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Kiran Case

A 1-Victory Newbie Contractor played by kncktrnl in The Tower

Kiran Case is a drifter who will risk their life to become the ultimate alchemist and obtain an infinite source of wealth for a comfortable life.

They are 24 years old, live in a series of apartments across the city, couch surfing, and often appears as a messy, stiff individual in worn clothes.

Kiran Case lives in The Tower, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

1

Dexterity

4

Intellect

2

Perception

4

Abilities

3 Alertness

0 Animals

2 Athletics

2 Crafts

1 Culture

0 Drive

0 Firearms

2 Influence

1 Investigation

0 Medicine

2 Melee

0 Occult

0 Performance

0 Science

4 Stealth

5 Survival

0 Technology

3 Thievery

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

Injuries

2
Pond injury
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Kiran Case has no Battle Scars)

Body 7

Stress

4 Mind

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

Limits

Atrocities
Capture
Near-Death Experience

Traumas

(Kiran Case has no Traumas)



Circumstances

Finances: Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

Conditions

From Assets and Liabilities
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.
Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
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.

Loose Ends

Pesticide Poisoning

Imminent Fateful Given by cakeengland
You have received a lethal dose of pesticide.

Individual Enemy: Nancy's kidnapper

Moderate Deadly Given by cakeengland
Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down.

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Advancement

Newbie
1 Victories - 0 Failures
Remaining Exp: 0
(Earned: 155 - Spent: 155)
An itemized record of every Contract, advancement, and more

Journal
Kiran Case has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Kiran Case has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in The Tower can post Moves for Kiran Case.

Assets And Liabilities

Assets

-6 Light Sleeper
-6 Born Runner
-0 Imbued
-3 Avoidance

Liabilities

+6 Finances: Poor
+6 Paranoia