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John Doe

A 1-Victory Newbie Contractor played by keymonster05 in GA5-1921

John Doe is a Runaway within the church who will risk his life to get revenge on all criminals.

He is 19 years old, and often appears as a normal teen, with a hoodie and jeans.

John Doe lives in GA5-1921, a setting where the paranormal work for the government.

Attributes

Brawn

1

Charisma

1

Dexterity

5

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

1 Crafts

1 Culture

0 Drive

0 Firearms

2 Influence

2 Investigation

2 Medicine

3 Melee

0 Occult

0 Performance

0 Science

4 Stealth

3 Survival

0 Technology

2 Thievery

1 Brawl

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

Injuries

(John Doe is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(John Doe has no Battle Scars)

Body 6

Stress

4 Mind

Hurt
-1
Injured
-1
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Betrayal
Capture
Injustice

Traumas

(John Doe has no Traumas)


Source


Circumstances

Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Outsider
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.

Conditions

From Assets and Liabilities
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
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.
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.
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

Dark Secret: The church I live in is full of criminals, and if they find out I hunt criminals, then my life might be over

Moderate Dangerous Given by a Liability
You have a secret. When it gets out, there will be immediate and significant consequences for you.

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Advancement

Newbie
1 Victories - 0 Failures
Remaining Exp: 5
(Earned: 155 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
John Doe has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Biography

John's family was killed when he was young, and he has lived on the run ever since. With no legal documents, he has to live in a church for shelter. Living purely off of church donations, John would do anything to get out of that life. Anything other than crime that is.

Assets And Liabilities

Assets

-9 Trained Reflexes
-15 Gifted
-15 Immutable Body

Liabilities

+6 Finances: Poor
+3 Illiterate
+3 Dark Secret
Secret: The church I live in is full of criminals, and if they find out I hunt criminals, then my life might be over
+9 Outsider
+6 Paranoia