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John J Johnson
a man walks by and is quickly forgotten

A 1-Victory Novice Contractor played by BOMBSHELL2150 as a Free Agent

This character is dead. RIP

unmemorable in life. remembered in death.

John J Johnson is a easily forgettable middle manager of a box factory call center who will risk his life to hone his natural abilities of being forgettably mundane to a supernatural edge.

He is 34 years old, and often appears as a nondescript white male in office casual clothing.

Attributes

Brawn

2

Charisma

2

Dexterity

2

Intellect

4

Perception

4

Abilities

3 Alertness

0 Animals

2 Athletics

0 Brawl

2 Crafts

2 Culture

2 Drive

2 Firearms

0 Influence

2 Investigation

1 Medicine

0 Melee

0 Occult

0 Performance

2 Science

3 Stealth

1 Survival

3 Technology

1 Thievery

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

Injuries

1
Exertion
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(John J Johnson has no Battle Scars)

Body 6

Penalty

7 Mind

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

Limits

Atrocities
Monsters
Reputation

Traumas

  • fear of faceless things

  • Source


    Circumstances

    Database: employment history
    From Assets and Liabilities
    You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, at their discretion.

    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.

    Loose Ends

    Legacy Powers


    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Wallet
    • Keys
    • Smart Phone
    • Bluetooth earpiece
    • Pack of Gum

    In Bag

    • Firearm (concealed carry .380)
    • Flashlight
    • Road Flares
    • First Aid Kit
    • Nylon Rope (for tying down tarps)
    (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 Gift system.

    Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


    Contractor Timeline

    1 Victories - 0 Failures
    Remaining Exp: 12 (Earned: 154 - Spent: 142)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    John J Johnson has not written in his journal yet.

    Moves

    John J Johnson has made 0 Moves.
    Only Contractors in Playgroups can make Moves.

    Assets And Liabilities

    Assets

    +2 Database
    Access to: employment history
    +1 Cipher