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Sheila Twanky
The Widow Twanky

A Newbie Contractor played by shotgunwizard22 as a Free Agent

Sheila Twanky is a Panto Dame who will risk her life to become a Star and Achieve unimaginable fame and fortune.

She is 43 years old, lives in Surrey, and often appears as an older, very heavyset women with a garish fashion sense. Looks somewhat like a man in a dress.

Attributes

Brawn

5

Charisma

3

Dexterity

3

Intellect

2

Perception

1

Abilities

2 Alertness

0 Animals

3 Athletics

3 Brawl

0 Crafts

2 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

0 Melee

3 Occult

3 Performance

0 Science

2 Stealth

0 Survival

0 Technology

2 Thievery

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

Injuries

(Sheila Twanky is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Sheila Twanky has no Battle Scars)

Body 8

Stress

6 Mind

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

Limits

Anguish
Atrocities
Near-Death Experience

Traumas

(Sheila Twanky 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.

Average Finances
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

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
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
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.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. All defensive Mind rolls and Trauma rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost for Gift activation. Only works if your Perception rating is 1.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.

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

Journal
Sheila Twanky has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-0 Finances: Average
-12 Jack of All Trades
-0 Imbued
-3 Oblivious

Liabilities

+6 Delusions of Grandeur