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Neth Ratel

A 5-Victory Novice Contractor played by Riley in Maelstrom

Neth Ratel is a amnesiac honey badger working as an independent handyman who will risk her life to free the population from the oppressive and creatively repressive grip of capitalism and the super rich.

She is 22 years old, and often appears as short redheaded tomboy with a halter tank top, denim jacket, ripped jeans, and boots. She doesn't look anywhere near as strong as she actually, her forearms are wrapped in bandages, and her bicep is tattooed with an obscure design.

Neth Ratel lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal has 1 entry.

Attributes

Brawn

6

Charisma

2

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

3 Brawl

0 Crafts

1 Culture

2 Drive

0 Firearms

0 Influence

2 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

3 Stealth

2 Survival

2 Technology

2 Thievery

2 Intimidation

4 Knives

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

Injuries

(Neth Ratel is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Neth Ratel has no Battle Scars)

Body 8

Penalty

6 Mind

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

Limits

Near-Death Experience
Anguish
Capture

Traumas

  • Plane Self control to allow any contractor to fly a plane for them
  • Fearless Roll trauma to stop fighting once you've started..
  • Aggressive towards Dogs Hyper aggression toward dogs. Roll self control to not fight a dog.

  • Stamina


    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

    From Assets and Liabilities
    Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
    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.
    Nightwalker You find the daylight unbearable. You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    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.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.

    Loose Ends

    Powers

    Neth is really good with a knife.


    You gain the following benefits as long as you are engaged in combat with Knives.

    +2 dice to all rolls with Knives. You may Defend against firearm attacks from any range using Knives.

    You also gain the following effects:

    • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
    • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    TBD


    Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.

    You transform into Honey Badger until you transform into something else. You cannot transform into a flying creature. See the Extended System text for stats.

    While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.

    Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

    • Creature Stats
      • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 1.
      All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.

    Neth's strength and constitution have become a staple of her person, aided by her tough skin and sharp claws!


    You gain the following benefits at all times.

    Your Brawn rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

    You also gain the following effects:

    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

    Honeybadgers are fearless creatures that will fight until the bitter end no matter what!


    You gain the following benefits at all times.

    Your Body and Mind Penalties are reduced to 0.

    If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

    Possession of this Power grants the following Trauma at all times: Roll trauma to stop fighting once you've started..

    Honeybadger physiology is cracked. Even in her human form, her claws and teeth are razor sharp and her body is uniquely able to move in conjunction with her Grit. When she gets going, very little can actually stop Neth.


    You gain the following benefits at all times.

    You are permanently and visibly transformed: Long Fingernails and Thicker Hair, particularly on her back. You are considered to be a Sapient, Living Creature when targeted..

    No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.

    You may make a Extending Fingernails (Knives) attack without additional equipment.

    • If you become split into multiple pieces, the Player controls the "main" piece, while the GM controls the others. Only the main piece can activate Effects.

    Neth may not look it, but she's way way stronger than she looks. With the physical prowess similar to that of a Honey Badger, who doesn't look so strong or dangerous upon first glance, and with the finesse of a parkour runner, Neth leaps with her legs and soars through the air with grace. And thanks to her tough skin and sturdy interior, she can survive long falls like nothing.


    Exert your Mind and spend an Action to activate. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.

    You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

    You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Equipment

    Max Encumbrance: 0 pounds.

    Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

    On Person

    • Winter Clothing
    • Jeans
    • T-shirt
    • Wallet
    • Keys
    • Smartphone
    • Bag of assorted receipts
    • High Quality Wasp Injector Combat Knife (Hidden)

    Backpack

    (Click to toggle Weapons reference)

    Trophies

    Trophies are special objects and equipment.

    Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

    Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


    Contractor Timeline

    5 Victories - 0 Failures
    Remaining Exp: 0 (Earned: 178 - Spent: 178)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Neth Ratel has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Neth Ratel.

    Biography

    Dark Secret Removed

    Assets And Liabilities

    Assets

    +1 Lanky
    +2 Born Runner
    +1 Contortionist
    +1 Cat-Eyes
    +2 Attuned Autoimmune

    Liabilities

    -2 Paranoia
    -3 Nightwalker
    -2 Poor