Braf Johnson
Into the great unknown

A 1-Victory Novice Contractor played by shady as a Free Agent

Braf Johnson is a golden age sci-fi character, 1950's sensibilities. who will risk their life to To explore the universe, seek out new life and new civilizations, to make peaceful contact and ensure peace in the galaxy..

They are 33 years old, and often appears as Ruggedly handsome white male, 5-o-clock shadow. Charming, like a hobo that would make a friendly acquaintance with a group of kids in a family movie..

Attributes

Brawn

1

Charisma

1

Dexterity

1

Intellect

1

Perception

1

Abilities

0 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Legerdemain

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

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

Injuries

(Braf Johnson is unharmed)

(Toggle Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Braf Johnson has no Battle Scars)

Body 6

Penalty

3 Mind

Hurt
-1
Injured
-1
Wounded
-2
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Torture
Murder
Atrocities

Traumas

(Braf Johnson has no Traumas)


Source


Assets And Liabilities

Assets
+5 Gifted: Start with one Gift.

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.

Powers

You can shoot the lock on a door with a gun, causing it to break and fall cleanly out the other side, without any shrapnel flying about. The door may now be opened, and cannot be re-locked unless a new lock is installed.


Spend an Action to activate. Select a Doors within 20 feet. Cannot be used on Alien technology.

You may lock, unlock, and/or open your target.

This Gift's level is capped at 2 Gifts and cannot be increased further.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.

Legacy Powers


Equipment

Max Encumbrance: 0 pounds.

glock .20 two extra clips cell phone boots socks jeans tighty wities flashlight headlamp leather jacket leather gloves

Rope Vietnam camo pants, shirt, jacket, canteen, survival kit, astronot blanket Millitary Bag combat knife multi-tool Parkha hat Gas mask Ww1 german helmet taser stun gun mace

(Click to toggle Weapons reference)

Trophies

Artifacts are GM-created objects and equipment.

Examples of Artifacts include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Artifacts 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 - 0 Losses
Remaining: 139 Exp. (Earned: 154 - Spent: 15)

An itemized record of every Contract, Gift, Improvement, and Experience change