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Helly Kelly

A Newbie Contractor played by Bigswordsman as a Free Agent

Helly Kelly is a Librarian who will risk their life to become a Reincarnated Helen Keller and LIVE LIVE LIVE LIVE LIVE LIVE.

They are 21 years old, live in ???, and often appears as Helen Keller.

Attributes

Brawn

1

Charisma

5

Dexterity

1

Intellect

5

Perception

5

Abilities

5 Alertness

0 Animals

0 Athletics

2 Crafts

0 Culture

0 Drive

0 Firearms

5 Influence

3 Investigation

3 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Helly Kelly 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 6

    Stress

    9 Mind

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

    Limits

    Anguish
    Atrocities
    Murder

    Traumas

    (Helly Kelly 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: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Famous: Helen Keller 2.0
    From Assets and Liabilities
    You are well-known and generally well-liked by the general public. You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's discretion.
    Illicit Supplier: Drugs
    From Assets and Liabilities
    Through some illegal means, you have reliable access to a certain type of material others don’t. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside)

    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: merp 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.
    Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
    Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
    Lifesaver You cannot bear the guilt of taking a life. Requires the Murder Limit. In addition to murder, if you are ever responsible for someone else's death, either through action or inaction, make a Trauma roll.
    Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
    Deaf You cannot hear. You automatically fail any rolls which require hearing, and are at -3 dice for multi-sensory rolls.
    Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
    Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
    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.
    Blind You cannot see. Any rolls which require sight fail automatically, and any actions which are made easier by sight are rolled at up to +3 Difficulty, depending on the specific action.
    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.
    Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
    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.

    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: 150 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Helly Kelly has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -3 Pathetic
    -6 Illicit Supplier
    Stockpile Type: Drugs
    -6 Famous
    Claim to Fame: Helen Keller 2.0
    -12 Jack of All Trades
    -3 Convenient Klutz

    Liabilities

    +4 Lifesaver
    +3 Deep Sleeper
    +9 Deaf
    +12 Glass Jaw
    +6 Finances: Poor
    +3 Illiterate
    +9 Gullible
    +6 Mute
    +15 Hemophilia
    +15 Blind
    +9 Movement Impaired
    Impairment: Disfigured Leg, Needs a cane
    +3 Nightmares
    Subject: merp