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Andrew McCarthy

A Newbie Contractor played by Prince_Ceph in Maelstrom

Andrew McCarthy is a Intermediate league boxer who will risk his life to become a Greek Titan of Strength and Establish a country where supernaturals, regardless of the severity of their existence, may live freely without prejudice.

He is 20 years old, lives in A decently sized house in Norwalk: New York State, and often appears as A tall (6'2) african-american man with black shoulder length hair and dull golden eyes, with a body bult for heavyweight boxing. He usually wearing a whitebaseball cap, a black form-fitting t-shirt, a pair of grey sweats, and black combat boots.

Andrew McCarthy lives in Maelstrom, a setting where videos of the supernatural go viral every day. His Questionnaire has 3 answers.

Attributes

Brawn

4

Charisma

2

Dexterity

3

Intellect

2

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

0 Crafts

2 Culture

2 Drive

0 Firearms

2 Influence

0 Investigation

3 Medicine

5 Melee

2 Occult

2 Performance

0 Science

3 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

(Andrew McCarthy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Andrew McCarthy 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

Anguish
Betrayal
Failure

Traumas

(Andrew McCarthy 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.

Finances: Comfortable
From Assets and Liabilities
Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract.

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
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.
Tough You can function under intense pain. Stress from Injuries is reduced by 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.
Nightmares 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.

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: 153 - Spent: 153)
An itemized record of every Contract, advancement, and more

Journal
Andrew McCarthy has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

-12 Jack of All Trades
-6 Tough
-6 Finances: Comfortable

Liabilities

+3 Nightmares
+6 Anti-Social