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Marina

A Newbie Contractor played by RavenDelarose in The Void

Marina is a timid druid who will risk her life to become a slime-person and return the world to a primordial essence.

She is 16 years old, lives in Ireland, and often appears as an average irish teen punk.

Marina 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

4

Charisma

4

Dexterity

4

Intellect

3

Perception

3

Abilities

3 Alertness

3 Animals

0 Athletics

0 Crafts

1 Culture

0 Drive

0 Firearms

0 Influence

3 Investigation

2 Medicine

0 Melee

0 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

2 Thievery

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

Injuries

(Marina is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Marina 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
Murder
Betrayal

Traumas

(Marina 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
Lifesaver You cannot bear the guilt of taking a life. Requires the Murder Limit. In addition to murder, if you are ever responsible for someone else's death, either through action or inaction, make a Trauma roll.
The Hunger: Human flesh 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.
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
Additional Language: English You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
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.
Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.

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: 6
(Earned: 156 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Marina has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-1 Additional Language
Language: English
-0 Finances: Average
-6 Focused
-3 Contortionist
-3 Lanky
-3 Nimble Fingers
-3 Swimmer's Build

Liabilities

+4 Lifesaver
+9 Gullible
+6 The Hunger
New Food: Human flesh
+6 Anti-Social
+6 Forgetful