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Enel

A Newbie Contractor played by jamesdsoup in Maelstrom

Enel is a headmaster of a orphanage who will risk his life to become a the symbol of peace and equality and reform and strengthen social systems to prevent child abandonment and ensure every child has a loving, supportive family.

He is 36 years old, lives in San Diego, California, and often appears as A tired, 6’3 African-American man with dreads that are bleached at the end.

Enel lives in Maelstrom, a setting where videos of the supernatural go viral every day. His Questionnaire has 2 answers.

Attributes

Brawn

4

Charisma

2

Dexterity

3

Intellect

2

Perception

2

Abilities

0 Alertness

0 Animals

5 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

5 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Enel is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Enel has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Atrocities
Murder
Injustice

Traumas

(Enel 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.

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
Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized without a Gift, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.

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: 3
(Earned: 152 - Spent: 149)
An itemized record of every Contract, advancement, and more

Journal
Enel has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

-9 Trained Reflexes
-12 Jack of All Trades
-6 Tough
-9 Bounce Back
-9 Daredevil