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Adelia

A Newbie Contractor played by lunaticwhale in GA5-1921

Adelia is a parade master who will risk their life to become the ultimate puppet and entertain children.

They are 184 years old, live in an abandoned circus in England, and often appears as a puppet in an old and worn Nutcracker-esque parade master outfit with blonde hair and a crack on their cheek.

Adelia lives in GA5-1921, a setting where the paranormal work for the government. Their Questionnaire has 5 answers.

Attributes

Brawn

2

Charisma

4

Dexterity

2

Intellect

3

Perception

3

Abilities

1 Alertness

3 Animals

1 Athletics

3 Brawl

2 Crafts

1 Culture

1 Drive

0 Firearms

3 Influence

0 Investigation

1 Medicine

1 Melee

0 Occult

5 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Adelia is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Adelia has no Battle Scars)

Body 6

Stress

8 Mind

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

Limits

Betrayal
Failure

Traumas

(Adelia 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.

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
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
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.
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.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
Sleepless You do not require sleep. You do not require sleep, and any resistance rolls against supernatural attempts to put you to sleep are rolled at +2 dice.
Ageless You are not immortal, but the passage of time takes a lesser toll upon you. For every four years that passes, you age a single year.
Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
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.
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
The Hunger: oil You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind Damage.
Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
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.
Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social 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: 6 (Earned: 156 - Spent: 150)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Adelia has not written in their journal yet.

Moves

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

Assets And Liabilities

Assets

-15 Gifted
-6 Focused
-9 Ageless
-6 Clear Conscience
-6 Tough
-12 Jaded
-6 Attuned Autoimmune
-9 Sleepless
-6 Pack Beast

Liabilities

+6 Finances: Poor
+3 Illiterate
+9 Gullible
+12 Weak Willed
+6 The Hunger
New Food: oil
+9 Outsider
+9 Fairy Rules
+3 Anosmia