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Muse (Anne Clemensen)
Everything horrendous needs to be redone, and the world is one of them

A Newbie Contractor played by mysteriouslyours in Maelstrom

Muse (Anne Clemensen) is a beauty-obsessed artist who will risk her life to become a goddess and redesign the world according to what she believes beauty is.

She is 25 years old, lives in a small 1 bedroom house in a quiet town, and often appears as a woman with long black hair and eyes, found with an especially beautiful smile on her face if you're a loyal customer.

Muse (Anne Clemensen) lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her Questionnaire has 4 answers.

Attributes

Brawn

1

Charisma

4

Dexterity

2

Intellect

3

Perception

4

Abilities

2 Alertness

0 Animals

2 Athletics

4 Crafts

1 Culture

0 Drive

0 Firearms

4 Influence

2 Investigation

2 Medicine

2 Melee

1 Occult

3 Performance

1 Science

0 Stealth

2 Survival

2 Technology

0 Thievery

1 Brawl

3 Creative Writing

(Tap for Combat reference)
Initiative: 6 dice
Movement: 15 feet
Dash: 5 feet
Perception + Alertness: 6 dice

Injuries

(Muse (Anne Clemensen) is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Muse (Anne Clemensen) has no Battle Scars)

Body 6

Stress
0

8 Mind

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

Limits

Anguish - If you are ever tortured or made to experience an extended period of physical or mental agony, make a Trauma roll.
Atrocities - Make a Trauma roll if you ever witness a humanitarian atrocity such as massacre, torture, extreme abuse etc.
Failure - You are a perfectionist or a megalomaniac and cannot tolerate major failures of any sort. Make a Trauma roll every time you lose a Contract or fail a task in your area of expertise.

Traumas

(Muse (Anne Clemensen) 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
Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
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.
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.

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.


Equipment

Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • Notepad and pencil
  • Paper
  • Jeans
  • T-shirt
  • Wallet
  • Keys
  • Smartphone
  • A pocket knife
  • Paintbrush

Small black backpack

  • Umbrella
  • Plastic water bottle
  • Toiletries kit

At home

  • Cans of paint
  • Canvas easel
  • Canvas
  • Carving equipment
(Click to toggle Weapons reference)

Trophies

Trophies are special objects and equipment.

Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


Advancement

Newbie
0 Victories - 0 Failures
Remaining Exp: 0
(Earned: 154 - Spent: 154)
An itemized record of every Contract, advancement, and more

Journal
Muse (Anne Clemensen) has not written in her journal yet.

Moves

Muse (Anne Clemensen) has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-3 Pathetic
-3 Beautiful

Liabilities

+6 Finances: Poor
+6 Delusions of Grandeur