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Cassidy "Cassie" Cain

A 6-Victory Novice Contractor played by geniebottle in GA5-1921

Cassidy "Cassie" Cain is a police chief's stepchild who will risk her life to become the ultimate regular person and get rid of his curse. Real name is Cassidy Fisher. Birthday 23rd March.

She is 17 years old, lives in New York, and often appears as a skinny older teenager with a band t-shirt and a jacket over it, ball cap and gloves. Occasionally medical scrubs with lighter jacket over it.

Cassidy "Cassie" Cain lives in GA5-1921, a setting where the paranormal work for the government. Her journal has 4 entries.

Attributes

Brawn

3

Charisma

1

Dexterity

5

Intellect

3

Perception

2

Abilities

3 Alertness

0 Animals

5 Athletics

1 Brawl

0 Crafts

2 Culture

2 Drive

1 Firearms

0 Influence

2 Investigation

2 Medicine

3 Melee

3 Occult

0 Performance

1 Science

2 Stealth

2 Survival

2 Technology

2 Thievery

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

Injuries

(Cassidy "Cassie" Cain is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Soft Spot (Stomach) ((A specific spot on your body was previously injured and is now extremely vulnerable to further attacks. Called shots against your soft spot do +1 damage. If an attack hits you which could conceivably hit your soft spot, roll 1d10 at Difficulty 4. If you fail, the attack hits your soft spot and does +2 damage.))
  • Body 7

    Stress

    5 Mind

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

    Limits

    Anguish
    Atrocities
    Murder

    Traumas

  • Uncontrollable Anger Your anger is powerful and hard to control. Any time you become angry, you must succeed a Self-Control roll or lash out aggressively.
  • Traumatized Phobia: Touch

  • Mark of Cain

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

    Conditions

    From Assets and Liabilities
    Nightmares: Exploding People 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.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Anyone who touches them explodes.
    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.
    Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    Bounce Back You heal incredibly quickly. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 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.
    Anti-Social You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
    Disorder You have a mental or emotional disorder which is chronic and hard to treat. Avoidant Personality Disorder
    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.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering the manner in which you learn. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
    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.

    Loose Ends

    Louis the Pumpkin King (and his Warlock)

    Imminent Deadly Given by CreepKit
    Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down.

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    Contractor Timeline

    6 Victories - 0 Failures
    Remaining Exp: 1 (Earned: 197 - Spent: 196)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Cassidy "Cassie" Cain has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for Cassidy "Cassie" Cain.

    Biography

    Daughter of Amara Jackson and Don Fisher. Legal guardian is Don, but doesn't want to live with him so is currently homeless.

    Captain's Wife: Amara Fisher, then Amara Cain and on death Amara Jackson.

    His kids are Amani (4) (Amara chose it), and David (5) (named after Captain's father). David was born 2 months before Amara died.

    Amara was Swahili (Kenyan), and Captain born and raised in NYC.

    Donovan Cain is her father.

    The source of Cassie's powers are a little mysterious, but the actual root of them is as follows.

    -She is a descendant of Cain, inherited from Fisher's which, though much more diluted, carries a remnant of the Mark of Cain. The Mark reflects magic and minorly increases durability, and at its peak reflects all damage sevenfold upon the offender.

    -Amara was a witch, from a long line of witches, and inherited the magic from her father. Amara's family have a tradition where the parents, or parent, cast protective spells upon the child which they inherit, giving them more magical potency. These spells are stacked, and thus making every generation more protected.

    -This backfired with Cassie, however, as the extremely powerful protection spell was altered and 'inverted', mixing with the Mark of Cain and resulting in an extremely deadly offensive power which overreacts to all threat. It is also adaptive, constantly feeding off of the generational power inherited to grow to its original strength. It also grows in response to threats, so the danger of the contracts plus the presence of Harbingers which are related to the Mark cause it to grow stronger.

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -15 Gifted
    -3 Cat-Eyes
    -3 Contortionist
    -9 Bounce Back
    -6 Born Runner
    -6 Attuned Autoimmune
    -0 Imbued
    -3 Avoidance

    Liabilities

    +3 Traumatized
    Trauma: Phobia: Touch
    +6 Finances: Poor
    +3 Nightmares
    Subject: Exploding People
    +6 Anti-Social
    +9 Supernatural Condition
    Supernatural Condition: Anyone who touches them explodes.
    +6 Disorder
    Permanent Trauma: Avoidant Personality Disorder