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Francine Foster

A 1-Victory Newbie Contractor played by marburst in Hell's First Cracks

Francine Foster is a biochemist who will risk her life to become the ultimate supernatural biowizard and create an invincible being capable of dominating the earth.

She is 25 years old, lives in a tiny apartment in the former Seattle area, and often appears as a tall, disheveled girl with dark green hair, thick-lensed glasses, wearing a labcoat.

Francine Foster lives in Hell's First Cracks, a setting where Hell has begun to open up, and unseen horrors lurk in the city's depths. Her Questionnaire has 7 answers.

Attributes

Brawn

2

Charisma

2

Dexterity

3

Intellect

4

Perception

3

Abilities

2 Alertness

2 Animals

1 Athletics

1 Crafts

0 Culture

0 Drive

2 Firearms

0 Influence

3 Investigation

4 Medicine

0 Melee

2 Occult

0 Performance

4 Science

0 Stealth

0 Survival

3 Technology

0 Thievery

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

Injuries

(Francine Foster is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Lost Hand (Any Actions requiring the affected hand fail automatically. You are -1 to -3 dice on any rolls to perform Actions which require two hands, depending on the Action.)
  • Body 6

    Stress

    7 Mind

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

    Limits

    Anguish
    Failure
    Near-Death Experience

    Traumas

  • Cryophobia You must succeed a Self-Control roll in order to enter a heavy air conditioned or similarly cold location. If you fail, you may Exert your Mind to face your fear.
  • Maternal Instincts Francine does not take kindly to those who would dare to hurt her Gift. If Eve is ever injured, she must succeed a Self Control roll to not fly into a violent rage at its attacker.

  • Source


    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

    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.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any non-combat Action that requires fine manual dexterity.
    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.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
    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.

    Loose Ends

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    Advancement

    Newbie
    1 Victories - 0 Failures
    Remaining Exp: 14
    (Earned: 163 - Spent: 149)
    An itemized record of every Contract, advancement, and more

    Journal
    Francine Foster has not written in her journal yet.

    Moves

    Francine Foster has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Hell's First Cracks can post Moves for Francine Foster.

    Assets And Liabilities

    Assets

    -6 Clear Conscience
    -3 Nimble Fingers
    -6 Light Sleeper
    -6 Attuned Autoimmune

    Liabilities

    +6 Delusions of Grandeur