Momma Ettu
"Poor thing, come inside let momma take care of you."

A 10-Victory Seasoned Contractor played by Redchigh in The Illumination

Momma Ettu is a Storytelling witch who will risk her life to help people. These 'games' are dangerous.

She is 83 years old, and often appears as a grandmother type, with a knit sweater, grey neat hair and small purple hat (and a revolver in her purse).

Momma Ettu lives in The Illumination, a setting where videos of the supernatural go viral every day.













3 Alertness

2 Animals

3 Athletics

0 Brawl

3 Crafts

3 Culture

1 Drive

3 Firearms

4 Influence

3 Investigation

0 Legerdemain

0 Medicine

0 Melee

4 Occult

3 Performance

0 Science

4 Stealth

1 Survival

0 Technology

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


(Momma Ettu is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Large star shaped scar on chest: -1 to social rolls when visible
  • bum left elbow, -2 to rolls using off hand
  • Body 6


    8 Mind



    Near-Death Experience


    (Momma Ettu has no Traumas)


    Assets And Liabilities

    +1 Pathetic: Requires a Brawn rating of 1. Opponents must roll Mind, Difficulty 7 to attack you instead of other opponents in Combat.
    +1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
    Field: Occultists
    +2 Fame: You find it easy to attract the attention of the news or the public.
    Claim to Fame: Travelling occult educator and storyteller
    +4 Rich: You have access to $1,000,000 (or equivalent currency) per Game. Note that moving vast sums of money quickly or discreetly is not always possible.
    +5 Gifted: Start with one Gift.
    -1 Dark Secret: Discovery of your secret may cause legal issues, a curse, a new enemy, or generally used to gain leverage over you.
    Secret: Was responsible for the Nagasaki incident.
    -1 Minor Enemy: Your enemy will eventually try to kill you, although they may struggle to find you, or may take time to train up to be ready to take you on. An enemy at this level is committed but may have limited resources and thus will only make an attempt on the player's life every 5-10 games.
    Enemy: Her sister, Gladys. Never quite as capable (or at least as attention grabbing) as Ettu, she has sworn revenge and blames Momma Ettu for all her own shortcomings in life.
    -1 Soft-Hearted: You must avoid any situation that involves causing someone physical or emotional pain, unless you succeed a Mind roll at Difficulty 8.
    -2 Anachronism: You are at -3 dice to any action that requires you to interact with modern technology.
    -4 Glass Jaw: Any time you suffer an Injury to your head, you have a 50% chance of being knocked out for 1d10 minutes. Take heart; if your allies abandon you to be eaten by monsters, you won't feel a thing.


    Conditions are GM-assigned status effects.

    Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.

    The Illumination
    Cursed by her sister ursed by her sister. Cursed by her sister, jealous of Ettu's success and popularity, sent a cat to do her dirty work. Each time her appearance is complimented, she's effected as a age power
    Drenched in radioactive rain Will surely have a significantly higher chance of cancer


    Circumstances describe your Contractor's situation in various Playgroups.

    Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.


    Momma Ettu is so persuasive, she can convince people they are being deceived by their own memories, and only Ettu can fill in the blanks. He words slot into the memories like lock and key, more often than not to minimize violence...

    Exert your Mind and spend 1 minute to activate. Select a Sapient, Living target within arm's reach. Roll Charisma + Influence at Difficulty 6.

    If you succeed, a specific period of time (up to 1 day long) from your target’s memory is replaced with new memories of your choosing. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

    The period is chosen either by time (i.e. “last friday night”) or by reference to a specific event (i.e. “when the murder occurred”).

    The the target is confronted with compelling evidence that contradicts their memories, they may roll Mind at Difficulty 7. If their Outcome exceeds your Outcome on the initial roll, they realize that their memory for that period was manipulated, but they will not regain their old memories. If they fail, they may still distrust their memory, but they will not suspect manipulation.

    • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
    • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Momma Ettu can verbally summon a 'Bogeyman' by verbally implying one is present and a danger, through story or statement like 'There's a bogeyman in these woods' or 'Ive heard bogeyman... " Etc.

