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Kurt

A Newbie Contractor played by EYECLONE in Maelstrom

Kurt is a Repairman who will risk his life to become a Gremlin and return humanity to a preindustrial era.

He is 35 years old, lives in Cincinnati Ohio, in an apartment, and often appears as A male on the shorter side wearing a t shirt and shorts.

Kurt lives in Maelstrom, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

2

Charisma

3

Dexterity

2

Intellect

5

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

5 Crafts

3 Culture

1 Drive

3 Firearms

3 Influence

0 Investigation

2 Medicine

0 Melee

3 Occult

0 Performance

1 Science

0 Stealth

0 Survival

2 Technology

0 Thievery

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

Injuries

(Kurt is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Kurt 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

Old-Fashioned
Near-Death Experience
Anguish

Traumas

(Kurt 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: 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
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.
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.

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: 156 - Spent: 156)
An itemized record of every Contract, advancement, and more

Journal
Kurt has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Kurt 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
-0 Imbued

Liabilities

+6 Paranoia