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Infurnace (C List)

A Newbie Contractor played by geniebottle in The Others

Infurnace (C List) is a flaming elemental who will risk their life to become a superhero and prove they aren't dangerous.

They are 33 years old, live in an underground bunker, and often appears as a flaming mass taking humanoid shape, usually inhabiting a suit of armor.

Infurnace (C List) lives in The Others, a setting where superhero teams compete for fame while fighting villains.

Attributes

Brawn

3

Charisma

2

Dexterity

5

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

3 Crafts

2 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

1 Melee

0 Occult

0 Performance

0 Science

0 Stealth

1 Survival

3 Technology

5 Thievery

3 Brawl

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

Injuries

(Infurnace (C List) is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Infurnace (C List) 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

Atrocities
Murder

Traumas

(Infurnace (C List) has no Traumas)


Source


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: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

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
Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
The Hunger: flammable material You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind Damage.
Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
Sore Thumb You stick out like a. . . You automatically fail all Stealth rolls, and rolls to notice or locate you always succeed.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Flaming Body: TBA
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.

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: -30
(Earned: 150 - Spent: 180)
An itemized record of every Contract, advancement, and more

Journal
Infurnace (C List) has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Infurnace (C List) has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-15 Gifted
-0 Finances: Average
-3 Contortionist
-6 Tough
-12 Jaded
-3 Nimble Fingers
-6 Attuned Autoimmune
-9 Sleepless

Liabilities

+7 Short Fuse
+6 Finances: Poor
+3 Ugly
+6 The Hunger
New Food: flammable material
+9 Supernatural Condition
Supernatural Condition: Flaming Body: TBA
+9 Sore Thumb