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Shellby Helix
Scout Leader

A Newbie Contractor played by RQXY in TTC Contractors

Shellby Helix is a scout leader who will risk her life to preserve natural forest landscapes.

She is 31 years old, and often appears as childish and disorganized woman with frizzy, light auburn hair and a sash littered with assorted patches.

Shellby Helix lives in TTC Contractors, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

4

Charisma

2

Dexterity

3

Intellect

3

Perception

1

Abilities

3 Alertness

4 Animals

3 Athletics

1 Brawl

2 Crafts

1 Culture

1 Drive

0 Firearms

0 Influence

1 Investigation

2 Medicine

1 Melee

0 Occult

0 Performance

1 Science

1 Stealth

4 Survival

0 Technology

0 Thievery

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

Injuries

(Shellby Helix is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Shellby Helix has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Anguish
Atrocities
Animal-Lover

Traumas

(Shellby Helix has no Traumas)



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

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.

From Assets and Liabilities
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.
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.
Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. All defensive Mind rolls and Trauma rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost for Gift activation. Only works if your Perception rating is 1.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Penalty does not apply.
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.
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.
Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You receive +2 dice to all Mind rolls.

Loose Ends

Loose Ends will cause problems for you if you don't tie them up.

Examples of Loose Ends include enemies, debts, evidence, and promises.

All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: 1 (Earned: 150 - Spent: 149)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Shellby Helix has not written in her journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-15 Iron Will
-6 Clear Conscience
-3 Convenient Klutz
-9 Daredevil
-6 Pack Beast
-3 Oblivious

Liabilities

+3 Deep Sleeper
+9 Gullible
+6 Short
+6 Delusions of Grandeur