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Grimm
All physical liabilities can only take place during spiritual form

A 1-Victory Newbie Contractor played by insertsouless in Chainsawman: New legacy

This character is dead. RIP

U deserved it u annoying bitch

Grimm is a devil of loss, who will risk his life to become the ultimate power of hell and kill as many humans as possible.

He is 1 years old, lives in My host, and often appears as The person you lost and held most dear.

Grimm lives in Chainsawman: New legacy, a setting where devil pray on human. His journal has 1 entry.

Attributes

Brawn

3

Charisma

1

Dexterity

3

Intellect

4

Perception

4

Abilities

0 Alertness

0 Animals

0 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 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

(Grimm is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Grimm has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Capture
Near-Death Experience

Traumas

(Grimm has no Traumas)


Source


Circumstances

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.

Conditions

From Assets and Liabilities
Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
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.
Defective Sight You have trouble seeing things accurately. All Perception rolls which involve sight are at +2 Difficulty, and rolls which involve aiming at a target are at +1 Difficulty (this includes ranged combat, as well as called shots in melee combat).
Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
Less Than Human: Anyone without a demon There is some particular class of person that you consider wholly deplorable and undeserving of compassion. If you have the Limits Murder, Atrocities, and/or Life-Saver, they do not apply to your chosen class of person.
Avoidance You are so off-putting, that most people just avoid you. As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
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.
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
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.
Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.
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.

Loose Ends

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Advancement

Newbie
1 Victories - 0 Failures
Remaining Exp: 7
(Earned: 156 - Spent: 149)
An itemized record of every Contract, advancement, and more

Questionnaire

Latest 0 of 0 answers

Moves

Grimm has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Chainsawman: New legacy can post Moves for Grimm.

Assets And Liabilities

Assets

-9 Trained Reflexes
-15 Iron Will
-3 Less Than Human
Type of being: Anyone without a demon
-6 Clear Conscience
-12 Jack of All Trades
-12 Jaded
-9 Sleepless
-15 Immutable Body
-3 Avoidance
-3 Oblivious

Liabilities

+7 Short Fuse
+3 Ugly
+9 Movement Impaired
Impairment: Can’t physically harm anyone until host is taken
+6 Vengeful
+9 Outsider
+6 Defective Sight