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Helcolm
The Mad Clone

A Newbie Contractor played by David in GA5-1921

Helcolm is a Doctor who will risk his life to become a clone army and rule the universe as to spite his progenitor.

He is 2 years old, lives in a tip field, and often appears as a quack doctor in a pristine white lab coat, whereas the rest of his clothes are scruffy and torn, and long unkept hair that seems to stick out in every direction.

Helcolm lives in GA5-1921, a setting where the paranormal work for the government.

Attributes

Brawn

1

Charisma

5

Dexterity

1

Intellect

6

Perception

1

Abilities

1 Alertness

0 Animals

0 Athletics

1 Brawl

0 Crafts

0 Culture

1 Drive

0 Firearms

3 Influence

2 Investigation

3 Medicine

0 Melee

0 Occult

2 Performance

5 Science

0 Stealth

0 Survival

5 Technology

2 Thievery

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

Injuries

(Helcolm is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Leg (You move at one-quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • 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
    Monsters

    Traumas

    (Helcolm has no Traumas)


    Source


    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.

    Stockpile: Crowbars
    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.
    Alias: Dickwad
    From Assets and Liabilities
    You have an officially established alternate identity. Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.
    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    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

    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
    Anosmia You have no sense of smell, and your sense of taste is extremely limited. All Perception rolls which depend on smell fail automatically, and any Perception rolls which involve smell in some way (such as tasting things) are at +2 Difficulty.
    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.
    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.
    Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Self-Control to attack you instead of other targets in Combat.
    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.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    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.
    Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
    Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    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.
    Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
    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.
    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 Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Without preservation station, after 2 hours begins to slowly erode, after every 2 hours take a severty-1 injury.

    Loose Ends

    Dark Secret: Imperfect Clone.

    Distant Dangerous Given by a Liability
    You have a secret. When it gets out, there will be immediate and significant consequences for you.

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    Contractor Timeline

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

    Journal
    Helcolm has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Pathetic
    -6 Focused
    -3 Cat-Eyes
    -6 Illicit Supplier
    Stockpile Type: Crowbars
    -6 Alias
    Name: Dickwad
    -12 Jack of All Trades
    -3 Lanky
    -3 Nimble Fingers
    -6 Attuned Autoimmune
    -3 Oblivious

    Liabilities

    +3 Dark Secret
    Secret: Imperfect Clone.
    +6 Finances: Poor
    +6 Vengeful
    +6 Compulsive Liar
    +6 Paranoia
    +6 Delusions of Grandeur
    +7 Short Fuse
    +9 Supernatural Condition
    Supernatural Condition: Without preservation station, after 2 hours begins to slowly erode, after every 2 hours take a severty-1 injury.
    +9 Outsider
    +3 Anosmia
    +3 Deep Sleeper
    +9 One Arm
    +9 Movement Impaired
    +12 Glass Jaw