Johnny Tarr
Set up the glasses, I'm drinkin this place dry.

A 1-Victory Newbie Contractor played by SeedofEntropy in Pilos

Johnny Tarr is a Drunken Irishman who will risk their life to Live Life to its fullest.

They are 21 years old, and often appears as casually dressed man in slacks and a button up shirt, with a jacket.

Johnny Tarr lives in Pilos, a setting much like our own.. for now.

Attributes

Brawn

4

Charisma

4

Dexterity

4

Intellect

2

Perception

2

Abilities

2 Alertness

0 Animals

4 Athletics

4 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

3 Influence

3 Investigation

0 Legerdemain

0 Medicine

0 Melee

0 Occult

2 Performance

0 Science

0 Stealth

0 Survival

0 Technology

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

Injuries

(Johnny Tarr is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • -1 to all rolls for breath related endurance
  • Body 7

    Penalty

    7 Mind

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

    Limits

    Atrocities
    Murder
    Anguish

    Traumas

    (Johnny Tarr has no Traumas)



    Assets And Liabilities

    Assets
    +1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
    Field: Bars.
    +1 Citizenship: You are an official citizen of the specified country.
    Countries: Irland
    +4 Rich: You have access to $1,000,000 (or equivalent currency) per Game. Note that moving vast sums of money quickly or discreetly is not always possible.
    Liabilities
    -1 Deep Sleeper: You are -2 dice on all rolls if you get less than 8 hours sleep, and are likely to sleep through all but the most jarring events.
    -2 Forgetful: 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.
    -3 Gullible: You are at +2 difficulty to tell or detect any lies. Even when rolling is not involved, you must role-play this Liability.

    Conditions

    Conditions are GM-assigned status effects.

    Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.

    Circumstances

    Circumstances describe your Contractor's situation in various Playgroups.

    Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.


    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • zippo
    • Jean shorts
    • T-shirt
    • Wallet
    • Keys
    • satellite Smartphone
    • phone cord, bus, and 3 charger packs.
    • mobile GPS
    • A pocket knife
    • sunglasses (matsuda)
    • hiking boots
    • bottle of spiced cider "Johnny Jump Up" (98 proof)

    green leather backpack

    • Rain jacket
    • Metal water bottle full of ale
    • Toiletries kit
    • flask of whisky
    • bag of pretzels
    • bag of beef Jerry
    • 3 raw potatoes
    • 6 bottles of water
    • 4 packs Pallmall full flavored 100s.
    • 2l bottle of everclear
    • hammock
    • sunscreen
    (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 Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.



    Contractor Timeline

    1 Victories - 1 Failure
    Remaining: 4 Exp. (Earned: 156 - Spent: 152)
    An itemized record of every Contract, Gift, Improvement, and Experience changes