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Sloane Ingram
Say 'cheese'.

A Newbie Contractor played by kathymer in Y 2 K

Sloane Ingram is a damaged photographer who will risk her life to become a psychic and reveal the truth about MKULTRA II.

She is 20 years old, lives in a hole-in the wall apartment, alone, and often appears as a scrawny young woman with stomach-length black hair and plain clothing.

Sloane Ingram lives in Y 2 K, a setting of analog sci-fi and shattered space-time. Her Questionnaire has 1 answer.

Attributes

Brawn

1

Charisma

3

Dexterity

3

Intellect

5

Perception

4

Abilities

3 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

1 Drive

1 Firearms

1 Influence

3 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

4 Stealth

0 Survival

2 Technology

0 Thievery

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

Injuries

(Sloane Ingram is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Sloane Ingram has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Anguish
Atrocities
Betrayal
Capture

Traumas

(Sloane Ingram 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.

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
Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things 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 Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.
Nightmares: Men in white coats, needles, constant tests, vivid hallucinations 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.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.

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: 1 (Earned: 157 - Spent: 156)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Sloane Ingram has not written in her journal yet.

Moves

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

Assets And Liabilities

Assets

-15 Iron Will
-3 Pathetic
-6 Focused
-6 Born Runner

Liabilities

+6 Finances: Poor
+9 Sensitive
+6 Mute
+3 Nightmares
Subject: Men in white coats, needles, constant tests, vivid hallucinations.