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crab

A 4-Victory Novice Contractor played by mmmsquid in GA5-1921

crab is a regular crab who will risk their life to become the ultimate crusteacean and scuttle around sideways.

They are 1 years old, live in Philipino island of Palawan, and often appears as A crab.

crab lives in GA5-1921, a setting where the paranormal work for the government. Their journal has 4 entries. Their Questionnaire has 3 answers.

Attributes

Brawn

3

Charisma

2

Dexterity

5

Intellect

2

Perception

2

Abilities

3 Alertness

3 Animals

4 Athletics

0 Crafts

2 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

0 Medicine

2 Melee

0 Occult

1 Performance

0 Science

3 Stealth

3 Survival

0 Technology

4 Thievery

3 Brawl

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

Injuries

(crab is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(crab has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Capture
Near-Death Experience

Traumas

(crab has no Traumas)


Source

Whenever , regain one Source. Cooldown: one day

Circumstances

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.
Imprisoned: Filipino island of Palawan
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.

Conditions

From Assets and Liabilities
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.
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.
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.
Animal You have the body of an animal. You are not capable of fine object manipulation, using equipment made for humans, or speaking a human language. You have no human legal status. Your form may impart other benefits or drawbacks depending on your species. Benefits are limited to a +3 dice bonus to one or two Actions your species is specifically adapted for (e.g. a chameleon blending in, a bloodhound tracking something by scent). You use your sheet’s stats as normal.
Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.
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.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
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.
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.
Anti-Social You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Penalty does not apply.
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.
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.
Bane: Crab hunting net You are weak to a specific material or type of attack. Any Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.

Loose Ends

The Band of Crabhood

Present Deadly Given by BenGre24
A mysterious band of people are in search for crab. What they seem to want with Crab is unknown yet it ties into some form of "Godhood".

Individual Enemy: Seagull

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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Advancement

Novice
4 Victories - 0 Failures
Remaining Exp: 6
(Earned: 174 - Spent: 168)
An itemized record of every Contract, advancement, and more

Moves

crab has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for crab.

Biography

Crab is a crab, a regular crab. They are a Insulamon palawanense, or Palawan purple crab.

Assets And Liabilities

Assets

-6 Clear Conscience
-9 Daredevil
-3 Contortionist
-6 Born Runner
-15 Gifted
-3 Swimmer's Build
-3 Beautiful
-6 Tough
-6 Attuned Autoimmune
-9 Bounce Back
-15 Immutable Body

Liabilities

+6 Bane
Weakness: Crab hunting net
+9 Imprisoned
Manner of Imprisonment: Filipino island of Palawan
+3 Deep Sleeper
+6 Anti-Social
+6 Individual Enemy
Name of Enemy: Seagull
+3 Illiterate
+6 Short
+6 Mute
+6 Finances: Poor
+6 Vengeful
+9 Animal
+9 Outsider