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Grimnir Ironfoot
Hands work; mind builds.

A Newbie Contractor played by Skelebro in Maelstrom

Grimnir Ironfoot is a Freelancer Laborer who will risk his life to become a Dwarf and Forge a new Dwarf Age.

He is 82 years old, lives in Squatting in a Abandoned Rural Farmhouse. Outskirts of Tooele, Utah., and often appears as 4'6'' 33 year old Stocky short man with long beard and hair. White Tank top, leather jacket, overalls, boots.

Grimnir Ironfoot lives in Maelstrom, a setting where videos of the supernatural go viral every day. His Questionnaire has 5 answers.

Attributes

Brawn

4

Charisma

2

Dexterity

3

Intellect

5

Perception

4

Abilities

3 Alertness

0 Animals

2 Athletics

3 Crafts

0 Culture

0 Drive

2 Firearms

1 Influence

0 Investigation

0 Medicine

2 Melee

2 Occult

0 Performance

2 Science

0 Stealth

2 Survival

1 Technology

0 Thievery

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

Injuries

(Grimnir Ironfoot is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Grimnir Ironfoot 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

Betrayal
Capture
Failure

Traumas

(Grimnir Ironfoot 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.

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
Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
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.
Ageless You are not immortal, but the passage of time takes a lesser toll upon you. For every four years that passes, you age a single year.

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: 156 - Spent: 156)
An itemized record of every Contract, advancement, and more

Journal
Grimnir Ironfoot has not written in his journal yet.

Moves

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

Biography

A dwarf from a different realm, a universe quite different from ours. Where medieval fantasy reins and Grimnir, he practiced the craft of mercenary with a day job of being a master craftsman. Following in his fathers footsteps for retirement but not wishing to remain in the mountain city he traveled far and wide, going solo or with up to a caravan. After a solid 20 years of venture, he has gotten quite homesick. Taking one final job that would pay essentially a large protected caravan he could ride with to go home. The job being to go deep into a abandoned castles crypts, acquire the ancient artifact and bring it back. Simple and easy. Joining a small crew, they venture into the depths. Finding that a strange cult has taken over the grounds and worship the artifact, defeating most of them till they arrive at the showroom. The fight is tough and brutal, the dwarf attempts to reach for it to see if he can use its magical ability against the remaining foes. But instead reality shifts around him as he is teleported to the Kennecott Copper Mine in Utah, quickly to escape from its depths and now in the modern realm. He has incredibly had struggles with adapting, most assumed a cosplayer of some popular film. He has spent recently as the past 3-4 months adapting and learning much as he can in Salt Lake City.

Assets And Liabilities

Assets

-9 Ageless

Liabilities

+6 Short
+6 Vengeful
+9 Outsider
+6 Delusions of Grandeur