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Timothy Hatcher

A Newbie Contractor played by August in Aletheskia

Timothy Hatcher is a orphaned hunter who will risk his life to become a god of the hunt and Hunt the strongest game, whether human or not.

He is 13 years old, lives in a prebuilt cabin in Alaska, and often appears as a short young man with pale skin, brown hair and green eyes, multiple layers of pelted clothes on his person.

Timothy Hatcher lives in Aletheskia, a setting in the shadow of greater truth, where mankind clings to one false tenet: There's no such thing as monsters.

Attributes

Brawn

2

Charisma

1

Dexterity

5

Intellect

3

Perception

6

Abilities

3 Alertness

2 Animals

3 Athletics

2 Crafts

0 Culture

0 Drive

0 Firearms

1 Influence

2 Investigation

0 Medicine

0 Melee

1 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

2 Thievery

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

Injuries

(Timothy Hatcher is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • (DISFIGURING) Cold Hands (Your hands are always cold, seeking out warmth and are constantly shivering ( -1 dice to all actions that require fine manual dexterity))
  • Body 6

    Stress

    5 Mind

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

    Limits

    Anguish
    Betrayal
    Capture

    Traumas

  • (MADDENING) I'm Just A Kid You are very prone to angry outbursts and your anger is powerful and hard to control. Any time you become angry, you must succeed a Self-Control roll or lash out aggressively.

  • 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

    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
    Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
    Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
    Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
    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.

    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: 1
    (Earned: 150 - Spent: 149)
    An itemized record of every Contract, advancement, and more

    Journal
    Timothy Hatcher has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -15 Gifted

    Liabilities

    +12 Glass Jaw
    +6 Short
    +6 Anti-Social
    +6 Compulsive Liar