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Doc Henry Holliday

A Newbie Contractor played by Noah as a Free Agent

Doc Henry Holliday is a modern cowboy who will risk his life to become a master duelist and become the best duelist to ever walk the earth.

He is 26 years old, lives in Greenville, Tennessee, and often appears as a young man donning a black cowboy hat, a red vest, and a brown mustache.

Attributes

Brawn

3

Charisma

2

Dexterity

4

Intellect

2

Perception

4

Abilities

3 Alertness

2 Animals

2 Athletics

1 Crafts

0 Culture

2 Drive

5 Firearms

0 Influence

0 Investigation

0 Medicine

2 Melee

0 Occult

0 Performance

0 Science

1 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Doc Henry Holliday is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Doc Henry Holliday has no Battle Scars)

Body 7

Stress

5 Mind

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

Limits

Anguish
Atrocities
Failure

Traumas

(Doc Henry Holliday 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.

Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

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
Delusions of Grandeur You believe yourself to be the very best, one of the elite, superior to anyone else you meet. You must succeed a Self-Control roll in order to believe something or take an action which contradicts this delusion.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
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.

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: 6
(Earned: 150 - Spent: 144)
An itemized record of every Contract, advancement, and more

Journal
Doc Henry Holliday has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Doc Henry Holliday has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-9 Trained Reflexes
-0 Finances: Average
-6 Focused

Liabilities

+6 Delusions of Grandeur