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Apple Sundance

A Ported Seasoned Contractor played by SeedofEntropy in The Void

Apple Sundance is a Routewitch who will risk her life to become a Queen of the Road and Make travel safe for all who show respect to the balance.

She is 24 years old, lives in Atmore Alabama, and often appears as a fit, young, brown haired woman in rugged, usually oil stained clothes and a fedora.

Apple Sundance lives in The Void, a setting At the beginning of it's end, or the end of it's beginning, depending on your perspective.

Attributes

Brawn

3

Charisma

3

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

1 Animals

3 Athletics

1 Crafts

3 Culture

6 Drive

2 Firearms

2 Influence

3 Investigation

1 Medicine

3 Melee

4 Occult

1 Performance

2 Science

1 Stealth

2 Survival

2 Technology

2 Thievery

6 Mechanics

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

Injuries

(Apple Sundance is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Apple Sundance has no Battle Scars)

Body 7

Stress

7 Mind

Bruised
0
Distracted
Hurt
-1
Rattled
Injured
-1
Worried
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Anguish
Atrocities
Murder

Traumas

(Apple Sundance has no Traumas)


Miles

Whenever , regain one Source. Cooldown: one hour

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.
Respected Expert: Mechanics
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.

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
The Hunger: 10 miles of travel 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.
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.
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.
Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any non-combat Action that requires fine manual dexterity.

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

Seasoned
0 Victories - 0 Failures
Remaining Exp: 0
(Earned: 250 - Spent: 250)
An itemized record of every Contract, advancement, and more

Journal
Apple Sundance has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Apple Sundance 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 Cat-Eyes
-3 Respected Expert
Field: Mechanics
-3 Nimble Fingers
-0 Seen Things
-0 Imbued

Liabilities

+9 Sensitive
+6 The Hunger
New Food: 10 miles of travel
+6 Delusions of Grandeur