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Emi
''You are what you eat!''

A Newbie Contractor played by Soft_Boy_Tensai in The Grand Exodus

Emi is a whimsical bug girl who will risk her life to become the ultimate caterpillar emperor and unite the rift-born to take over Earth, driving out its natives.

She is 30 years old, lives in Roswell, New Mexico, and often appears as a short green haired girl.

Emi lives in The Grand Exodus, a setting where fantasy and dreams make reality while a great evil brews. Her Questionnaire has 3 answers.

Attributes

Brawn

6

Charisma

3

Dexterity

3

Intellect

1

Perception

1

Abilities

2 Alertness

2 Animals

3 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

0 Medicine

5 Melee

0 Occult

0 Performance

0 Science

3 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

(Emi is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Bane - Electricity (All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.)
  • Mean N' Green - (You have green leaf-design antenna. (You appear obviously unusual and noteworthy.)
  • Body 8

    Stress

    5 Mind

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

    Limits

    Anguish
    Betrayal
    Capture
    Near-Death Experience

    Traumas

  • Delusions of Invincibility - You believe yourself to be completely invincible. Roll Self Control to take any action or thought that goes against this belief.

  • Leafy Greens


    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.
    Additional Language: Enton
    Given by Author
    The language of the insectoid species from the Rifts. (Trills, clicks, pheromone trails, etc.) You may speak, read, and write in the chosen language.
    Respected Expert: Ravagers and Monsters
    Given by Author
    You are highly respected and influential within a given field or industry. Just about any Ravager or Monster will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
    Point of Contact: Ravager Alpha
    Given by Author
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from Ravager Alpha (Terrorist NPC with Supernatural Assets instead of Material) Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.
    Outsider
    Given by August
    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
    Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
    Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    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.
    Just a Lil' Guy! You're quite the little creature! Rolls where your good looks could help– be it via first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
    Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
    Tough You can function under intense pain. Stress from Injuries is reduced by 2.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    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.
    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.
    Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
    Bug Brain You are so unintelligent, you're accustomed to acting on instinct alone. As long as your Intellect rating is 1, being reduced to 0 Mind does not Incapacitate you. Stress still applies in full.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
    From The Grand Exodus
    Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would reshape your body against your will (this includes the Warp Form Effect). All Battlescars you receive are one level less severe.
    Zoanthropy You are possessed by an impulsive aspect that physically and mentally transforms you periodically. (At the start of each Contract or Move roll a D10 and multiply the Outcome by 3 to determine how many nights you have until you transform. If the Outcome is -1, you are already partially transformed & will fully transform tonight, if the Outcome is 0, you will partially transform tonight & then fully the following night. Otherwise, the night leading up to the night of your transformation sees you experience minor physical changes & applies +1 Difficulty to all Mind rolls--the night of the transformation transforms you fully into an obviously unusual & supernatural creature & all Mind rolls are at +2 Difficulty. All Transformations end the morning after the full transformation)

    Loose Ends

    Dark Secret: I am a insect person from another world who plans to take over this one

    Distant Dangerous Given by a Liability
    You have a secret. When it gets out, there will be immediate and significant consequences for you.

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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 3
    (Earned: 153 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Emi has not written in her journal yet.

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -6 Focused
    -3 Cat-Eyes
    -6 Clear Conscience
    -3 Beautiful
    -12 Jack of All Trades
    -6 Tough
    -0 Imbued
    -3 Oblivious
    -3 Lizard Brain

    Liabilities

    +6 Short
    +9 Gullible
    +12 Weak Willed
    +3 Dark Secret
    Secret: I am a insect person from another world who plans to take over this one
    +6 Finances: Poor
    +6 Forgetful
    +9 Sensitive