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Henry

A Newbie Contractor played by jacob in The fools

Henry is a Willis's who will risk his life to become a hero and to bring good where he brought evil.

He is 74 years old, lives in Lincoln, Nebraska, and often appears as old man who is very well built.

Henry lives in The fools, a setting The supernatural is a blossoming concept.

Attributes

Brawn

3

Charisma

1

Dexterity

2

Intellect

4

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

4 Crafts

0 Culture

0 Drive

2 Firearms

0 Influence

0 Investigation

2 Medicine

1 Melee

0 Occult

0 Performance

1 Science

2 Stealth

5 Survival

2 Technology

0 Thievery

2 Brawl

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

Injuries

(Henry is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Henry has no Battle Scars)

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
Animal-Lover
Capture

Traumas

(Henry 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.
Point of Contact: General William C. Westmoreland
From Assets and Liabilities
You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.

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
Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.

Loose Ends

Individual Enemy: General Nguyen Thanh Son

Moderate Dangerous Given by a Liability
Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down.

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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
Henry has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-9 Trained Reflexes
-6 Point of Contact
Contact: General William C. Westmoreland
-6 Tough

Liabilities

+6 Finances: Poor
+6 Individual Enemy
Name of Enemy: General Nguyen Thanh Son