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Herschel Hackney

A Newbie Contractor played by mmmsquid in Weavers of Fate

Herschel Hackney is a 1/2 of a pair of dicephalic parapagus tripus twins who will risk their life to become a //? and //.

They are 23 years old, live in the freakshow, and often appears as 1/2 of a pair, black bobbed hair, eyes with dark circles and a birthmark under his right eye.

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

Attributes

Brawn

2

Charisma

1

Dexterity

2

Intellect

4

Perception

4

Abilities

4 Alertness

3 Animals

3 Athletics

2 Crafts

3 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

4 Performance

0 Science

0 Stealth

1 Survival

0 Technology

0 Thievery

2 Brawl

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

Injuries

(Herschel Hackney is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • 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.))
  • One and a half legged ((You move at one-quarter movement speed with a prosthesis ot aid. You cannot Dash or Sprint.))
  • Body 6

    Stress

    6 Mind

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

    Limits

    Anguish
    Betrayal

    Traumas

  • Traumatized //


  • 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.

    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.
    Polyglot: ///
    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: Circus act
    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.
    Finances: Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

    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
    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.
    Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
    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.
    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.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    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.
    Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Dicephalic Parapagus Tripus: Herschel is the conjoined twin of Hector, 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.

    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
    Herschel Hackney has not written in their journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Herschel 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: Circus act
    -12 Jack of All Trades
    -12 Jaded
    -3 Polyglot
    Language: ///
    -6 Light Sleeper
    -9 Daredevil
    -15 Immutable Body
    -3 Avoidance

    Liabilities

    +3 Traumatized
    Trauma: //
    +6 Finances: Poor
    +3 Ugly
    +9 One Arm
    +9 Movement Impaired
    Impairment: Conjoined twin
    +9 Outsider
    +9 Supernatural Condition