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Robin

A Newbie Contractor played by Unifel in The Void

Robin is a contained anomaly who will risk their life to become the ultimate psychic vampire and ensure no one is ever chained again.

They are 87 (22) years old, live in a secure government prison, and often appears as A young 20-something with a mean jawline and even meaner smile.

Robin lives in The Void, a setting At the beginning of it's end, or the end of it's beginning, depending on your perspective. Their Questionnaire has 5 answers.

Attributes

Brawn

5

Charisma

1

Dexterity

4

Intellect

4

Perception

2

Abilities

4 Alertness

0 Animals

4 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

5 Melee

0 Occult

0 Performance

0 Science

4 Stealth

0 Survival

0 Technology

2 Thievery

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

Injuries

2
oh thats a doo-
4
Stoppppp
5
Ouch Ouchy Im allergic to bullets
1
-4 perAl Botch Goo
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Cross Scar Burnt Onto Cheek (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar)
  • Body 8

    Stress

    6 Mind

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

    Limits

    Anguish
    Betrayal
    Failure

    Traumas

  • Substance Addiction: Blood You are addicted to a specific substance. Any time you encounter that substance, you must roll Self-Control. If you fail, you must consume it, and if you botch, you will Overdose (attempting to fully drain your food source). You are unable to regain any Mind from resting unless you have consumed the substance that day.

  • Hunger


    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.
    Imprisoned: Secure Government Facility
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    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
    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.
    The Hunger: Any kind of blood 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.
    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.
    Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.
    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.
    Avoidance You are so off-putting, that most people just avoid you. As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
    Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.

    Loose Ends

    Infected

    Distant Dangerous Given by SeedofEntropy
    You have a secret. When it gets out, there will be immediate and significant consequences for you.

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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 7
    (Earned: 156 - Spent: 149)
    An itemized record of every Contract, advancement, and more

    Journal
    Robin has not written in their journal yet.

    Moves

    Robin 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
    -9 Sleepless
    -0 Imbued
    -3 Avoidance

    Liabilities

    +7 Short Fuse
    +6 Finances: Poor
    +6 Vengeful
    +6 The Hunger
    New Food: Any kind of blood
    +9 Imprisoned
    Manner of Imprisonment: Secure Government Facility
    +9 Outsider
    +6 Delusions of Grandeur