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Dr. Gregory Mouse
MORE MOUSE BITES

A Newbie Contractor played by Ozz in The Torrent

Dr. Gregory Mouse is a escaped experiment who will risk his life to become the ultimate doctor and star in his own globally renowned TV Drama: Mouse MD (Mouse Doctor).

He is 1 years old, lives in the sewers beneath NYC, and often appears as a refined and oddly buff house mouse wearing a very tiny lab coat.

Dr. Gregory Mouse lives in The Torrent, a setting where there’s an ongoing torrent of the paranatural.

Attributes

Brawn

1

Charisma

3

Dexterity

5

Intellect

5

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

1 Crafts

2 Culture

0 Drive

0 Firearms

1 Influence

1 Investigation

3 Medicine

3 Melee

0 Occult

0 Performance

1 Science

1 Stealth

2 Survival

0 Technology

1 Thievery

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

Injuries

(Dr. Gregory Mouse is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Dr. Gregory Mouse 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

Capture
Failure
Submission

Traumas

(Dr. Gregory Mouse has no Traumas)



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
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.
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.
Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.
Animal You have the body of an animal. You are not capable of fine object manipulation, using equipment made for humans, or speaking a human language. You have no human legal status. Your form may impart other benefits or drawbacks depending on your species. Benefits are limited to a +3 dice bonus to one or two Actions your species is specifically adapted for (e.g. a chameleon blending in, a bloodhound tracking something by scent). +3 Dice to Hiding & Dodging. You use your sheet’s stats as normal.

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: 1
(Earned: 150 - Spent: 149)
An itemized record of every Contract, advancement, and more

Journal
Dr. Gregory Mouse has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-3 Pathetic

Liabilities

+7 Short Fuse
+6 Finances: Poor
+9 Animal
+6 Delusions of Grandeur