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Mae Nart
Nothing to Fear, the Hound is Here

A Newbie Contractor played by hsantran51 as a Free Agent

Mae Nart is a absent-minded detective who will risk their life to become a absent-minded superhuman and save all animals in the world.

They are 29 years old, live in Tulsa, Oklahoma, with 2 dogs, 2 cats, 2 rabbits, 2 sugargliders, 2 parrots, and often appears as a sweatpants with bunch of fur and scratch mark, messy hair in a bun, shirt with dog food stuck on it, need to go to a phonebooth to change into the superhero costume.

Attributes

Brawn

3

Charisma

1

Dexterity

4

Intellect

3

Perception

1

Abilities

0 Alertness

5 Animals

5 Athletics

0 Brawl

2 Crafts

1 Culture

1 Drive

0 Firearms

0 Influence

3 Investigation

2 Medicine

0 Melee

0 Occult

0 Performance

2 Science

0 Stealth

3 Survival

1 Technology

0 Thievery

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

Injuries

(Mae Nart is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Mae Nart has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Animal-Lover
Failure
Near-Death Experience

Traumas

(Mae Nart 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.

Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
Respected Expert: Zoology
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.

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
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. As long as your Charisma rating is 1, you may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you make as a part of that attempt get +2 to their Outcome.
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.
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.
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.
Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
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.
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.
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.

Loose Ends

Dark Secret: Sleep walking and kill the pet that I own however, then go to shelter, pet store to replace the old one

Distant Dangerous Given by
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
Mae Nart has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-9 Trained Reflexes
-0 Finances: Average
-3 Cat-Eyes
-3 Respected Expert
Field: Zoology
-6 Attuned Autoimmune
-6 Pack Beast
-0 Seen Things
-3 Avoidance
-3 Oblivious

Liabilities

+3 Deep Sleeper
+3 Illiterate
+6 Short
+3 Dark Secret
Secret: Sleep walking and kill the pet that I own however, then go to shelter, pet store to replace the old one
+6 Forgetful