Perception

1

Abilities

1 Alertness

0 Animals

2 Athletics

2 Brawl

0 Crafts

3 Culture

1 Drive

2 Firearms

2 Influence

0 Investigation

0 Medicine

0 Melee

1 Occult

1 Performance

3 Science

5 Stealth

0 Survival

0 Technology

5 Thievery

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

Injuries

(sayako chishima is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(sayako chishima has no Battle Scars)

Body 7

Stress

7 Mind

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

Limits

Atrocities
Anguish
Betrayal
Capture

Traumas

(sayako chishima 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.

Stockpile: drugs, assorted weapons ( melee, long range, etc. ), and rare alcohols
From Assets and Liabilities
You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.
Alias: sayaka chishiki
From Assets and Liabilities
You have an officially established alternate identity. Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.

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
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.
Fragile 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.
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.
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.

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: 4 (Earned: 150 - Spent: 146)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
sayako chishima has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-6 Illicit Supplier
Stockpile Type: drugs, assorted weapons ( melee, long range, etc. ), and rare alcohols
-6 Alias
Name: sayaka chishiki
-15 Jaded (old emotion control resistance).

Liabilities

+3 Deep Sleeper
+12 Glass Jaw
+9 Sensitive
+6 Forgetful