Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

MM

A Newbie Contractor played by geniebottle as a Free Agent

MM is a vampire who will risk his life to become a well-known doctor and aide parahumans in their development.

He is 26 years old, lives in a facility, and often appears as a man with a thin, sickly frame and brown hair.

Attributes

Brawn

5

Charisma

2

Dexterity

4

Intellect

5

Perception

6

Abilities

3 Alertness

1 Animals

4 Athletics

0 Crafts

0 Culture

1 Drive

0 Firearms

0 Influence

2 Investigation

5 Medicine

5 Melee

0 Occult

0 Performance

4 Science

0 Stealth

0 Survival

3 Technology

0 Thievery

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

Injuries

(MM is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Leg (You move at one-quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • Body 8

    Stress

    8 Mind

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

    Limits

    Capture
    Code

    Traumas

    (MM 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.

    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
    Nightmares: Feeding Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    The Hunger: blood or a blood substitute 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.
    Bane: light You are weak to a specific material or type of attack. All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Vampire
    Nightwalker You find the daylight unbearable. You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.
    Hemophilia Your blood doesn't clot as normal, making any Injury a potentially lethal one. All Injuries Severity 2 or higher degrade at a rate of 1 Severity per minute. Stabilizations are made at +2 Difficulty, and all Proper Stabilizations require a blood transfusion.
    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.
    Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.

    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.

    Loading...

    Advancement

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

    Journal
    MM has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    MM 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 Jaded

    Liabilities

    +15 Hemophilia
    +9 Movement Impaired
    Impairment: Limp
    +3 Nightmares
    Subject: Feeding
    +6 The Hunger
    New Food: blood or a blood substitute
    +9 Supernatural Condition
    Supernatural Condition: Vampire
    +6 Bane
    Weakness: light
    +9 Nightwalker