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Hush

A Newbie Contractor played by Author in The Grand Exodus

Hush is a Cursed Spirit who will risk their life to become the ultimate Imaginary Friend and become a presence of comfort to the helpless and ensure that the lonely are protected.

They are 20 years old, live in the gap under the bed of Thomas Macklemore in Chattanooga, Tennessee, and often appears as a dark ashen-skinned young man with vibrant eyes wearing dark clothes.

Hush lives in The Grand Exodus, a setting where fantasy and dreams make reality while a great evil brews.

Attributes

Brawn

3

Charisma

2

Dexterity

3

Intellect

3

Perception

5

Abilities

5 Alertness

1 Animals

2 Athletics

0 Crafts

2 Culture

0 Drive

0 Firearms

1 Influence

4 Investigation

0 Medicine

0 Melee

2 Occult

0 Performance

0 Science

4 Stealth

2 Survival

1 Technology

3 Thievery

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

Injuries

(Hush is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Hush has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Animal-Lover
Betrayal
Guardian
Anguish

Traumas

(Hush has no Traumas)


Quiet


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.
Outsider
From Assets and Liabilities
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.
Imprisoned: Bound to be within 80ft of their Shackle (A nigh-indestructible plastic ring owned by a 9-year-old boy named Thomas Macklemore)
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.

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
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.
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.
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.
The Hunger: Negative Emotions You have some unique supernatural affliction or curse due to your heritage or background. You are the Spirit of Loneliness and thus do not have the ability to consume food normally. (In order to regain Mind from rest, you must consume Negative Emotions [must actively stalk someone exhibiting intense negative emotions for up to 10 minutes, greatly reducing the amount of time required the more directly you interact with the target])
Intangible Form You have some unique supernatural affliction or curse due to your heritage or background. You are the Spirit of Loneliness and have a hard time interacting with the physical world. (You are semi-intangible and unable to interact meaningfully with the Physical World without succeeding (4-Outcome) a Mind@6 roll. If you fail, you may Exert your mind to instead succeed, in which you have a period of time (up to a minute) in which you can "push through" to interact with the world normally. When not pushing through, you are limited to being able to lift up to your Brawn x 3 lbs, acting as a weak poltergeist (you may not deal damage with items when not tangible). You are invisible to all but children and certain animals until you exhibit enough force to harm someone, in which you are able to be viewed for a minute.)
Hush's Bedtime Rules You have some unique supernatural affliction or curse due to your heritage or background. You are the Spirit of Loneliness and are bound by certain rules. (Whenever you would knowingly agree to a deal, make a promise or similar, you must abide by your word. If someone says "Hush, let's play a game" followed by a command, you must roll Mind@9 not to fulfill the command. However, you words also have weight. When a being agrees to a deal, the deal, up to GM-discretion, is fulfilled if possible. For example, if offering a ring they own for Hush to leave, the ring magically teleports to Hush and Hush is banished via a barrier from entering the home.)

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: 6
(Earned: 150 - Spent: 144)
An itemized record of every Contract, advancement, and more

Journal
Hush has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Hush 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 Cat-Eyes
-0 Imbued

Liabilities

+6 Finances: Poor
+9 Sensitive
+9 Imprisoned
Manner of Imprisonment: Bound to be within a certain distance of their Shackle (A nigh-indestructible plastic ring owned by a 9-year-old boy named Thomas Macamore)
+9 Outsider
+9 Supernatural Condition
Supernatural Condition: You are the Spirit of Loneliness and are bound by certain rules. (Whenever you would knowingly agree to a deal, make a promise or similar, you must abide by your word. If someone says "Hush, let's play a game" followed by a command, you must roll Mind@9 not to fulfill the command. However, you words also have weight. When a being agrees to a deal, the deal, up to GM-discretion, is fulfilled if possible. For example, if offering a ring they own for Hush to leave, the ring magically teleports to Hush and Hush is banished via a barrier from entering the home.)
+9 Supernatural Condition
Supernatural Condition: You are the Spirit of Loneliness and have a hard time interacting with the physical world. (You are semi-intangible and unable to interact meaningfully with the Physical World without Exerting your mind, in which you have a period of time (up to a minute) in which you can "push through" to interact with the world normally. When not pushing through, you are limited to being able to lift up to your Brawn x 3 lbs, acting as a weak poltergeist. You are invisible to all but children and certain animals until you exhibit enough force to harm someone, in which you are able to be viewed for a minute.)
+9 Supernatural Condition
Supernatural Condition: You are the Spirit of Loneliness and thus do not have the ability to consume food normally. (In order to regain Mind from rest, you must consume Negative Emotions [must actively stalk someone exhibiting intense negative emotions for up to 10 minutes, greatly reducing the amount of time required the more directly you interact with the target])