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Marshmallow
“Pet me, human.”

A Newbie Contractor played by ShadyTradesman in Maelstrom

Marshmallow is a evil cat who will risk his life to become the ultimate psychic and make uplifted cats the dominant species on earth.

He is 7 years old, lives in a suburb in montana, and often appears as a plump siamese cat.

Marshmallow lives in Maelstrom, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

1

Charisma

4

Dexterity

4

Intellect

2

Perception

3

Abilities

4 Alertness

1 Animals

4 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

2 Investigation

0 Medicine

2 Melee

0 Occult

0 Performance

0 Science

4 Stealth

2 Survival

0 Technology

2 Thievery

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

Injuries

(Marshmallow is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Marshmallow has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Anguish
Capture
Submission

Traumas

  • Vengeful An insult to or an attack on your person simply cannot be tolerated.

  • 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.

    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
    Animal You have the body of an animal. You are not capable of fine object manipulation, using equipment made for humans, or speaking a human language. You have no human legal status. Your form may impart other benefits or drawbacks depending on your species. Benefits are limited to a +3 dice bonus to one or two Actions your species is specifically adapted for (e.g. a chameleon blending in, a bloodhound tracking something by scent). You use your sheet’s stats as normal.
    Additional Language: English You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
    Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Mind and achieve an Outcome of 4 or higher to attack you instead of other targets in Combat.
    Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.

    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: 1
    (Earned: 150 - Spent: 149)
    An itemized record of every Contract, advancement, and more

    Journal
    Marshmallow has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Biography

    Marshmallow was the cat of the esteemed psychic Madame Castile. She died of a brain aneurism, leaving Marshmallow trapped in the house with her. The cat, forced by (not so) desperate hunger, consumed his master’s face and brain for sustenance.

    While being rescued and re-homed, Marshmallow gained a great deal of intellect and even simple psychic powers, becoming sapient.

    Source regen: letting an enemy escape for at least a round

    Assets And Liabilities

    Assets

    -1 Additional Language
    Language: English
    -15 Iron Will
    -3 Pathetic

    Liabilities

    +9 Outsider
    +9 Animal