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Solvetto Aishe
Reality is merely an illusion

A Newbie Contractor played by VietSmiley in Earth Unveiled

Solvetto Aishe is a illusionist who will risk his life to become the ultimate mage and manipulate reality.

He is 26 years old, lives in an average apartment in South Carolina, and often appears as a young adult with a black top hat and black slim cane. He has short black hair. Fair eyebrows and brown eyes. The eyes are sharper.

Solvetto Aishe lives in Earth Unveiled, a setting where a supernatural cold war brews.

Attributes

Brawn

2

Charisma

4

Dexterity

3

Intellect

4

Perception

2

Abilities

3 Alertness

1 Animals

1 Athletics

0 Crafts

2 Culture

1 Drive

1 Firearms

4 Influence

1 Investigation

0 Medicine

0 Melee

0 Occult

3 Performance

0 Science

4 Stealth

0 Survival

1 Technology

3 Thievery

1 Brawl

4 High Rank (a)

2 High Rank (b)

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

Injuries

(Solvetto Aishe is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Solvetto Aishe 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

Atrocities
Failure
Anguish
Betrayal

Traumas

(Solvetto Aishe has no Traumas)


Favor


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.

Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
High Ranking DSP
Given by VietSmiley
Special Agent in dealing with supernatural events.

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
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.
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.
Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
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.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.

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: 1
(Earned: 150 - Spent: 149)
An itemized record of every Contract, advancement, and more

Journal
Solvetto Aishe has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-0 Finances: Average
-3 Beautiful
-3 Nimble Fingers
-0 Imbued

Liabilities

+9 Sensitive
+6 Vengeful
+6 Paranoia
+9 Fairy Rules