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Starling
Watch me now.

A 1-Victory Newbie Contractor played by Teryn in The Midnight Club

Starling is a mercurial and chaotic genius who will risk her life to earn her immortality.

She is 29 years old, and often appears as ostentatious and beautiful woman with dark hair and colourful clothing.

Starling lives in The Midnight Club, a setting Where people try contractor.

Attributes

Brawn

1

Charisma

4

Dexterity

4

Intellect

5

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Crafts

1 Culture

1 Drive

3 Firearms

2 Influence

2 Investigation

0 Medicine

0 Melee

1 Occult

1 Performance

3 Science

1 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

(Starling is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Starling has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Anguish
Capture
Failure

Traumas

(Starling has no Traumas)


Source


Circumstances

Stockpile: Firearms
From Assets and Liabilities
You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.

Conditions

From Assets and Liabilities
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
Nightmares: Imprisonment Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
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.
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.
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

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Advancement

Newbie
1 Victories - 0 Failures
Remaining Exp: -13
(Earned: 154 - Spent: 167)
An itemized record of every Contract, advancement, and more

Journal
Starling has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Starling has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in The Midnight Club can post Moves for Starling.

Assets And Liabilities

Assets

-9 Trained Reflexes
-6 Focused
-6 Illicit Supplier
Stockpile Type: Firearms
-3 Beautiful

Liabilities

+3 Deep Sleeper
+12 Glass Jaw
+3 Nightmares
Subject: Imprisonment
+6 Vengeful