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Alexander Harding

A 1-Victory Newbie Contractor played by BenGre24 in Sixth history

Alexander Harding is a distraught Canadian lumberjack who will risk his life to become the ultimate powerful enough to revive his wife and daughter and kill those that robbed him of his family.

He is 46 years old, lives in a cabin in Northern Canada, and often appears as a burly, stoic man in a checkered fleece & overalls.

Alexander Harding lives in Sixth history, a setting Where believers and disciples aim to pursue one of many paths to ascension.

Attributes

Brawn

5

Charisma

1

Dexterity

3

Intellect

2

Perception

3

Abilities

3 Alertness

2 Animals

3 Athletics

2 Brawl

0 Crafts

0 Culture

0 Drive

2 Firearms

0 Influence

1 Investigation

1 Medicine

3 Melee

2 Occult

0 Performance

0 Science

0 Stealth

1 Survival

0 Technology

0 Thievery

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

Injuries

(Alexander Harding is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Lost Left 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.)
  • Prolonged Frostbite (Your Penalty is always at a minimum of -1.)
  • Body 8

    Stress

    4 Mind

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

    Limits

    Anguish
    Atrocities
    Capture

    Traumas

  • Selective Mutism You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.

  • Source


    Circumstances

    Outsider
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.

    Conditions

    From Assets and Liabilities
    Nightmares Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
    Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    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.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Penalty does not apply.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    Bounce Back You heal incredibly quickly. Whenever one of your severe Injuries is Properly Stabilized, reduce its Severity by 1. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.

    Loose Ends

    Group of Enemies: The bandits that attacked him and his family

    Imminent Deadly Given by a Liability
    Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

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    Contractor Timeline

    1 Victories - 0 Failures
    Remaining Exp: 6 (Earned: 155 - Spent: 149)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Alexander Harding has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Alexander Harding has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Sixth history can post Moves for Alexander Harding.

    Biography

    • Principle of Winter
    • Principle of Moth

    Assets And Liabilities

    Assets

    -9 Trained Reflexes
    -15 Gifted
    -3 Cat-Eyes
    -6 Clear Conscience
    -6 Tough
    -9 Bounce Back
    -3 Nimble Fingers
    -6 Born Runner
    -0 Seen Things

    Liabilities

    +3 Deep Sleeper
    +6 Mute
    +3 Nightmares
    +9 Outsider
    +12 Group of Enemies
    Name of Group: The bandits that attacked him and his family
    +6 Paranoia