    Immediately after, a medium dog-sized, indistinguishable ball of teeth (think Stephen King's Langoliers) will appear from somewhere out of sight (behind a tree, or around a corner or something when possible, but directly behind them if no other options are available within 15 feet or so). They follow Ettu's lore given during the summons, although she can always change the story. They will always attempt to approach stealthed, and hunt as a predator would- lunging when the target is distracted, when they're spotted, or when they manage to get close enough to catch the target unaware- where they will promptly lunge at the targets throat or chest area.

    Bogeyman are notorious for being able to find you, no matter how far you run. (They can attempt to track people, somehow, despite lack of obvious eyes)

    She was inbued and taught to control and invoke existing spirits by her family as a child. She works with bogeymen because not only are they vicious, but every moment they're under her control, is a moment they're not hunting children to eat.

    Exert your Mind and spend an Action to activate. This Effect cannot be used unless Someone must be around to hear her imply that bogeymen are here.

    Summon a single A toothy round monster, mostly consisting of a giant mouth and tiny body at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

    Minions have 4 Body and can make melee range attacks with 6 dice to attack and +2 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 8 dice.

    Your minion is able to Stealth with a 4-dice pool.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Momma Ettu seems to be on business-like terms with murderous creatures of fear and infanticide.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

    Momma Ettu knows bad things happen to bad people, without fail. The balance always tips, and if her speaking a few words can help it along, so be it.

    By merely mentioning that someone 'has it coming', on success, the target is afflicted with a functionally invisible karmic curse.

    It's just.. the *worst* luck.

    A root easily tripped across, a car that grazes them as they're crossing the street, or perhaps a monkey in a nearby tree haphazardly tossing a coconut-
    The target will find themselves incredibly accident-prone, taking a minor 1 point injury per day, randomly.
    Their 'destiny' is ripped away from them, and it's as though the universe itself is conspiring against them. A bird may fly in front of their fireball as they throw it. They may get accosted by a more of dust blown up their nose and randomly sneeze and interrupt themselves as they try to do a power.

    This does not summon anything new, or create a disease in the target, it just ensures something in the environment will hurt them in a 'freak accidents', a curse on their spirit.

    Exert your Mind and spend an Action to activate. Select a Living target within 20 feet. This Effect cannot be used unless Someone must hear her mention that the target deserves whatever is coming.. Make a Trauma roll when you activate this Effect. Roll Charisma + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

    If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:

    • Magical Miasma: The target’s connection to the world’s mystical energies is weakened. Any time they try to activate an Effect or any kind of supernatural ability, they must roll 1d10 at Difficulty 6, and if they fail, the Effect or ability fails. The Difficulty increases by 1 with every day that passes.
    • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every day that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
    Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

    The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 6, and can be cured by Ritually bathe in clean, clear, natural running water under the light of the moon. (15 minutes).

    This Effect is not obvious, and the only sign you are using an Effect is Speaking with a calm, soothing voice and an intense stare. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    • Successfully diagnosing an affliction also includes information about the treatment method.
    • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Working closely with the negative spirits she normally uses, she has finally refined a method of communicating to more friendly ones..

    If she finds something she needs more information on, she can bury a coin and state it is an offering for the spirits, and a local spirit will enter the item to examine it, and whisper the information on the wind for momma ettu to hear.

    Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. You must use up a silver coin, buried in order to activate this Effect. At the end of your investigation, roll Charisma + Occult at Difficulty 6.

    You learn all the following information about your target:

    • Determine if this Object is Alien in origin or whether it has any Alien energy or outside influences.
    • You may learn how much sentimental value an object has and to whom.
    The quality and specificity of information gained depends on your Outcome.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Momma Ettu makes a relaxing pot of tea, using an ecclectic mix of secrets she's picked up over the past decades.

    Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. You must actively and obviously use teapot making set to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Occult at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to Can't attack anyone except in immediate self defense for the next month. If they violate this rule, your treatment is immediately reversed.

