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Hall Castor

A Newbie Contractor played by vulcanaegis as a Free Agent

This character is dead. RIP

Hall Castor is a aspiring cult leader who will risk his life to become a tech-priest and ensure all sentient beings have an equal shot at success.

He is 19 years old, lives in a small smart-home in the suburbs, and often appears as a short young dude with extremely long hair.

His Questionnaire has 3 answers.

Attributes

Brawn

2

Charisma

3

Dexterity

3

Intellect

5

Perception

3

Abilities

0 Alertness

0 Animals

1 Athletics

2 Crafts

2 Culture

2 Drive

0 Firearms

2 Influence

1 Investigation

2 Medicine

1 Melee

4 Occult

0 Performance

0 Science

1 Stealth

0 Survival

5 Technology

0 Thievery

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

Injuries

1
blood eagle'd
1
BOW PART 2
3
BOW TO THE ASS
4
FUCKING SHOTGUN
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Hall Castor has no Battle Scars)

Body 6

Stress

9 Mind

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

Limits

Murder
Anguish
Atrocities

Traumas

(Hall Castor has no Traumas)



Circumstances

Finances: Comfortable
From Assets and Liabilities
Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract.

Conditions

From Assets and Liabilities
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" one of your Traumas with counseling on a Downtime.

Loose Ends

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Advancement

Newbie
0 Victories - 0 Failures
Remaining Exp: 1
(Earned: 153 - Spent: 152)
An itemized record of every Contract, advancement, and more

Journal
Hall Castor has not written in his journal yet.

Moves

Hall Castor has made 0 Moves.
Only Contractors in Playgroups can make Moves.

Assets And Liabilities

Assets

-0 Imbued
-6 Finances: Comfortable

Liabilities

+12 Glass Jaw
+6 Delusions of Grandeur