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Grace W. Sharp
"I smell blood in the water." | The Hunter

A 4-Victory Novice Contractor played by Monday in Earth Unveiled

Grace W. Sharp is a private investigator who will risk her life to become the ultimate hunter of the wicked and unveil the conspiracies which cover up her origins and keep the world in the dark.

She is 24 years old, lives in a lone, thoroughly organized apartment in San Diego, California, and often appears as a long, silver-haired woman with sharp ocean-blue eyes and a built frame, wearing a layered, brown overcoat.

Grace W. Sharp lives in Earth Unveiled, a setting where we learned the supernatural's real; but Conspiracy is afoot. Her journal, Case Files, has 6 entries. Her Questionnaire has 9 answers.

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

4

Perception

6

Abilities

4 Alertness

0 Animals

3 Athletics

0 Brawl

0 Crafts

2 Culture

0 Drive

0 Firearms

0 Influence

4 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

3 Acute Sight

2 Acute Smell

3 Brute Force

1 Criminology

2 Interrogation

3 Sneaking

2 Takedowns

3 Water-Breathing

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

Injuries

(Grace W. Sharp is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • (Disfiguring) Single Minded (Your bestial urges are at constant odds with your will, making you tunnel vision whenever you focus. Exerting on a roll only ignores Stress for the roll, and no longer the round. Your movement, and anything else you perform that round, is still penalized.)
  • (Disfiguring) Atlantean Physiology (You require liquid like a creature of the sea. You must intake at least five times the typical amount of liquids a person would normally consume per day (around five gallons). Additionally, Exposure rolls made against water deprivation or excessively hot or arid environments are made at +2 Difficulty.)
  • (Disfiguring) Gilled Stomach (The flesh of your stomach is lined and exposed like a shark's gills. Called shots against your stomach do +2 damage. If an attack hits you which could conceivably hit your stomach, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage.)
  • Body 7

    Stress

    8 Mind

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

    Limits

    Betrayal
    Capture
    Failure
    Injustice

    Traumas

  • (Trauma) Phobia of Melons When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.
  • (Liability) Vengeful You don't let insults or attacks to your person go easily. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
  • (Liability) Anti-Social You prefer to operate alone. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll to avoid fleeing or shutting down.
  • (Liability) Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe.

  • Instinct

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Finances: Average
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Point of Contact: Police Detective, Ray Mora
    From Assets and Liabilities
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from Ray Mora. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.
    Stockpile of Blood
    Given by Ravvie
    Through some illegal means, you have temporary access to human blood for two contracts. Up to 2.5 gallons of human blood can be freely obtained for your next two contracts, after which point the stockpile is consumed.

    Conditions

    From Assets and Liabilities
    Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    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.
    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.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Natural Predator: Animals recognize you for your true nature. Animals begin hostile to you, and may attack you at the GM's discretion.
    Carcharothropy You are possessed by an impulsive aspect that physically and mentally transforms you periodically. At the start of each Contract or Move roll a D10 and multiply the Outcome by 3 to determine how many nights you have until you transform. If the Outcome is -1, you are already partially transformed & will fully transform tonight, if the Outcome is 0, you will partially transform tonight & then fully the following night. Otherwise, the night leading up to the night of your transformation sees you experience minor physical changes & applies +1 Difficulty to all Mind rolls--the night of the transformation transforms you fully into an obviously unusual & supernatural creature & all Mind rolls are at +2 Difficulty. All Transformations end the morning after the full transformation.
    The Hunger: 1 Pint Of Someone's Blood You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger.
    Paranoia (Maddening) You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe.
    Anti-Social (Maddening) You prefer to operate alone. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll to avoid fleeing or shutting down.
    Vengeful (Maddening) You don't let insults or attacks to your person go easily. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
    From Earth Unveiled
    Acute Sight Your sense of sight is sharp, heightened, and potentially more precise. Any Perception roll you make that majorly involves Sight, is at -1 Difficulty.
    Acute Sense (Smell) A sense other than sight is heightened, and particularly acute. Any Perception rolls that rely on your selected sense (Smell) are at -1 Difficulty.
    Water-Breathing You find that you can breathe water just as you can breathe air. You can breathe in water as if you were breathing in air. This does not affect low-oxygen in places like high mountains, space, or similar vacuums.

    Loose Ends

    Trespass Transfusion

    Present Deadly Given by Ravvie
    You drank the blood of a crop tromper, you've got a bad feeling in your veins.

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    Advancement

    4 Victories - 0 Failures
    Remaining Exp: -5
    (Earned: 197 - Spent: 202)
    An itemized record of every Contract, advancement, and more

    Moves

    Grace W. Sharp has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in Earth Unveiled can post Moves for Grace W. Sharp.

    Biography

    The Hunter

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    Reference art: shark waka (yes that's the artist's actual tag)

    A cold and standoffish private investigator. Grace was orphaned at an early age, losing her parents and younger brother in what was determined to be a murder. She then grew up to become an extraordinarily capable police detective, infamous in her department for her unrelenting sense of justice. Despite her success, things took a turn when a series of viral zoanthropy attacks hit her city, with her department inexplicably denied the authority to investigate the cases.

    Taking matters into her own hands, Grace began following the trail of incidents herself, and soon realized there was a greater conspiracy at work. A few nights afterwards, she'd discover an attack immediately imminent, and rushed to intervene. Confronting the attacker, she was met with a strange encounter-- an individual with silvered hair and blue eyes, strikingly similar to her own. Even stranger, they seemed to break down upon seeing Grace, muttering cryptic words and fleeing after clawing her just once.

    After that night, Grace was released from her position as a police detective. Worse, she became infected after the attack, her hair turning a distinct silver along with the rest of her symptoms. Though she was able to maintain a civilian life, Grace knew that the nature of her zoanthropy was... something abnormal, and that there were deeper conspiracies behind everything happening.

    Opening a private investigator business to sustain herself and continue pursuing cases, Grace would begin working independently towards solving these conspiracies... and unbeknownst to her, an even greater cosmic conspiracy would soon reveal itself to her...

    Assets And Liabilities

    Assets

    -15 Gifted
    -0 Finances: Average
    -6 Focused
    -6 Point of Contact
    Contact: Police Detective, Ray Mora
    -12 Jack of All Trades
    -3 Swimmer's Build

    Liabilities

    +9 Sensitive
    +9 Supernatural Condition
    Supernatural Condition: Natural Predator: Animals recognize you for your true nature. Animals begin hostile to you, and may attack you at the GM's discretion.
    +9 Supernatural Condition
    Supernatural Condition: Zoanthropy: You are possessed by an impulsive aspect that physically and mentally transforms you periodically
    +9 Supernatural Condition
    Supernatural Condition: The Hunger (1 Pint Of A Person's Blood): You have an insatiable urge to consume something unusual.
    +9 Supernatural Condition
    Supernatural Condition: Paranoia (Maddening): You have a natural distrust of everyone around you, and are always on edge looking for threats.
    +9 Supernatural Condition
    Supernatural Condition: Anti-Social (Maddening): You prefer to operate alone.
    +9 Supernatural Condition
    Supernatural Condition: Vengeful (Maddening): You don't let insults or attacks to your person go easily.