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Amber Smitt
"Heat from fire, fire from heat." | Anxious Arsonist

A Newbie Contractor played by Monday as a Free Agent

Amber Smitt is a traumatized teenager who will risk her life to become a pyromancer and burn down the system that has failed her.

She is 16 years old, lives in a forgotten, Victorian group house in the mist, and often appears as a spindly, strange teenager with long messy hair that obscures her eyes, wearing a worn, oversized hoodie and sweatpants.

Attributes

Brawn

1

Charisma

3

Dexterity

4

Intellect

3

Perception

3

Abilities

4 Alertness

0 Animals

3 Athletics

2 Crafts

2 Culture

0 Drive

0 Firearms

1 Influence

3 Investigation

1 Medicine

0 Melee

2 Occult

0 Performance

1 Science

4 Stealth

2 Survival

0 Technology

3 Thievery

1 Brawl

4 Fire

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

Injuries

(Amber Smitt is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Amber Smitt has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Anguish
Atrocities
Murder
Capture

Traumas

  • Pyromania You are obsessed with fires and feel compelled to start them frequently. Any time you encounter a new flammable object, you must succeed a Self-Control roll to avoid attempting to set it on fire.
  • Traumatized Aichmophobia. 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.


  • 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.

    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

    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
    Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
    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.
    Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Self-Control to attack you instead of other targets in Combat.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    Disorder You have a mental or emotional disorder which is chronic and hard to treat. Pyromania. You are obsessed with fires and feel compelled to start them frequently. Any time you encounter a new flammable object, you must succeed a Self-Control roll to avoid attempting to set it on fire.

    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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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 0
    (Earned: 150 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Amber Smitt has not written in her journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -3 Pathetic
    -6 Focused
    -6 Born Runner

    Liabilities

    +3 Traumatized
    Trauma: Aichmophobia. 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.
    +6 Finances: Poor
    +9 Sensitive
    +6 Anti-Social
    +6 Disorder
    Permanent Trauma: Pyromania. You are obsessed with fires and feel compelled to start them frequently. Any time you encounter a new flammable object, you must succeed a Self-Control roll to avoid attempting to set it on fire.