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Harriet Kel
Shackles are made to be shattered

A 3-Victory Newbie Contractor played by Contracted_Pyre in Anomalous Earth

Harriet Kel is a SCP who will risk her life to become the ultimate Summoner and shatter the veil.

She is 24 years old, lives in a humanoid containment cell in an undisclosed location, and often appears as a pale 20 something with short, well maintained black hair and an orange jumpsuit.

Harriet Kel lives in Anomalous Earth, a setting where the veil remains intact, no matter the cost. Her journal has 2 entries. Her Questionnaire has 9 answers.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

4

Perception

4

Abilities

3 Alertness

0 Animals

2 Athletics

4 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

2 Investigation

1 Medicine

3 Melee

2 Occult

2 Performance

0 Science

4 Stealth

0 Survival

3 Technology

2 Thievery

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

Injuries

1
Tracker Bug
5
Shot.
1
Toxins Purged
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Soft Spot Chest (A specific spot on your body was previously injured and is now extremely vulnerable to further attacks. Called shots against your soft spot do +2 damage. If an attack hits you which could conceivably hit your soft spot, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage.)
  • 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
    Capture
    Injustice

    Traumas

  • Phobia of Bugs When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.
  • Fluttery Self control rolls are made at +1 Diff

  • Imagination


    Circumstances

    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Imprisoned: The Foundation
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    Outsider
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.
    Point of Contact: The Serpent
    Given by baeowulf
    You have a direct, mental line of contact to a very particular harbinger. Once per Contract, and once per Downtime, you may call in a favor from The Serpent. These favors come in the form of wisdom, secrets, and advice, and not direct power. The first one is free - the next ones are not. 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

    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.

    Loose Ends

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    Advancement

    Newbie
    3 Victories - 0 Failures
    Remaining Exp: 5
    (Earned: 175 - Spent: 170)
    An itemized record of every Contract, advancement, and more

    Moves

    Harriet Kel has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in Anomalous Earth can post Moves for Harriet Kel.

    Assets And Liabilities

    Assets

    -15 Gifted

    Liabilities

    +6 Finances: Poor
    +9 Imprisoned
    Manner of Imprisonment: The Foundation
    +9 Outsider