Hank Lazarus's Power value does not match their spent Gifts! Power Value: 5 Spent Rewards: 4
Hank's life truly ended in 1994, when he killed those children in a drunk driving accident. Nothing he did past that could truly be called living. Nevertheless, his corporeal form persisted 27 more pathetic years, most of them blackout drunk, until he was finally given a shot at redemption by going on missions, accumulating great power, and protecting those who need protecting. He was no better at this than he was at not driving drunk and killing two kids, and is now well and truly dead for his efforts.
He is 50 years old, and often appears as https://as1.ftcdn.net/jpg/00/50/41/58/500_F_50415802_ZYIYmtGrIsk3LIkUyigOeyJpNK9BpGOF.jpg.
Hank Lazarus lives in NC Reborn, a World .
Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and World leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained. For example, lycanthropy may be contagious in one World, but not another.
Circumstances describe your Contractor's situation in various Worlds.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
So long as Hank is drunk, he is able to shrug off attacks like they were nothing.
You have 3 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, but only in effect while drunk. Armor rating is lowered by 1 for each hit taken, but recharges back up after blocking no damage for two successive rounds.
1 Rewards assigned
Hank doesn't like to fight, but sometimes it becomes necessary in order to keep the peace. He is practiced in disarming enemies before they have a chance to do something they'll regret, but can only really get into the flow of a fight when he's had a few drinks.
Passive, always in effect. Unarmed attacks will do +0 more damage. The target's Armor is Reduced to 1/2, rounded up. You can use Dexterity instead of Brawn on Brawl rolls. You may disarm a target upon successfully parrying or grappling them. You may choose to limit the damage of any successful unarmed attack you make.
Hank's baseball glove is a gateway to a small pocket realm which can store baseballs.
You may hold up to 5 Objects in your stash, each no larger than something which Fits Inside A Messenger Bag (10 liters).
Storing or withdrawing items from your Stash requires an Action but has no Exertion cost.
Containers of multiple objects may be stashed only if the objects within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
Hank throws a baseball at the targets head, rendering them stunned and unable to act for a while.
Choose an Animate target within 45 feet, spend an Action, Exert your Mind, and roll Dexterity + Athletics6, contested by the target rolling Mind, Difficulty 6. If you succeed, they take a dice penalty equal to your Outcome for 2 rounds. If their total dice penalty from all sources exceeds their Mind, they are instead stunned for 2 rounds and cannot act. Difficulty
Artifacts are GM-created objects and equipment.
Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the World where they were obtained.
3 Victories - 0 Losses
Remaining: 6 Exp. (Earned: 161 - Spent: 155)
Chuck proves he still has the arm from his golden days.
You're a good man, Hank.