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Philip Beauregard
Stuff Happens, Deal With It

A 2-Victory Newbie Contractor played by shotgunwizard22 in Sunken Dreams

Philip Beauregard is a Veteran Bound to a Magical Artifact who will risk his life to Draw upon the Artifacts full power and correct his flawed form.

He is 38 years old, and often appears as an older man with brown, longish hair and a short beard, they have blue eyes and their right arm is missing, replaced with a clawed gauntlet that reaches almost to their shoulder.

Philip Beauregard lives in Sunken Dreams, a setting with recent occurrences of the supernatural. His journal has 6 entries.

Attributes

Brawn

5

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

3 Brawl

2 Crafts

0 Culture

2 Drive

3 Firearms

1 Influence

3 Investigation

1 Medicine

0 Melee

1 Occult

0 Performance

0 Science

2 Stealth

2 Survival

1 Technology

0 Thievery

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

Injuries

(Philip Beauregard is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Missing Arm (You are -2 to -4 dice on any rolls to perform Actions which require two hands, depending on the Action. Athletics rolls are made at +1 Difficulty.)
  • Body 8

    Penalty

    7 Mind

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

    Limits

    Anguish
    Betrayal
    Capture

    Traumas

    (Philip Beauregard has no Traumas)


    Arcanum


    Circumstances

    Respected Expert: Military
    From Assets and Liabilities
    You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.

    Conditions

    From Assets and Liabilities
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

    Loose Ends

    Powers

    The Claw of Akhekh creates a sort of burrow within its Wielders body, allowing them to withdraw it inside of themselves in order to hide it. This hole can be expanded by the magical nature of the claw, as its living metal continually reinforces the body of the Wielder.


    Spend a Free Action to activate.

    You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 1 things at a time.

    • Containers which hold multiple things may count as a single item so long as the things 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.
    • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
    • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

    Legendary Artifacts

    Claw of Akhekh

    Created and held by Philip Beauregard.

    The Claw of Akhekh is an old Gauntlet that magically bonds to a host, taking the place of their right arm. It is made of a strange living metal, and is similar in shape to the claw of a dragon. It possesses numerous mystical abilities, including the power to stretch and warp its shape, extending over 30 feet from its wielder. It is intelligent, capable of independent action from its wielder, but can be controlled through the magical bond it creates, as well as feedback from the tendrils it extends into the body of its wielder. The Gauntlet can remove its tendrils from the Wielders body and be removed, but this removes the benefits it grants to the Wielder.


    You gain the following benefits as long as you are wearing this Artifact.

    You gain an additional limb that functions as a standard human arm and hand.

    Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

    Your extra appendage can stretch to reach an additional 30 feet.

    Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

    The Claw of Akhekh is a powerful weapon, capable of tearing through flesh and armour with ease. The strengthened bond with its Wielder allows it to draw on arcane energies the Wielder isn't using to strengthen its strikes.


    You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.

    Your unarmed attacks deal +4 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.

    You also gain the following effects:

    • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
    • Bullet Catcher: You may React to and Defend against firearms and other projectiles.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Equipment

    Max Encumbrance: 0 pounds.

    Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

    On Person

    • Reinforced Clothing (+2 armour)
    • Gloves
    • Wallet
    • Keys
    • Smartphone
    • Claw of Akhekh
    • Hunting Rifle
    • Ivory Tooth (https://www.thecontractrpg.com/powers/view/history/p/2992/)
    • Iron Filings
    • Salt
    • Holy Water
    • Silver Knife
    • Cross
    • Lighter

    Army Camo Duffel Bag

    • Duct Tape
    • 30 foot Rope
    • Flashlight
    • 4 MRE's
    • Water Bladder (2L)
    • Multitool (Screwdriver, Lockpick, Pliers, Knife, Corkscrew, Scissors, Saw, Wirecutters)
    • Advanced First Aid Kit
    • Bible
    • Ouija Board
    • Kindling
    • Electrical Wire
    • Electrical Tape
    (Click to toggle Weapons reference)

    Trophies

    Trophies are special objects and equipment.

    Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

    Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


    Contractor Timeline

    2 Victories - 0 Failures
    Remaining Exp: -17 (Earned: 166 - Spent: 183)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Philip Beauregard has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Sunken Dreams can post Moves for Philip Beauregard.

    Biography

    A soldier in the American armed forces for over a decade, Philip distinguished himself as a field engineer, having a knack for getting his work done fast while under pressure. Eventually, his famed speed caught up to him, and an accident with a mine that he tried to rush through dealing with took his right arm, as well as his career. Fortunately, that same accident led him to unearth a mysterious clawed gauntlet, made from shifting metal, that bonded with his stump and took the place of his arm. Now, with no real purpose to his life, Philip seeks to learn the secrets of this strange new arm, and recreate himself as a new, better man.

    Assets And Liabilities

    Assets

    +1 Acute Sense
    Sharpened Sense: Hearing
    +1 Acute Sense
    Sharpened Sense: Sight
    +1 Respected Expert
    Field: Military
    +5 Gifted

    Liabilities

    -2 Vengeful
    -3 One Arm