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Elizabeth Ember
"The world has predators. I'm going to kill them first."

A 9-Victory Novice Contractor played by Polymorph in Maelstrom Prime

Elizabeth Ember is a abused child who will risk her life to become the ultimate mistwalker and kill the sissorman.

She is 14 years old, lives in the mist house (in upstate NY), and often appears as a somewhat gaunt, pale teenager, dressed goth. She's wearing makeup that she's obviously learning to do herself.

Elizabeth Ember lives in Maelstrom Prime, a setting where Contractors learn how special they really are. Her journal, A small, damp duotang folder with lined paper inside., has 11 entries. Her Questionnaire has 15 answers.

Attributes

Brawn

3

Charisma

4

Dexterity

3

Intellect

4

Perception

6

Abilities

4 Alertness

0 Animals

3 Athletics

0 Crafts

1 Culture

0 Drive

0 Firearms

2 Influence

4 Investigation

1 Medicine

0 Melee

2 Occult

0 Performance

1 Science

3 Stealth

0 Survival

2 Technology

5 Thievery

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

Injuries

(Elizabeth Ember is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Partial Sublimiation - Shoulder (One of your shoulders is not quite real anymore. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.)
  • Weak Stomach (Whenever you face an extreme or overpowering smell, you must succeed a Body roll, Difficulty 9 not to throw up.)
  • Body 7

    Stress

    9 Mind

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

    Limits

    Anguish
    Murder
    Betrayal
    Near-Death Experience

    Traumas

  • Paranoia (Maddening): You have a natural distrust of everyone around you, and are always on edge looking for threats.You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
  • Flinch (Maddening) Make a trauma roll whenever you're touched without your permission

  • Water Vapour

    Whenever , regain one Source. Cooldown: one day

    Circumstances

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

    Conditions

    From Assets and Liabilities
    Nightmares: Scissorman Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    Sensitive 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.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. 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" one of your Traumas with counseling on a Downtime.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.

    Loose Ends

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    Advancement

    Novice
    9 Victories - 2 Failures
    Remaining Exp: 11
    (Earned: 247 - Spent: 236)
    An itemized record of every Contract, advancement, and more

    Moves

    Elizabeth Ember has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom Prime can post Moves for Elizabeth Ember.

    Assets And Liabilities

    Assets

    -15 Gifted
    -0 Finances: Average
    -3 Nimble Fingers
    -0 Imbued

    Liabilities

    +9 Sensitive
    +3 Nightmares
    Subject: Sissorman