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Clair

A Newbie Contractor played by August in The Grand Exodus

Clair is a Tarantula Hawk Wasp who will risk her life to become the ultimate Mother and have a kind and loving family.

She is 34 years old, lives in Roswell, New Mexico, and often appears as a young 7 foot tall Latin American woman with vividly sharp eyes, black carapace along her fingers and joints as well as along the sides of her face, a short pair of antennae and hair framing her face softly.

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

Attributes

Brawn

4

Charisma

3

Dexterity

3

Intellect

5

Perception

4

Abilities

2 Alertness

2 Animals

3 Athletics

0 Crafts

0 Culture

1 Drive

0 Firearms

2 Influence

2 Investigation

3 Medicine

1 Melee

2 Occult

1 Performance

1 Science

3 Stealth

2 Survival

1 Technology

0 Thievery

2 Hold

3 Prowler's Strike

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

Injuries

(Clair is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Clair 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

Betrayal
Capture
Anguish
Failure

Traumas

(Clair has no Traumas)


Motherly Love


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.

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.
Point of Contact: Ravager Alpha
Given by August
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.
Respected Expert: Ravagers and Monsters
Given by August
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.
Additional Language: Enton
Given by August
The language of the insectoid species from the Rifts. (Trills, clicks, pheromone trails, etc.) You may speak, read, and write in the chosen language.

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
Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
Beautiful You're quite the specimen! Rolls where your good looks could help– be it via sexual attraction, first impression, or trustworthiness– are at -2 Difficulty. Social interactions should be role-played accordingly. Effect activations are unaffected.
Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 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.
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.
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.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
From The Grand Exodus
Bane: Electricity You are weak to a specific material or type of attack. All Damage you take from your weakness is increased by 2 and ignores any non-material Armor you may have.
Zoanthropy You are possessed by an impulsive aspect that physically and mentally transforms you on the full moon and the surrounding nights. At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many nights until the full moon. On the two nights leading up to the full moon, you experience minor physical changes and all Mind rolls are +1 Difficulty. On the night of the full moon, you transform fully into an obviously unusual creature and all Mind rolls are +2 Difficulty.
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.
Restraining Stinger A specialised stinger made for the purposes of holding down prey or possible hosts You may dedicate your Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action to do anything that does not target the subject of your Grapple.

Loose Ends

Dark Secret: I am a insect person from another world who kidnaps and turns innocent people into hatcheries for our hive

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: -6
(Earned: 150 - Spent: 156)
An itemized record of every Contract, advancement, and more

Journal
Clair has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Clair 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 Beautiful
-3 Lanky

Liabilities

+3 Deep Sleeper
+12 Glass Jaw
+9 Sensitive
+6 Vengeful
+3 Dark Secret
Secret: I am a insect person from another world who kidnaps and turns innocent people into hatcheries for our hive
+6 Compulsive Liar
+6 Paranoia