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Kirk Johnson
John Helldiver 2

A 5-Victory Novice Contractor played by Glitchy as a Free Agent

Kirk Johnson is a ex-army corporal who will risk his life to become the ultimate supernatural commander and atone for his sins and right his wrongs with his squadron.

He is 49 years old, lives in a suburban home in Oklahoma, and often appears as a guy with a short stubble lining his chin, clearly later in his years with graying hair; Kirk is slightly underweight and normally wears warm clothing such as long sleeve shirts, jeans, and things of the sort. Normally, Kirk will abstain from wearing army clothing so as to forget about his time in the army. Kirk is a white man with a light tan and weighs around 129 pounds at a height of 5 foot 7 inches. (170cm).

His journal, Logbook, has 10 entries. His Questionnaire has 15 answers.

Attributes

Brawn

3

Charisma

2

Dexterity

4

Intellect

3

Perception

4

Abilities

3 Alertness

1 Animals

3 Athletics

2 Brawl

1 Crafts

1 Culture

1 Drive

2 Firearms

1 Influence

2 Investigation

2 Medicine

0 Melee

1 Occult

0 Performance

1 Science

2 Stealth

1 Survival

1 Technology

0 Thievery

3 (8) Common Sense

2 Dodging

2 Researching

4 Rifles

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

Injuries

(Kirk Johnson is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Lost Hand (Any Actions requiring the affected hand fail automatically. You are -1 to -3 dice on any rolls to perform Actions which require two hands, depending on the Action.)
  • Body 7

    Stress

    6 Mind

    Bruised
    0
    Hurt
    -1
    Rattled
    Injured
    -1
    Worried
    Wounded
    -2
    Alarmed
    Mauled
    -3
    Frantic
    Maimed
    -4
    Delirious
    X_X

    Limits

    Injustice
    Near-Death Experience

    Traumas

  • PTSD Sometimes it feels like you never left. (In response to everyday occurrences that could remind you of your time at war, such as Fireworks, explosions or popping sounds, or similar soldiery situations--roll Self Control. On a failure you will perceive the situation as an imminent threat and respond accordingly--often having some meaningful social impact.)

  • Determination

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Finances: Average
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

    Conditions

    From Assets and Liabilities
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint 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.
    From Earth Unveiled
    Common Sense You possess an elevated level of common sense. On a particular course of action you may ask your common senses if something is a Good Idea or Bad idea, you must make a Mind roll or exert to receive an answer. If you roll a complete success or exert, you receive a "yes" or "no" to whether or not your course of action was a Good Idea or a Bad Idea; you are limited to once per course of action.

    Loose Ends

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    Advancement

    5 Victories - 0 Failures
    Remaining Exp: 10
    (Earned: 206 - Spent: 196)
    An itemized record of every Contract, advancement, and more

    Moves

    Kirk Johnson has made 1 Move.
    Only Contractors in Playgroups can make Moves.

    Biography

    Kirk’s old squadron: - Kirk (rook) - Clips - Leader - Cards — Michigan - Bear — Springdale, Utah, two sons, one in military and other 16 in high school. Wife still alive and remarried. Coward Stepdad seems to be abusive/absent to family. Kirk saved their lives and thus have made peace with Bear. - Coyote

    Assets And Liabilities

    Assets

    -0 Finances: Average
    -12 Jaded
    -6 Born Runner

    Liabilities

    +3 Traumatized
    Trauma: PTSD: Sometimes it feels like you never left. (In response to everyday occurrences that could remind you of your time at war, such as Fireworks, explosions or popping sounds, or similar soldiery situations--roll Self Control. On a failure you will perceive the situation as an imminent threat and respond accordingly--often having some meaningful social impact.)