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Karma Hartman
"Can you keep a secret? I'm a bastard."

A 3-Victory Newbie Contractor played by PascalsAngel in Earth Unveiled

Karma Hartman is a Eccentric who will risk her life to become the ultimate Lucky Bastard and Meet the Gods.

She is 25 years old, lives in a villa in Spain, and often appears as a beautiful woman wearing fashionable clothes.

Karma Hartman lives in Earth Unveiled, a setting where a supernatural cold war brews. Her journal has 2 entries. Her Questionnaire has 9 answers.

Attributes

Brawn

3

Charisma

6

Dexterity

3

Intellect

2

Perception

1

Abilities

1 Alertness

0 Animals

1 Athletics

0 Crafts

2 Culture

1 Drive

1 Firearms

3 Influence

1 Investigation

0 Medicine

0 Melee

1 Occult

2 Performance

0 Science

0 Stealth

0 Survival

1 Technology

0 Thievery

4 Deus Ex Fortuna

4 Diplomatic Immunity

4 Legal Immunity

4 Lucky!

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

Injuries

(Karma Hartman is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Karma Hartman has no Battle Scars)

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
Betrayal

Traumas

  • Wind Shear: Your luck ultimately running out terrifies you. Make a Trauma roll after any immediate and obvious near-death experience (such as being incapacitated, poisoned, or drowning; but not hanging from a cliff by your fingertips). If you deliberately take action that results in this roll, you take 1 mind damage.
  • Delusions of Grandeur: You believe yourself to be the very best, one of the elite, superior to anyone else you meet.

  • Divinity


    Circumstances

    Diplomatic Immunity: Divine Progeny
    Given by PascalsAngel
    Fear of your mother's displeasure has granted you immunity to some of the systems, laws, regulations or rules of civillized / developed society. Police, or similar authorities, of the developed world are hesitant to use force to contain you and/or arrest you for non-serious crimes. At most; they will arrest & hold you but will not prosecute you for anything but serious crimes such as murder, kidnapping, or similar.
    Arsenal: MAL
    Given by Oyasumi
    Through MAL, you have legal, licensed, and reliable access to certain materials supplied by their agents. Drugs (narcotics, prescriptions, poisons) and Armory (firearms or armor) even in countries where they are otherwise illegal.
    Finances: Rich
    From Assets and Liabilities
    You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract (-100,000 for MAL). Note that moving vast sums of money quickly or discreetly is not always possible.
    Investment in Modern Art
    Given by Oyasumi
    You pay a frankly ludicrous retainer for representation and support from MAL. Their legal team has specialists in all fields, extensive experience with supernatural matters, and government connections to help cut through red tape. One of their International Security Teams protects your person and home on request. An International Security License allows legal defense of client assets with military level force and equipment, as well as its transport (i.e., via plane). Security Team members have experience dealing with the supernatural. You may bring one MAL International Security Specialist with you on each contract, and they must given a designation. They are controlled by the GM, and if more than one dies in a bracket 1-3, 4-9, 10-15, 16-24, terms will be negotiated. Once per Contract, and once per Downtime, you may call in a favor from MAL’s legal team or call a security team from the nearest major city, or if remote within 24 hours. Their International Security Teams operate in 5 man groups and have no dice larger than 7 in combat, 5 in athletics and alertness, and 4 in most other rolls. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

    Conditions

    From Assets and Liabilities
    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.
    Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
    Nightmares: A Life of Suddenly Bad Luck Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
    Additional Language: Spanish You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    Additional Language: Japanese You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    From Earth Unveiled
    Lucky! You are absurdly & conveniently lucky when it counts; and you can rely on it. You may Exert to win any high/low , and/or gain favorable circumstances or conditions in any game that is purely dependent on luck. Additionally, the first Botch you roll in a Contract or Move is only a failure.
    Deus Ex Fortuna Your luck is capable of distorting probability beyond reason, and you have a sense for when your luck is thick or thin. (Prophetic) You may roll Mind at the start of a Contract, or a Move, and save the result. You are then able to replace one singular roll YOU make, with that result.
    Eaten the Firebird Consuming the bearer of bad luck has made you lucky! You may re-roll a Botch during a Contract. When you do, remove this Condition forever.

    Loose Ends

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    Advancement

    Newbie
    3 Victories - 0 Failures
    Remaining Exp: 7
    (Earned: 197 - Spent: 190)
    An itemized record of every Contract, advancement, and more

    Moves

    Karma Hartman has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Earth Unveiled can post Moves for Karma Hartman.

    Assets And Liabilities

    Assets

    -1 Additional Language
    Language: Spanish
    -1 Additional Language
    Language: TBD
    -18 Finances: Rich
    -3 Beautiful
    -3 Oblivious

    Liabilities

    +3 Nightmares
    +6 Delusions of Grandeur