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Karl

A Newbie Contractor played by EYECLONE in Maelstrom

This character is dead. RIP

one last cosmic joke to round out a sad life

Karl is a sad clown who will risk their life to become a Flesh crafter and find a chosen land for their people, the clowns.

They are 25 years old, live in a circus, somewhere in ohio, and often appears as a sad clown, in full makeup and outfit.

Karl lives in Maelstrom, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

1

Charisma

3

Dexterity

5

Intellect

3

Perception

2

Abilities

2 Alertness

0 Animals

2 Athletics

4 Brawl

4 Crafts

2 Culture

1 Drive

0 Firearms

2 Influence

0 Investigation

2 Medicine

0 Melee

2 Occult

3 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

7
bull
4
bull
1
lift
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Karl has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Karl has no Traumas)



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.
Respected Expert: clownery
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.

Conditions

From Assets and Liabilities
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.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
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.

Loose Ends

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Advancement

0 Victories - 0 Failures
Remaining Exp: 2
(Earned: 152 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Karl has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Karl has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Karl.

Assets And Liabilities

Assets

-3 Pathetic
-3 Respected Expert
Field: clownery
-3 Lanky
-0 Imbued

Liabilities

+6 Finances: Poor