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Kel
"Why are you looking at me like that? Oh, Right..."

A Newbie Contractor played by WaterInMilk in The Void

Kel is a ferret girl who will risk her life to become the ultimate Genetic Experiment and End genetic experimentation across the world, for good.

She is 10 years old, lives in The remains of a secret government lab, and often appears as a young ferret girl, tall and slender for her age. Usually seen in a extra baggy hoodie and trackpants.

Kel 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

5

Intellect

4

Perception

4

Abilities

3 Alertness

1 Animals

4 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

3 Investigation

1 Medicine

3 Melee

0 Occult

0 Performance

1 Science

4 Stealth

1 Survival

0 Technology

3 Thievery

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

Injuries

(Kel is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Furred body (+1 diff to all social rolls, beautiful is supressed)
  • Body 7

    Stress

    9 Mind

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

    Limits

    Anguish
    Atrocities
    Capture
    Injustice

    Traumas

  • Phobia of scientists 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.

  • 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: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    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.

    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
    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.
    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.
    Disorder You have a mental or emotional disorder which is chronic and hard to treat. Phobia of Scientists
    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.
    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.
    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.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    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

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 0
    (Earned: 150 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Kel has not written in her journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Cat-Eyes
    -3 Contortionist
    -3 Nimble Fingers
    -6 Born Runner

    Liabilities

    +6 Finances: Poor
    +9 Sensitive
    +9 Outsider
    +6 Anti-Social
    +6 Paranoia
    +6 Disorder
    Permanent Trauma: Phobia of Scientists