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Sir Whiskers III
Lost Knight

A Newbie Contractor played by TaytheTimeTraveler as a Free Agent

Sir Whiskers III is a Knight turned Cat who will risk his life to become a unstoppable force and Instill Roger Siegram as the Rightful King of this nation, and Reform the Knights of the Round Table.

He is 2 years years old, lives in the suburbs, of Alexandria, Virginia, and often appears as a maine coon cat, brown tabby verient, fur well groomed, and a few scars across his body.

Attributes

Brawn

1

Charisma

4

Dexterity

5

Intellect

2

Perception

2

Abilities

3 Alertness

2 Animals

2 Athletics

2 Brawl

0 Crafts

2 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

4 Melee

2 Occult

0 Performance

0 Science

0 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

(Sir Whiskers III is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Sir Whiskers III has no Battle Scars)

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
Near-Death Experience
Old-Fashioned

Traumas

(Sir Whiskers III has no Traumas)


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.

Imprisoned: Owned by Roger Siegram, someone not involved in Contracts
From Assets and Liabilities
You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.

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.
Nightmares: His last moments as a knight; his dying battle 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.
Pathetic You are so pathetic, no one takes you seriously as a threat. As long as your Brawn rating is 1, opponents must roll Self-Control to attack you instead of other targets in Combat.
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.
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
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.
Animal You have the body of an animal. You are not capable of fine object manipulation, using equipment made for humans, or speaking a human language. You have no human legal status. Your form may impart other benefits or drawbacks depending on your species. Benefits are limited to a +3 dice bonus to one or two Actions your species is specifically adapted for (e.g. a chameleon blending in, a bloodhound tracking something by scent). You use your sheet’s stats as normal.
From Illuminated Earth
Cat. You are a Cat. +3 Dice to Stealth, +3 Dice to Investigation / "Searching"

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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Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: 0 (Earned: 150 - Spent: 150)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Sir Whiskers III has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Sir Whiskers III has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Biography

Sir Henry, was a knight of Camelot, fighting for his king Arthur, the one true king, and wielder of Excalibur, He was doing one battle for his king with brothers in arms against their greatest foe, this foe was Sir Mordred, the battle was led by Arthur himself and was going well until one blow struck Sir Henry Dead, he didn't know if the battle was won, but one could hope. But soon after Henry wakes up, from what he can tell he is in a cage, but everything looked weird, he thought he must be injured still, but he knew something was weird when he realized his body was not his own, it was the body a Cat. Something else was to happen soon someone would save him from this jail. That day Roger Siegram came to adopt a cat, and after his first interaction he knew he wanted Henry, and as Fate would have it He was named like a knight too, Sir Whiskers III, Henry didn't know who the first three Sir whiskers were (there weren't any), but he accepted his knew name and knew from that moment he thought this man must be god sent from heaven himself. That was wrong though as Sir Whiskers would learn, Roger was an avid collector of medieval memorabilia, and had read many stories about this, it could even be the reason Sir Henry was summoned to this time. After being granted access to roam free from his house, and Sir Whiskers would soon learn about the state of this world, King Arthur is dead and long gone from this world, and there is much newer technology that is frightening to see. Sir whiskers came to think perhaps Roger Siegram was instead the rightful king, instead, Roger just needs to his sword Excalibur. So whiskers lived, for two years as a cat, battling others in the neighborhood, honing his skills. Even manifesting some leftover magic from his reincarnation, to speak to people, though they seem to ignore him as he is.

Assets And Liabilities

Assets

-9 Trained Reflexes
-15 Gifted
-3 Pathetic
-3 Cat-Eyes
-3 Beautiful

Liabilities

+6 Short
+3 Nightmares
Subject: His last moments as a knight; his dying battle
+9 Imprisoned
Manner of Imprisonment: Owned by Roger Siegram, someone not involved in Contracts
+9 Animal