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096/Horace Hammerstein

A 2-Victory Newbie Contractor played by mmmsquid in Site 61-9

096/Horace Hammerstein is a Humanoid anomaly who will risk their life to become the ultimate accountant (one day) and live a regular life and recover from it’s dysmorphic issues.

They are ? years old, live in Site 61-9, and often appears as Tall, thin and pale humanoid with a paper bag upon it’s head.

096/Horace Hammerstein lives in Site 61-9, a setting where humanity attempts to contain the anomalous.

Attributes

Brawn

5

Charisma

1

Dexterity

4

Intellect

3

Perception

2

Abilities

2 Alertness

0 Animals

3 Athletics

1 Crafts

1 Culture

0 Drive

0 Firearms

0 Influence

1 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

4 Stealth

2 Survival

0 Technology

0 Thievery

4 Brawl

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

Injuries

(096/Horace Hammerstein is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(096/Horace Hammerstein 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

Beholding

Traumas

(096/Horace Hammerstein has no Traumas)


Source


Circumstances

Imprisoned: Site 61-9
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
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
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.
Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.
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.
Disorder You have a mental or emotional disorder which is chronic and hard to treat. Body dysmorphic disorder
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.
Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
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.
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 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.
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.
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

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Advancement

Newbie
2 Victories - 0 Failures
Remaining Exp: 6
(Earned: 160 - Spent: 154)
An itemized record of every Contract, advancement, and more

Journal
096/Horace Hammerstein has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

096/Horace Hammerstein has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Site 61-9 can post Moves for 096/Horace Hammerstein.

Assets And Liabilities

Assets

-9 Trained Reflexes
-15 Iron Will
-15 Gifted
-6 Focused
-3 Cat-Eyes
-3 Lanky
-3 Nimble Fingers
-9 Sleepless
-3 Avoidance

Liabilities

+3 Ugly
+6 Mute
+9 Imprisoned
Manner of Imprisonment: Site 61-9
+9 Outsider
+6 Anti-Social
+6 Disorder
Permanent Trauma: Body dysmorphic disorder
+3 Anosmia