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Gloria

A 4-Victory Novice Contractor played by lunaticwhale in GA5-1921

Gloria is a mutant mercenary who will risk her life to become the ultimate badass and escape imprisonment.

She is 48 years old, lives in New Orleans, and often appears as big fellow in a red button up and black pants with suspenders and a face obscured with goggles, a bandana and a hat.

Gloria lives in GA5-1921, a setting where the paranormal work for the government. Her Questionnaire has 7 answers.

Attributes

Brawn

5

Charisma

1

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

3 Athletics

2 Brawl

0 Crafts

0 Culture

1 Drive

5 Firearms

0 Influence

2 Investigation

1 Medicine

3 Melee

0 Occult

0 Performance

0 Science

1 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

(Gloria is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Gloria has no Battle Scars)

Body 8

Stress

5 Mind

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

Limits

Atrocities
Injustice
Anguish

Traumas

  • Traumatized Fear of needles

  • mutagen

    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.
    Arsenal: Guns and shit
    From Assets and Liabilities
    You have an arsenal of a specific type of illegal weaponry or extremely rare and dangerous items. This does not include weapons of mass destruction, tanks, or assault helicopters. During a Downtime, you may obtain up to three items from your stockpile.
    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

    From Assets and Liabilities
    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.
    Dark Fate When things go wrong for you, they go very wrong. Any time you roll an Outcome of 0, it counts as a Botch (-1). You cannot use Will to Survive to reduce the Severity of incoming Injuries.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
    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.
    Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
    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.
    Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
    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.

    Loose Ends

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    Contractor Timeline

    4 Victories - 0 Failures
    Remaining Exp: 5 (Earned: 176 - Spent: 171)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Gloria has not written in her journal yet.

    Moves

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

    Assets And Liabilities

    Assets

    -0 Imbued
    -9 Daredevil
    -12 Arsenal
    Arsenal Type: Guns and shit
    -3 Lanky
    -6 Clear Conscience
    -6 Tough
    -6 Focused
    -6 Born Runner
    -6 Pack Beast
    -9 Bounce Back
    -9 Trained Reflexes
    -15 Gifted

    Liabilities

    +3 Traumatized
    Trauma: Fear of needles
    +6 Finances: Poor
    +6 Mute
    +9 Outsider
    +6 Anti-Social
    +15 Dark Fate
    +6 Delusions of Grandeur