John J Johnson does not have a home Playgroup. They cannot interact with Contractors on their Downtimes. They must choose a Playgroup before their fourth Contract.
A 1-Victory Novice Contractor played by BOMBSHELL2150 as a Free Agent
unmemorable in life. remembered in death.
He is 34 years old, and often appears as a nondescript white male in office casual clothing.
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
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.
John J Johnson drifts away from the conversation and subsequently blends into the scenery as simply another face in the crowd.
It works by brief inattention to his presence causing him to vanish from view. Mr. Johnson feels no change other than a pleasant sensation of freedom through anonymity. While not invisible per se, his existence becomes buried beneath the larger concerns of those around him.
Exert your Mind and spend an Action to obscure yourself. You and any clothes or equipment you are wearing are obscured from [[affected-sense]] for 1 Minute. You cannot re-cast this Power until 1 Hour has elapsed. Entering Combat or being injured ends the effect early.
All mundane attempts to detect you via [[affected-sense]] fail, unless you chose vision. In that case, others must roll to detect you, and all attempts to detect you via mundane means are rolled at +2 Difficulty.
GMs should use their discretion when determining the exact effects of this Power. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.
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.