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John Almar

A Newbie Contractor played by Aziel in First time Crontractors

John Almar is a calculating sovereign citizen who will risk their life to become a transdimensional anomaly and end all governments.

They are 22 years old, live in Bayview, San Fransisco, and often appears as Tall, slandered black man with mid long locks, a white tank top and a blue jean.

John Almar lives in First time Crontractors, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

2

Charisma

2

Dexterity

2

Intellect

4

Perception

3

Abilities

3 Alertness

1 Animals

2 Athletics

0 Crafts

4 Culture

1 Drive

2 Firearms

2 Influence

2 Investigation

1 Medicine

3 Melee

1 Occult

1 Performance

0 Science

1 Stealth

4 Survival

1 Technology

1 Thievery

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

Injuries

(John Almar is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(John Almar has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Anguish
Injustice
Sin

Traumas

(John Almar has no Traumas)



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.

Illicit Supplier: armory
From Assets and Liabilities
Through some illegal means, you have reliable access to a certain type of material others don’t. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside)

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
Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.

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: -1
(Earned: 150 - Spent: 151)
An itemized record of every Contract, advancement, and more

Journal
John Almar has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

John Almar has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-3 Cat-Eyes
-6 Illicit Supplier
Stockpile Type: armory
-3 Lanky
-6 Born Runner

Liabilities

+3 Deep Sleeper