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Hail Claire
hear no evil see no evil speak no evil

A Newbie Contractor played by Bidlink as a Free Agent

Hail Claire is a Private Investigator who is way in over her head who will risk her life to become a UmbraKinetic and Reflect the truth the people ontop hide onto the public.

She is 22 years old, lives in A inconspicuous workshop just outside of silicon valley, and often appears as a 5'4 Brunette with purple eyes, wearing a diluted purple sweater jacket, dark grey beanie, jeans and combat boots.

Attributes

Brawn

1

Charisma

4

Dexterity

3

Intellect

4

Perception

3

Abilities

3 Alertness

0 Animals

1 Athletics

0 Crafts

2 Culture

2 Drive

3 Firearms

2 Influence

4 Investigation

1 Medicine

1 Melee

0 Occult

0 Performance

0 Science

2 Stealth

0 Survival

4 Technology

2 Thievery

1 Brawl

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

Injuries

(Hail Claire is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Hail Claire has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Anguish
Atrocities
Murder
Capture

Traumas

  • Aspirin Addiction You are addicted to Aspirin. Any time you encounter it, you must roll Self-Control. If you fail, you must consume it, and if you botch, you will Overdose. You are unable to regain any Mind from resting unless you have consumed Aspirin that day.


  • 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.

    Database: The police database
    From Assets and Liabilities
    You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, 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
    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.
    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.
    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. If you fail, you may Exert your Mind to overcome your fear.
    Disorder You have a mental or emotional disorder which is chronic and hard to treat. Aspirin Addiction

    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: 0
    (Earned: 150 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Hail Claire has not written in her journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -3 Pathetic
    -6 Database
    Access to: The police database
    -0 Imbued

    Liabilities

    +9 Sensitive
    +6 Paranoia
    +6 Disorder
    Permanent Trauma: Aspirin Addiction