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Aerendyl Thalanil Gilceran

A Newbie Contractor played by August in The Grand Exodus

Aerendyl Thalanil Gilceran is a Self Hating Elf Politician who will risk her life to become the ultimate Magician and bring upon the new age of Humanity.

She is 33 years old, lives in a mansion in Alaska, and often appears as a young woman with long ears, noble regalia, and a pair of insignia on her gloves.

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

Attributes

Brawn

3

Charisma

4

Dexterity

3

Intellect

8

Perception

3

Abilities

2 Alertness

0 Animals

0 Athletics

1 Crafts

1 Culture

1 Drive

0 Firearms

3 Influence

2 Investigation

0 Medicine

2 Melee

3 Occult

2 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Aerendyl Thalanil Gilceran is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Aerendyl Thalanil Gilceran 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
Capture
Failure

Traumas

(Aerendyl Thalanil Gilceran 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.

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
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.
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
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.
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.

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: 0
(Earned: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Aerendyl Thalanil Gilceran has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Aerendyl Thalanil Gilceran 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

Liabilities

+7 Short Fuse
+12 Glass Jaw
+6 Vengeful
+6 Delusions of Grandeur