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Sherif Henry McKoy
In the Wild West he was known as “the law”. The people that wronged him couldn’t even hear him take out the iron before they were dead.

A Newbie Contractor played by Lord_of_Clueless in Battle for the Caribbean

Sherif Henry McKoy is a Cowboy bountyhunter who will risk his life to become a powerful occult gunslinger and reastablish the law of the wild west.

He is 40 years old, lives in Texas, and often appears as a bearded, older looking 6.3” white men wearing cowboy gear, with a shootibg iron on his hip and a sherrif star on his chest.

Sherif Henry McKoy lives in Battle for the Caribbean, a setting you get to enjoy a cool sea breeze as you sail the carribean.

Attributes

Brawn

3

Charisma

2

Dexterity

4

Intellect

4

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Brawl

0 Crafts

2 Culture

1 Drive

3 Firearms

2 Influence

2 Investigation

0 Medicine

0 Melee

2 Occult

0 Performance

0 Science

2 Stealth

0 Survival

0 Technology

1 Thievery

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

Injuries

(Sherif Henry McKoy is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Sherif Henry McKoy has no Battle Scars)

Body 7

Stress

7 Mind

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

Limits

Betrayal
Injustice
Old-Fashioned

Traumas

(Sherif Henry McKoy 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.

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
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.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
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.

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

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

Journal
Sherif Henry McKoy has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Sherif Henry McKoy has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-3 Cat-Eyes
-9 Daredevil
-6 Born Runner

Liabilities

+3 Ugly