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Benoit Beaumont

A 2-Victory Newbie Contractor played by lunaticwhale in GA5-1921

Benoit Beaumont is a mime who will risk his life to become the ultimate hitman and move up the ranks in the Corsican mob.

He is ?? years old, lives in all over the place, and often appears as a mime in a black suit.

Benoit Beaumont lives in GA5-1921, a setting where the paranormal work for the government. His Questionnaire has 6 answers.













2 Alertness

0 Animals

2 Athletics

2 Brawl

0 Crafts

0 Culture

1 Drive

4 Firearms

0 Influence

2 Investigation

1 Medicine

0 Melee

0 Occult

0 Performance

0 Science

3 Stealth

0 Survival

0 Technology

2 Thievery

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


(Benoit Beaumont is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Benoit Beaumont has no Battle Scars)

Body 6


6 Mind





(Benoit Beaumont has no Traumas)



Respected Expert: Hitman
From Assets and Liabilities
You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
Finances: Comfortable
From Assets and Liabilities
Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract.
Database: Corsican mafia
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.
Illicit Supplier: Armoury
From Assets and Liabilities
Through some illegal means, you have reliable access to a certain type of material others don’t. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside)


From Assets and Liabilities
Mute You cannot speak. You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
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.
Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Bio-mime
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Focused You’re cool under pressure. Stress from Mind Damage is reduced by 2.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
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.
Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.

Loose Ends

Group of Enemies: Corsican police force

Imminent Deadly Given by a Liability
Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.


Contractor Timeline

2 Victories - 0 Failures
Remaining Exp: 5 (Earned: 166 - Spent: 161)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Benoit Beaumont has not written in his journal yet.


Benoit Beaumont has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for Benoit Beaumont.

Assets And Liabilities


-3 Respected Expert
Field: Hitman
-3 Contortionist
-3 Nimble Fingers
-6 Focused
-6 Finances: Comfortable
-6 Database
Access to: Corsican mafia
-6 Clear Conscience
-6 Illicit Supplier
Stockpile Type: Armoury
-9 Trained Reflexes
-12 Jaded
-15 Gifted


+6 Mute
+6 Vengeful
+12 Group of Enemies
Name of Group: Corsican police force
+6 Compulsive Liar
+9 Supernatural Condition
Supernatural Condition: Bio-mime
+6 Delusions of Grandeur