    If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.

    • You can target yourself if you qualify as a valid target by the other requirements.

    Requires conversation and focus, but momma Ettu can add weight to her words.

    Exert your Mind and spend at least one Action to activate. Select a Sapient, Living target within 20 feet. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

    If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

    The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.

    Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Commands can put the target into a potentially self-endangering scenario, including Combat, though you cannot force a target to directly attack themselves. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.

    You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.

    • The target must be able to understand you and must receive your communication for the suggestion to work.
    • Allowed Commands
      • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
      • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
    • You can target yourself if you qualify as a valid target by the other requirements.

    Momma Ettu calls out for Edna, a stern, mildly frustrated voice and an ethereal, transparent image of an older woman, about Ettu's age with long white hair but with sunken eyes and very clearly dead, appears in a ghostly wheelchair a few feet away. The exact wording varies, but tends to be Ettu demanding her chair, Edna refusing, then Ettu attempting to throw Edna out of her chair. If she succeeds then Ettu gets in the chair, and Edna plummets down through the ground and disappears.

    Edna will take her chair back when the effect ends, with a banter like they're old friends or perhaps siblings.

    Edna is a lovely woman that Ettu met during her hospital stay after her heart attack.
    She ended up having to stay quite a while for rehab, and got to know a patient on her floor who turned out to be terminal.

    Children at heart, they tended to prank each other with harmless tricks and gentle bullying.

    Having kept her financial abundance secret, Ettu anonymously ensured her funeral was lavish, and covered the airfare for her relatives to attend. She was able to actually attend as well without being recognized, since it seemed to be in a parallel dimension of some sort.

    Exert your Mind and spend at least two Actions performing the following ritual: Summons the ghost of someone she's met before, complete with their ghostly wheelchair. She pulls them out of the chair, and they fall through the floor, disappearing from sight and Momma Ettu takes the now vacant ghost wheelchair. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

    You can run at four times your normal movement speed for the next hour.

    While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.

    After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
    • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

    Legendary Artifacts

    Sgt. Brown's Dog Tags

    Created by Prototype, given to Momma Ettu.
    These U.S. Military "dog tags" bear the name of Sgt. Emery Brown

    Brown lost his arm fleeing the enemies. He fled into a temple and fell unconscious in a temple when he awoke he still felt his arm though scattered he felt so much more but so much less. Anyone wielding this item may manifest the "Phantom Limb" of Sgt. Brown.

    Purchased off EBAY for $$2.4M

    You gain the following benefits as long as you are wearing this Artifact.

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

    Telekinetic actions have the following restrictions and behaviors:

    • Reactions: You cannot use a Reaction telekinetically.
    • Multiple Items: You can only interact with one thing or take one action at a time.
    • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
    • Unarmed Combat: You are able to deal damage through unarmed attacks, grapples, and thrown objects.
    • Weapons: You cannot wield weapons effectively in combat.
    • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
    • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

    • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.


    Max Encumbrance: 0 pounds.

    On Person

    Armored zip up jacket (1 pt) Purse: fur coat with hood heavy duty crocheting yarn Knitting needles tea kit snubnose revolver (concealed in purse) 5 quickloaders (to reload in a turn) Matches cloth face mask earplugs Firestarter ID credit cards

    In Bag

    Molotov (Bottle of high proof gin and a extra rag) Tarp 2 lb Beef jerky 2 lb dried fruit cooking utensils heating pack nice small metal teapot 3 respirators 1 gas mask tea Fishing line and hooks chalk various books 1 flare gun, 8 flares 2 road flares water purification tablets 1 gallon water Ear plugs long thin ornate knife (for ritual use but no innate powers)

    (Click to toggle Weapons reference)


    Trophies are special objects and equipment.

    Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.

    Contractor Timeline

    10 Victories - 2 Failures
    Remaining: 1 Exp. (Earned: 205 - Spent: 204)
    An itemized record of every Contract, Gift, Improvement, and Experience changes