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Paul "Wall" Johnson

A Newbie Contractor played by lunaticwhale in The Others

Paul "Wall" Johnson is a wall who will risk his life to become the ultimate stalwart defender and stop harm.

He is 50 years old, lives in Liverpool, and often appears as A man who is a wall.

Paul "Wall" Johnson lives in The Others, a setting where superhero teams compete for fame while fighting villains.

Attributes

Brawn

5

Charisma

2

Dexterity

1

Intellect

2

Perception

3

Abilities

2 Alertness

0 Animals

3 Athletics

0 Crafts

1 Culture

0 Drive

0 Firearms

3 Influence

0 Investigation

0 Medicine

5 Melee

2 Occult

0 Performance

0 Science

4 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

(Paul "Wall" Johnson is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Leg (You move at one-quarter movement speed with a prosthesis or aid. You cannot Dash or Sprint.)
  • Body 8

    Stress

    5 Mind

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

    Limits

    Anguish
    Atrocities
    Murder

    Traumas

    (Paul "Wall" 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.

    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

    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.

    From Assets and Liabilities
    Lifesaver You cannot bear the guilt of taking a life. Requires the Murder Limit. In addition to murder, if you are ever responsible for someone else's death, either through action or inaction, make a Trauma roll.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Wall- movement and manoeuvrability is somewhat impaired due to size
    Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity rating is 1.
    Tough You can function under intense pain. Stress from Injuries is reduced by 2.
    Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.
    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

    Loose Ends will cause problems for you if you don't tie them up.

    Examples of Loose Ends include enemies, debts, evidence, and promises.

    All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

    You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: -19
    (Earned: 150 - Spent: 169)
    An itemized record of every Contract, advancement, and more

    Journal
    Paul "Wall" Johnson has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Paul "Wall" Johnson has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    -15 Gifted
    -0 Finances: Average
    -9 Ageless
    -6 Tough
    -3 Convenient Klutz
    -15 Immutable Body
    -6 Pack Beast

    Liabilities

    +4 Lifesaver
    +9 Movement Impaired
    Impairment: heavy wall
    +9 Supernatural Condition
    Supernatural Condition: Wall- movement and manoeuvrability is somewhat impaired due to size