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Sir Mariner of the Shellguard

A Newbie Contractor played by JHoneyz in Maelstrom

Sir Mariner of the Shellguard is a knight who will risk their life to become a king of the coast and free all the creatures in the sea.

They are 5 years old, live in fill, and often appears as a crab.

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

Attributes

Brawn

5

Charisma

3

Dexterity

1

Intellect

4

Perception

4

Abilities

2 Alertness

1 Animals

3 Athletics

0 Crafts

1 Culture

0 Drive

0 Firearms

2 Influence

2 Investigation

2 Medicine

3 Melee

1 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

(Sir Mariner of the Shellguard is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Sir Mariner of the Shellguard has no Battle Scars)

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

Murder
Animal-Lover
Injustice

Traumas

(Sir Mariner of the Shellguard 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
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.
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.
Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
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.
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.

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
Sir Mariner of the Shellguard has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Sir Mariner of the Shellguard 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 Convenient Klutz

Liabilities

+7 Short Fuse
+9 Animal
+6 Delusions of Grandeur
+9 Fairy Rules