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Manery Fleouw

A Newbie Contractor played by Oyasumi in The Good Old Days

Manery Fleouw is a toymaker who will risk his life to become a alchemist and end wealth inequality.

He is 59 years old, lives in A small shack in augusta, Maine, and often appears as a small 5'7 man with short black hair and wrinkly yellowish skin.

Manery Fleouw lives in The Good Old Days, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

4

Dexterity

1

Intellect

4

Perception

3

Abilities

4 Alertness

0 Animals

1 Athletics

5 Crafts

3 Culture

4 Drive

0 Firearms

3 Influence

1 Investigation

3 Medicine

0 Melee

0 Occult

0 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

(Manery Fleouw 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.)
  • Body 7

    Stress

    9 Mind

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

    Limits

    Murder
    Animal-Lover
    Old-Fashioned

    Traumas

    (Manery Fleouw 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.

    Average
    Given by Oyasumi
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

    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
    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.
    Blind You cannot see. Any rolls which require sight fail automatically, and any actions which are made easier by sight are rolled at up to +3 Difficulty, depending on the specific action.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.

    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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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 0
    (Earned: 150 - Spent: 150)
    An itemized record of every Contract, advancement, and more

    Journal
    Manery Fleouw has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -3 Nimble Fingers
    -3 Convenient Klutz

    Liabilities

    +15 Blind
    +9 Movement Impaired
    Impairment: Wheelchair-bound