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Hector Hackney

A Newbie Contractor played by geniebottle in Weavers of Fate

Hector Hackney is a twin performer who will risk his life to become a more recognised individual and find a better world to live in.

He is 23 years old, lives in a freakshow, and often appears as a pale man with short black hair and bright coloured clothes, on the left side of him and Helios' shared body.

Hector Hackney lives in Weavers of Fate, a setting where all possibilites can exist alongside each other, connected or otherwise.

Attributes

Brawn

3

Charisma

3

Dexterity

1

Intellect

2

Perception

4

Abilities

3 Alertness

2 Animals

2 Athletics

2 Brawl

4 Crafts

1 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

5 Medicine

0 Melee

0 Occult

4 Performance

0 Science

0 Stealth

0 Survival

1 Technology

0 Thievery

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

Injuries

(Hector Hackney is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • 1 1/2 Legs (You move at one-quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • One Armed (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 7

    Stress

    6 Mind

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

    Limits

    Anguish
    Atrocities
    Murder
    Lifesaver

    Traumas

    (Hector Hackney 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: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    Polyglot: French, Russian, Arabic
    From Assets and Liabilities
    You are fluent in three additional languages. You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Famous: Freakshow
    From Assets and Liabilities
    You are well-known and generally well-liked by the general public. You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's 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
    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.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Dicephalic Parapagus Tripus: Hector is the conjoined twin of Helios, which comes with some benefits. They have +1 dice to Body and Mind resistance rolls, but a +2 Difficulty to any rolls requiring flexibility. AoE effects target both, and if one takes an Injury causing degradation, the other suffers a Severity-1 Injury which degrades alongside it. If an attack misses one, they must roll 1d10, Difficulty 6. On a failure, it hits the other. Alternatively, they can choose to take a single target attack for the other. In addition, any rolls which may be aided by the combined nature of Hector and Herschel, likely athletic maneuvers, can gain up to a +3 dice bonus. However, a coin must be flipped. On a success, their nature helps, on a failure, their nature hinders, giving up to -3 dice penalty.
    Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    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.
    Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
    Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.
    Disorder You have a mental or emotional disorder which is chronic and hard to treat. Fear of the Dark
    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.

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

    Journal
    Hector Hackney has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -6 Famous
    Claim to Fame: Freakshow
    -6 Tough
    -9 Bounce Back
    -3 Convenient Klutz
    -3 Polyglot
    Language: French, Russian, Arabic
    -6 Attuned Autoimmune
    -15 Immutable Body
    -6 Pack Beast

    Liabilities

    +6 Finances: Poor
    +9 Sensitive
    +3 Ugly
    +9 One Arm
    +9 Movement Impaired
    Impairment: One Leg in use
    +9 Supernatural Condition
    Supernatural Condition: Dicephalic Parapagus Tripus: Hector is the conjoined twin of Helios, which comes with some benefits. They have +1 dice to Body and Mind resistance rolls, but a +2 Difficulty to any rolls requiring flexibility. AoE effects target both, and if one takes an Injury causing degradation, the other suffers a Severity-1 Injury which degrades alongside it. If an attack misses one, they must roll 1d10, Difficulty 6. On a failure, it hits the other. Alternatively, they can choose to take a single target attack for the other.
    +6 Disorder
    Permanent Trauma: Fear of the Dark