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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 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Braf Johnson is unharmed)

(Tap for 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

Atrocities
Murder
Anguish

Traumas

(Braf Johnson has no Traumas)


Source


Circumstances

Circumstances describe your situation.

Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

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

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

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: 139 (Earned: 154 - Spent: 15)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Braf Johnson has not written in their journal yet.

Moves

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

Assets And Liabilities

Assets

+5 Gifted