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Adeline Smith

A Newbie Contractor played by August in Maelstrom

Adeline Smith is a average college student who will risk her life to become the ultimate Esper and reach her absolute limits in her abilities, no matter what.

She is 22 years old, lives in a one bedroom dormitory funded by her parents in Scottsdale, Arizona, and often appears as A young woman with olive brown skin, tired and unamused green eyes, a set of baggy jeans, puffer jacket and clothes.

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

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

5

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

0 Crafts

2 Culture

1 Drive

0 Firearms

0 Influence

3 Investigation

0 Medicine

2 Melee

2 Occult

0 Performance

0 Science

1 Stealth

0 Survival

2 Technology

1 Thievery

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

Injuries

(Adeline Smith is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Adeline Smith has no Battle Scars)

Body 7

Stress

9 Mind

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

Limits

Anguish
Betrayal
Failure

Traumas

(Adeline Smith 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.

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
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.
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.
Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.

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: 3
(Earned: 150 - Spent: 147)
An itemized record of every Contract, advancement, and more

Journal
Adeline Smith has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Gifted

Liabilities

+6 Finances: Poor
+6 Anti-Social
+6 Compulsive Liar
+6 Paranoia