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Moff
"Er- May Mothman bless you!"

A Newbie Contractor played by Author as a Free Agent

Moff is a awkward scrapsmith who will risk her life to become a cleric of Mothman and unite all of America under the light of Mothman.

She is 17 years old, lives in their foster parents' apartment in Brattleboro, Vermont, and often appears as a deceptively muscular teenager with slightly pale skin, calloused hands, and greyish black hair.

Attributes

Brawn

3

Charisma

4

Dexterity

2

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

3 Athletics

4 Crafts

1 Culture

1 Drive

0 Firearms

3 Influence

2 Investigation

1 Medicine

3 Melee

3 Occult

0 Performance

0 Science

0 Stealth

2 Survival

1 Technology

0 Thievery

2 Minor Asset

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

Injuries

(Moff is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Moff has no Battle Scars)

Body 7

Stress

8 Mind

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
Murder
Betrayal

Traumas

(Moff 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.

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.

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
Moff has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Biography

Previously in an alternate reality where Earth had a massive blackout somewhere around the start of the 2000's, Moff has found herself somehow transmigrating to a different version of the same world, a little more than a dozen years in the future! And with a different reality, different rules of nature, as electricity is commonplace and world governments are stable(ish).

With no living relatives or cult to contact, Moff finds herself lost in this strange land, but her goal stays the same. Spread the word of Mothman, for she can feel his presence even here. Praise be Mothman, and may his light shed upon these people too, for they need saving just as much as the last ones.

Assets And Liabilities

Assets

-15 Gifted
-0 Imbued

Liabilities

+6 Finances: Poor
+9 Sensitive