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Merv the Griffin
companion animal

A Newbie Contractor played by BOMBSHELL2150 in Maelstrom Prime

Merv the Griffin is a companion animal to Chuck Biscuits who will risk their life to become a herald of terror and mayhem and digest exciting new creatures and people.

They are 5 years old, live in Los Angeles, and often appears as an Eagle/Lion chimera with a purple mohawk.

Merv the Griffin lives in Maelstrom Prime, a setting where Contractors learn how special they really are.

Attributes

Brawn

3

Charisma

1

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

1 Stealth

2 Survival

0 Technology

0 Thievery

3 Brawl

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

Injuries

(Merv the Griffin is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Merv the Griffin 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

Capture

Traumas

(Merv the Griffin 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.

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 The Netherworld
Savage Attack (Your companion creature has a type of Attack which is particularly brutal. They gain +3 dice to this Attack roll. This attack must be mundane and make sense for the type of companion.) Attack - Beak and Claws
Resilient (Your companion has an extra Body level.)
Flight (Your companion may fly at normal movement speed.)
Improved (Your companion creature receives a one-time infusion of 18 Exp.)
Unique Connection (Your companion cannot communicate with or understand anyone other than you.)
Growl (Your companion cannot speak or communicate to yourself or others. However, it still understands a single language.)
Rampage (When engaged in combat, your companion must roll Mind to distinguish between friend and foe.)

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

Newbie
0 Victories - 0 Failures
Remaining Exp: 68
(Earned: 150 - Spent: 82)
An itemized record of every Contract, advancement, and more

Journal
Merv the Griffin has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Merv the Griffin has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Biography

This enormous monster is a mythological chimera of an Eagle and a Lion. It's mane has been Elmers-glued into a mohawk which Chuck has dyed purple. Merv seems strangely ok with this.

Enhancements

Flight (Your companion may fly at normal movement speed.)
Resilient (Your companion has an extra Body level.)
Savage Attack (Your companion creature has a type of Attack which is particularly brutal. They gain +3 dice to this Attack roll. This attack must be mundane and make sense for the type of companion.)
    Attack - Beak & Claws
Mystical Creature (You may use your Gifts to grant Powers to your companion instead of yourself.)
Improved (Your companion creature receives a one-time infusion of 18 Exp.)

Drawbacks

Unique Connection (Your companion cannot communicate with or understand anyone other than you.)
Growl (Your companion cannot speak or communicate to yourself or others. However, it still understands a single language.)
Rampage (When engaged in combat, your companion must roll Mind to distinguish between friend and foe.)