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Crane Wilmoth

A 3-Victory Newbie Contractor played by lunaticwhale in GA5-1921

Crane Wilmoth is a mothman who will risk his life to become the ultimate recluse and get people to leave him alone.

He is 63 years old, lives in Point Pleasant, and often appears as A man with moth-like features.

Crane Wilmoth lives in GA5-1921, a setting where the paranormal work for the government. His Questionnaire has 9 answers.













3 Alertness

4 Animals

3 Athletics

2 Brawl

2 Crafts

2 Culture

0 Drive

0 Firearms

0 Influence

2 Investigation

1 Medicine

1 Melee

4 Occult

0 Performance

3 Science

4 Stealth

4 Survival

0 Technology

2 Thievery

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


(Crane Wilmoth is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • bullet hole in left wing
  • Body 7


    4 Mind





    (Crane Wilmoth has no Traumas)



    Notoriety: People wanting to hunt down the mothman
    From Assets and Liabilities
    You are easily recognized and treated badly by the public at large due to something bad in your past. There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.


    From Assets and Liabilities
    Anti-Social You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    The Hunger: Clothing fabrics You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind damage.
    Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
    Ageless You are not immortal, but the passage of time takes a lesser toll upon you. For every four years that passes, you age a single year.
    Immutable Body Your body is naturally resistant to being reshaped or permanently damaged. You may Exert your Mind to negate any effect that would transform your body against your will (including the Warp Form Effect). All Battle Scars you would receive are one level less severe.

    Loose Ends

    Group of Enemies: Virginia hunter's society

    Present 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

    3 Victories - 0 Failures
    Remaining Exp: 5 (Earned: 173 - Spent: 168)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Crane Wilmoth has not written in his journal yet.


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

    Assets And Liabilities


    -15 Gifted
    -9 Ageless
    -15 Immutable Body
    -3 Avoidance


    +6 Finances: Poor
    +9 Sensitive
    +6 The Hunger
    New Food: Clothing fabrics
    +9 Outsider
    +6 Anti-Social
    +12 Group of Enemies
    Name of Group: Virginia hunter's society
    +6 Paranoia
    +3 Notoriety
    Reason: People wanting to hunt down the mothman
    +6 Scarred
    Scar: bullet hole in left wing