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Sophie Colman

A Newbie Contractor played by HeihachiGaming in Earth Unveiled

Sophie Colman is a homeless woman who will risk her life to become a ballpit witch and kidnap and indoctrinate children into continuing the ballpit witch cycle.

She is 39 years old, lives in various different ballpits, and often appears as an extremely messy middleaged homeless woman.

Sophie Colman lives in Earth Unveiled, a setting where we learned the supernatural's real; but Conspiracy is afoot. Her Questionnaire has 5 answers.

Attributes

Brawn

3

Charisma

1

Dexterity

4

Intellect

4

Perception

1

Abilities

3 Alertness

0 Animals

3 Athletics

4 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

3 Occult

0 Performance

0 Science

4 Stealth

3 Survival

0 Technology

0 Thievery

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

Injuries

(Sophie Colman is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Shoulder Subluxation (One of your shoulders is damaged. Whenever it takes a major blow or is otherwise put under stress the GM may dislocate it. A dislocated limb cannot be used until you Exert your Mind and spend an Action to reset it.)
  • 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
    Submission
    Child at Heart

    Traumas

    (Sophie Colman has no Traumas)


    Magicka


    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.
    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

    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
    Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
    Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    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.
    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.
    Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
    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.

    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: 1
    (Earned: 156 - Spent: 155)
    An itemized record of every Contract, advancement, and more

    Journal
    Sophie Colman has not written in her journal yet.

    Moves

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

    Biography

    Raised by two parents, young 5-year-old Sophie Colman was from a nice and stable home who would often reward her with trips to the local Chuck E. Cheese for being such a good kid. One Day, young Sophie was playing in the ball pit when suddenly she felt some tugging at her leg, confused she looked down but saw nothing but balls, she ignored it and kept playing, till she felt it again... this time harder, and it kept getting harder and harder till she suddenly she was pulled into the pit. She screamed and cried for help and saw her parents rush over, but suddenly things went dark and she no longer saw her parents... she saw the darkness of the balls, she saw the light peeping out through the small spaces in them and then there was nothing. She fell past the depths of the pit and fell into one of many places between worlds, she saw one of many nothings and then she saw what had dragged her here, a homeless woman in a stained cardigan... confused she quickly lashed out towards the old woman and clawed her face to which the old woman called her a "stupid brat" and taught her a lesson by hitting Sophie on the head with a staff. The old woman would calm down Sophie and explain that she was a special little girl who must be grateful for being chosen, "I am Enyaba, a witch. You were chosen by fate to get picked for this, for you are one of many to continue the cycle of passing down the tradition." Enyaba would inform Sophie that she was to carry the tradition of taking in more little girls and turning them into witches, for witches are of a dying breed only repopulated by those strong enough to carry on the tradition... if you do not carry tradition, you do not carry power. Enyaba would go onto condition and train Sophie into becoming a witch, training her in order to strengthen her grabbing arms, teaching her in order to strengthen her magical power. Sophie would excel in grabbing and napping children, but this did not come at an easy price, Sophie had tradition ingrained in her via beatings and forced re-education. When Sophie was about 24, she had had enough, and so she chose to escape Enyaba's containment while "hunting" one day, she jumped out of the pit and hid inside of a McDonalds Restroom, Enyaba was kindly escorted out by police after trying to beat staff with a staff and saying she was a witch who had power that would come for all of them, the cops would never reach the station, but at least Sophie had finally been freed from all the beatings. Sophie would jump back into the pit and come to a conclusion that she must continue the will of her tradition at any cost, for 16 years Sophie has been roaming ballpit to ballpit in order to find a suitable protege, but to little avail, she thinks she may be the last of her kind if there are no others out there in the depths of the pits, she believes most of the children she captures just don't got the guts to be a witch, often escaping after the first or second beatings. Sophie roams the deepest ballpits in search of any possible suitors, and she will do anything to continue the cycle of the witch.

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Cat-Eyes
    -12 Jack of All Trades
    -6 Light Sleeper
    -6 Attuned Autoimmune
    -3 Avoidance

    Liabilities

    +6 Finances: Poor
    +3 Illiterate
    +9 Gullible
    +9 Outsider