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Francis Frederick Fallow

A Newbie Contractor played by CreepKit in GA5-1921

Francis Frederick Fallow is a professor of history who will risk his life to become a Find joy and learn about the world.

He is 85 years old, lives in a small cottage in Cambridgeshire, and often appears as An old man, white hair with a bald patch in the middle. He wears a stripy polo shirt with suspenders and glasses. Also is in a wheelchair.

Francis Frederick Fallow lives in GA5-1921, a setting where the paranormal work for the government.

Attributes

Brawn

2

Charisma

3

Dexterity

3

Intellect

5

Perception

1

Abilities

0 Alertness

2 Animals

0 Athletics

3 Crafts

5 Culture

1 Drive

5 Firearms

3 Influence

3 Investigation

3 Medicine

1 Melee

0 Occult

0 Performance

3 Science

2 Stealth

3 Survival

0 Technology

3 Thievery

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

Injuries

(Francis Frederick Fallow is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Paraplegia (You cannot effectively move without a wheelchair or other bulky mobility device.)
  • Body 6

    Stress

    9 Mind

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

    Limits

    Atrocities
    Murder
    Monsters

    Traumas

    (Francis Frederick Fallow has no Traumas)



    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.

    Respected Expert: Human History
    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.
    Finances: Comfortable
    From Assets and Liabilities
    Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract.
    Imprisoned: Old People's Home
    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
    Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
    Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
    Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
    Defective Sight You have trouble seeing things accurately. All Perception rolls which involve sight are at +2 Difficulty, and rolls which involve aiming at a target are at +1 Difficulty (this includes ranged combat, as well as called shots in melee combat).
    Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
    Giftless: On a little visit to the doctors, for a check up You have some pressing issue which forces you to spend your rewards from Contracts on simple survival. You cannot receive Gifts, or spend Gift or Improvement points.

    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
    Francis Frederick Fallow has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Francis Frederick Fallow has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    -3 Respected Expert
    Field: Human History
    -9 Daredevil
    -6 Finances: Comfortable
    -3 Oblivious

    Liabilities

    +9 Gullible
    +9 Movement Impaired
    Impairment: Wheelchair
    +9 Imprisoned
    Manner of Imprisonment: His House
    +6 Forgetful
    +6 Defective Sight
    +30 Giftless
    Gifts must be spent on: On a little visit to the doctors, for a check up