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Minerva McAlaster
"I'm sure you'd like to help, yes?"

A 24-Victory Professional Contractor played by Polymorph in Maelstrom

Minerva McAlaster is a adorable furry who will risk her life to become the ultimate demiurge and play first fiddle.

She is 10 (almost) years old, lives in The Faraday School for Extraordinary Children in New England, Massachusetts, and often appears as a young, glasses-wearing girl wearing a tailored dress suit.

Minerva McAlaster lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal, The Fox's Diary, has 53 entries. Her Questionnaire has 70 answers.

Attributes

Brawn

5

Charisma

6

Dexterity

4

Intellect

4

Perception

4

Abilities

4 Alertness

2 Animals

4 Athletics

2 Crafts

4 Culture

1 Drive

3 Firearms

6 Influence

4 Investigation

1 Medicine

1 Melee

4 Occult

4 Performance

2 Science

2 Stealth

2 Survival

4 Technology

3 Thievery

2 Reality Warping

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

Injuries

(Minerva McAlaster is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Impossible to Ignore [Disfiguring] (A called shot to your snoot *feels* more real than anything else - and thus it is. Take +2 damage from called shots to the head.)
  • Short Stature [Disfiguring] (You cannot perform an all-out sprint.)
  • Weak Stomach [Disfiguring] (Whenever you face an extreme or overpowering smell, you must succeed a Body roll, Difficulty 9 not to throw up.)
  • Dermal Radio (Implanted dermal radio)
  • Body 8

    Stress

    9 Mind

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

    Limits

    Murder
    Anguish
    Atrocities
    Near-Death Experience

    Traumas

  • Nyctophobia - Fear of the Dark When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.
  • More Thought Than Form: Failing a limit roll causes a momentary crisis, and Minerva's form flickers. She takes a severity one from this.
  • Painful Losses Whenever a fellow contractor (who you are not directly acting against) is in danger, you must roll self-control or immediately attempt to assist them.

  • Influence

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Point of Contact: Louis Camille
    Given by Iamangelofwar
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from Louis Camille, an expert on Louisianan and Native American mythology. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.
    Illuminated: Debated
    Given by leonvanderblight
    There is some publicly-accessible evidence of your supernatural nature. Rumors of your capabilities circulate online, and some people believe them. You find it easier to get publicity, often to a fault. You may be stalked by internet sleuths, and your actions, contacts, and public appearances are highly scrutinized.
    Comfortable (Damaged Company Finances)
    Given by leonvanderblight
    Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract for the next 4 contracts. (Returns to Trusted Inheritor (1M) after 27th completed contract, [25th win])
    Xyster the Powrie Xyster recalls you well, & will attempt to murder you from time to time. If in a fog shrouded area, there is a chance you will be Elf Shot - make one attack roll with 10 dice with the tell tale whirrr of a sling. If struck, you will suffer the effects of Elf Shot (Player should refrence effects in this scenario for GM)
    Deleted Circumstances with active Assets and Liabilities
    • Rich

    Conditions

    From Assets and Liabilities
    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.
    Adorable You press all the right buttons on people to make them instinctively want to help and protect you. Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering the manner in which you learn. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    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.
    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.
    From Maelstrom
    A Moment A moment in time. In another moment, it'll be gone. Can reroll a botch, once.
    Special Dairy Division - Alpine Serum Type IV You drank some of the product of Alpine Gardens! Whole fat, creamy, delicious. You may add +2 to a body resistance roll outcome, once. Remove this condition.
    Promises Made Minerva consented to trading blood with Lilith. You have an intuitive understanding of Lilith’s distance, direction, and health status. In addition, all rolls targeting Lilith are made at +2 dice.
    Attached at the Hip Your souls are intertwined, and you made a choice, free will over perfection. Mars will now attend school alongside you, trying to learn to value the choice of these people to be themselves. In return for this kindness, you have strengthened your bond and power. Once a game, you may exert your mind, spend two actions, and pull yourself to her, along her golden thread and through her castle of chaotic dreams.
    Grace of the Moonlight Ishtar has blessed you with a slightly longer life. The wound glows with moonlight as it rapidly heals. The next time you use Will to Survive to reduce an incoming Injury up to 4 Severity, you can now reduce it up to 7 Severity.
    Divine Counter-Scryer's Ire You have mildly offended Ishtar, and this is the consequence. Deities (ageless beings sustained by faith/worship who govern over something/a people) and demi-gods may roll Perc + Alert (diff = Enhancements x 2) when first witnessing Minerva's Illusions or Disguise to see through them. If successful at all, they may view them at will. They can also make the same roll @6 to notice if she Marked them.
    Charmed Existance Luck protects children and fools. Once per game you may reroll one botched roll
    A Glimpse of a Forbidden List You glimpsed Grout’s ledger, handed down by his Master, of those he employed… Upon hearing a fellow Contractor’s name for the first time, roll 1d10@7. On a success, you recognize that their name was on that list, a brief memory

    Loose Ends

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    Advancement

    Professional
    24 Victories - 2 Failures
    Remaining Exp: 8
    (Earned: 461 - Spent: 453)
    An itemized record of every Contract, advancement, and more

    Moves

    Minerva McAlaster has made 2 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Minerva McAlaster.

    Biography

    Minerva is a young girl raised largely by her nanny over the last year - her perception of general interaction with her parents has been them telling her whatever she's worked on is not good enough. She responded to this by trying harder, throwing herself into her studies, practicing her her stance, anything she could do to seek her parents affection. It left her ~~two steps away from a complete mental breakdown~~ slightly mentally fragile, but one who has a good deal of practice on what her parents considered important. Being beautiful is expected of her, her long, flaxen hair nearly glowing, even in darkness. Her perceptions of certain things may be unreliable.

    Her parents security officer forced her to take firearms training, which she's taken as seriously as anything else. Being aware of everything around her was expected, as was her social training.

    She often has a smile on, even a warm one. It is generally a false one. Despite having almost anything she could want available to her, happiness is fleeting from her. She is only truly happy when among those she feels actually accepts her, which is not any of the circles she generally runs in. She has a furry badge she drew herself saying 'I'm not young, I'm just small'. Everyone else is just lying about being happy too, aren't they? That's what everyone says in private. (According to the internet) But she knows how to make people happy. Herself, and everyone else.


    Backstory Characters: Maron - Minerva's nanny, butler, maid. Not the only one on the house's staff, but the one who interacts the most with Minerva. Lives at the McAlaster estate.

    Assets And Liabilities

    Assets

    -18 Finances: Rich
    -6 Clear Conscience
    -3 Beautiful
    -15 Immutable Body
    -0 Seen Things
    -0 Imbued

    Liabilities

    +9 Sensitive