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Alice
Would you die for me please...?

A Newbie Contractor played by CascadingDragon in test

Alice is a wip who will risk her life to cleanse the world of all bedtimes.

She is 8 years old, and often appears as a young girl, with a black teddy bear in her arms. Dressed in a light green.

Alice lives in test, a setting .

Attributes

Brawn

1

Charisma

5

Dexterity

2

Intellect

4

Perception

2

Abilities

2 Alertness

1 Animals

0 Athletics

0 Brawl

0 Crafts

2 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

1 Technology

0 Thievery

4 Fairytales

2 Hide and Seek

2 Pilot (Tricycle)

2 Sewing

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

Injuries

(Alice is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Alice has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Atrocities
Murder
Anguish

Traumas

  • Traumatized Intermittent Explosive Disorder
  • Intermittent Explosive Disorder

  • Teddies


    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.

    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
    Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
    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.

    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: 3 (Earned: 150 - Spent: 147)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Alice has not written in her journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -9 Ageless
    -3 Beautiful

    Liabilities

    +3 Traumatized
    Trauma: Intermittent Explosive Disorder
    +9 Gullible
    +9 Underage