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Caitlin Hall

A Newbie Contractor played by PeePeePooPoo in Swamp People Contractors

Caitlin Hall is a private investigator who will risk her life to become a unknowable shapeshifter and carve out a better life for themselves and those around them through the removal of corruption.

She is 26 years old, lives in the back of their small detective agency., and often appears as the stereotypical image of a 1930's detective - trenchcoat and all.

Caitlin Hall lives in Swamp People Contractors, a setting where videos of the supernatural go viral every day, set primarily in the southern region of Florida. Her Questionnaire has 5 answers.

Attributes

Brawn

4

Charisma

2

Dexterity

1

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

2 Athletics

2 Brawl

0 Crafts

2 Culture

2 Drive

0 Firearms

2 Influence

3 Investigation

1 Medicine

3 Melee

1 Occult

0 Performance

0 Science

1 Stealth

1 Survival

0 Technology

2 Thievery

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

Injuries

(Caitlin Hall is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Caitlin Hall 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
Capture

Traumas

(Caitlin Hall 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
Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.
Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
Nightmares: Kidnapping 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.
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
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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Advancement

0 Victories - 0 Failures
Remaining Exp: 0
(Earned: 162 - Spent: 162)
An itemized record of every Contract, advancement, and more

Journal
Caitlin Hall has not written in her journal yet.

Moves

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

Assets And Liabilities

Assets

-9 Trained Reflexes
-0 Finances: Average
-6 Focused
-6 Tough
-9 Bounce Back
-3 Convenient Klutz
-6 Light Sleeper
-9 Daredevil
-6 Born Runner
-0 Imbued

Liabilities

+3 Nightmares
Subject: Kidnapping