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Maggie Gray
The strongest arm and coldest heart from here to Boston bay.

A Newbie Contractor played by Sadopeer in Maelstrom

Maggie Gray is a Captain who will risk her life to become a superhuman and bring humanity to the space age, to sail on the final frontier.

She is 43 years old, lives in a large frieghter, dry docked in LA, USA if not on the sea, and often appears as overwieght, middle aged women. Built like a bull, wearing something less impressive.

Maggie Gray lives in Maelstrom, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

4

Charisma

2

Dexterity

1

Intellect

2

Perception

4

Abilities

3 Alertness

0 Animals

3 Athletics

4 Brawl

0 Crafts

2 Culture

1 Drive

4 Firearms

3 Influence

1 Investigation

1 Medicine

1 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

1 Technology

0 Thievery

4 Sailing

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

Injuries

(Maggie Gray is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Maggie Gray has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Maggie Gray 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: Average
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
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.
Tough You can function under intense pain. Stress from Injuries 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: 150 - Spent: 149)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Maggie Gray has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Maggie Gray 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
-6 Tough

Liabilities

+7 Short Fuse