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Charms

A Newbie Contractor played by Bidlink in Realm of Mysteries

Charms is a charmer who will risk their life to become a charmer and charm.

They are charm years old, live in charma, and often appears as charms.

Charms lives in Realm of Mysteries, a setting the mystical lurks around every corner in plain sight but hidden.

Attributes

Brawn

1

Charisma

1

Dexterity

1

Intellect

1

Perception

1

Abilities

0 Alertness

0 Animals

0 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 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

(Charms is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Leg (You move at one-quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • Body 6

    Stress

    3 Mind

    Hurt
    -1
    Injured
    -1
    Wounded
    -2
    Mauled
    -3
    Frantic
    Maimed
    -4
    Delirious
    X_X

    Limits

    Anguish
    Atrocities
    Murder

    Traumas

    (Charms 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.

    Notoriety: a
    From Assets and Liabilities
    You are easily recognized and treated badly by the public at large due to something bad in your past. There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Imprisoned: a
    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.
    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.

    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.

    Deleted Conditions with active Assets and Liabilities
    • Nightmares: a
    • Ugly
    • Deep Sleeper
    • Illiterate
    • Lifesaver
    • Paranoia
    • Short
    • Mute
    • Vengeful
    • Anti-Social
    • Compulsive Liar
    • Forgetful
    • Defective Sight
    • Delusions of Grandeur
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Disorder
    • Glass Jaw
    • Hemophilia
    • Blind
    • Gullible
    • Weak Willed
    • Deaf
    • Sensitive
    • Short Fuse

    Loose Ends

    Dark Secret: a

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

    Loading...

    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 443
    (Earned: 150 - Spent: -293)
    An itemized record of every Contract, advancement, and more

    Journal
    Charms has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Liabilities

    +7 Short Fuse
    +4 Lifesaver
    +3 Deep Sleeper
    +9 Deaf
    +12 Glass Jaw
    +6 Finances: Poor
    +9 Sensitive
    +3 Illiterate
    +9 Gullible
    +3 Ugly
    +6 Short
    +6 Mute
    +15 Hemophilia
    +15 Blind
    +12 Weak Willed
    +9 One Arm
    +9 Movement Impaired
    Impairment: a
    +3 Nightmares
    Subject: a
    +6 Vengeful
    +3 Dark Secret
    Secret: a
    +9 Imprisoned
    Manner of Imprisonment: a
    +9 Outsider
    +6 Anti-Social
    +6 Compulsive Liar
    +6 Forgetful
    +6 Defective Sight
    +6 Paranoia
    +6 Delusions of Grandeur
    +3 Notoriety
    Reason: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a
    +6 Disorder
    Permanent Trauma: a