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Alice Abernathy
"I just want to go home."

A 2-Victory Newbie Contractor played by Polymorph in The Void

Alice Abernathy is a raccoon girl who will risk her life to become the ultimate genetic experiment and make a world for her kind to live in.

She is 9 years old, lives in a secret government lab, and often appears as A young raccoon girl wearing a baggy clothing and a hoodie with the hood pulled up.

Alice Abernathy lives in The Void, a setting At the beginning of it's end, or the end of it's beginning, depending on your perspective.

Attributes

Brawn

4

Charisma

4

Dexterity

4

Intellect

5

Perception

4

Abilities

3 Alertness

0 Animals

3 Athletics

1 Brawl

1 Crafts

1 Culture

0 Drive

0 Firearms

2 Influence

4 Investigation

1 Medicine

0 Melee

3 Occult

2 Performance

1 Science

4 Stealth

1 Survival

2 Technology

4 Thievery

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

Injuries

(Alice Abernathy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • [Augment] Zippy (Your Free Movement is increased by 10 feet.)
  • [Augment] Specialized - Sneaking (You receive +2 dice to sneaking.)
  • [Augment] Pouch (Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).)
  • Disfigured - Fuzzy (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar)
  • Body 7

    Stress

    9 Mind

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

    Limits

    Anguish
    Atrocities
    Injustice
    Near-Death Experience

    Traumas

  • Phobia of Scientists 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.

  • Source


    Circumstances

    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Imprisoned: Lab experiment
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    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.
    Government Sanctioned
    Given by Polymorph
    Whenever the harbinger requests the use of the subject, she can requisition supplies up to and including light military grade material for the time she is gone

    Conditions

    From Assets and Liabilities
    Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
    Anti-Social You struggle with engaging in social interaction. 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 or Exert your Mind to avoid fleeing or shutting down.
    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.
    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.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    From The Void
    Can't Talk about a Lot You can't talk about the location you visited during the game 'This is a lot' unless you are in the location The character can hint, but can't share information. They can't get around this.

    Loose Ends

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    Advancement

    2 Victories - 0 Failures
    Remaining Exp: 10
    (Earned: 160 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Alice Abernathy has not written in her journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Alice Abernathy has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in The Void can post Moves for Alice Abernathy.

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Nimble Fingers
    -0 Imbued

    Liabilities

    +3 Traumatized
    +6 Finances: Poor
    +9 Sensitive
    +6 Short
    +9 Imprisoned
    Manner of Imprisonment: Lab experiment
    +9 Outsider
    +6 Anti-Social