Nickolai Borisovich Tarasov
"Call me Nick"

A 11-Victory Seasoned Contractor played by therustyy257 in The Illumination

Nickolai Borisovich Tarasov is a superpowered coward who will risk his life to borg himself out.

He is 31 years old, and often appears as 6'8 eastern european with a short beard and a buzzcut, wearing a black turtleneck, kevlar vest, jeans and boots.

Nickolai Borisovich Tarasov lives in The Illumination, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

7

Charisma

4

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

1 Animals

3 Athletics

5 Brawl

0 Crafts

0 Culture

1 Drive

0 Firearms

1 Influence

2 Investigation

0 Legerdemain

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

1 Intimidation

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

Injuries

1
ouch
5
ouch
2
Ouch
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Tigrex tattoo (A thunderous roar that can be heard for up to 6 miles) Made by the one and only Conner Inkz
  • Body 9

    Penalty

    8 Mind

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

    Limits

    Failure
    Near-Death Experience
    Capture

    Traumas

  • It's not a threat, it's a promise - whenever Nik makes a threat, he has to roll mind to not follow through with it.
  • Fear of the dark

  • Willpower


    Assets And Liabilities

    Assets
    +1 Polyglot: You are completely fluent in these languages, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
    Language: Russian Polish Serbian
    +0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    +0 Imbued: After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indominable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
    +3 Trained Reflexes: +2 dice to all Initiative rolls.
    +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: Criminal underworld
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Hearing
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Eyesight
    +2 Clear Conscience: You have +2 dice on all Trauma rolls.
    Liabilities
    -1 Defective Sense: All Perception rolls relying on that sense are +2 Difficulty. Can choose either sight, hearing, or smell.
    Affected Sense: Smell
    -2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).

    Conditions

    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
    Bitten Nick has a nasty scar on his shoulder that didn't seem to heal properly, a grim reminder of one of his jobs. Upon death reanimates at full health with all stats, and attacks mindlessly

    Circumstances

    Circumstances describe your Contractor's situation in various Playgroups.

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

    Powers

    Nickolai uses all of his might to smash his fists together, with enough force to send a shock wave traveling throughout his entire body, hurting him in the process.
    As his monstrous metallic arms make contact with one another, a cacophonous screech of metal fills the room, followed by a mighty roar coming from Nickolai himself, the roar is that of an furious bear. NIckolai puts all of his willpower into that singular roar, as his vision goes red and he gets filled with rage fueled by, in no small amount the pain coursing through his body.

    Following the first roar, another one resounds as if in response, directly behind the target of Nickolai's ire, as a giant semi transparent brown bear comes out of thin air, restraining the target.


    Exert your Mind and spend an Action to activate. Select a target within 20 feet. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Brawn + Animals at Difficulty 6. The target] may contest by Defending or Dodging.

    If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.

    The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Nickolai's legs muscles have been replaced with powerful mechanical counterparts, allowing him to reach inhuman speeds.


    Exert your Mind and spend an Action to activate.

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

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

    If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

    While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

    • 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.

    Nikolai's arms are solid metal. Kind of like Jax from MK, but with nice pattern engravings. He wears a turtleneck and leather gloves to hide his massive guns.He seems to have no feeling in his arms, no pain or tactile sensation. Due to this he has trouble controlling his own strength.The arms seem virtually indestructible, made out of some kind of unknown alloy, light enough for him to operate as if they were normal arms, but also super dense.They do however emit slight biological signatures.


    You gain the following benefits as long as you are engaged in unarmed combat.

    Your unarmed attacks deal +0 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.

    You also gain the following effects:

    • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
    • Brutal Strikes: Any Injury you inflict causes a Battle Scar if you wish, regardless of Severity.
    • Bullet Catcher: You may React to and Defend against firearms and other projectiles.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    No pain


    You gain the following benefits at all times.

    Your Body and Mind Penalties are reduced to 0.

    Huge metal arms dude


    You gain the following benefits as long as you have your Arms.

    Your Brawn rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Brawn (cannot be used on combat rolls or Effect activations).

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Heavy Hitter: Successful attacks made with Brawn will either knock your target back Outcome x 5 feet, or knock them down to the ground. Choose which effect the attack will have prior to rolling for it.
    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.
    • Ham-Fisted: You cannot limit yourself when handling delicate objects or physically interacting with people. You may need to roll Dexterity + Athletics to avoid breaking things or causing unintended injury.

    • If your Arms is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

    Nick smash


    Exert your Mind and spend an Action to activate. Select a Non-Sapient Object within arm's reach no larger than a duffel bag (35 liters). Roll Brawn + Brawl Difficulty 6.

    If you succeed, the target will be damaged, but not destroyed, and it may be repaired. Any attempts to use it will suffer a dice penalty equal to your Outcome.

    When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.

    • The penalty from multiple uses of this Effect will stack, but is capped at -6 total penalty per target.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Punch real hard send a shockwave


    Spend an Action to activate. Select a target within 300 feet. Roll Brawn + Brawl Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.

    This Gift's level is capped at 2 Gifts and cannot be increased further.

    Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.

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

    Crafted Artifacts

    Happy Thoughts

    A coin with a Rook on one side and a pot of gold on the other wrapped in Steel For his incredibly strong friends

    A Solid Gold Coin with a Rook on one side and a Pot of gold on the Other. Patrick has studied the rooks skin piece for a while and has figured out how to combine it into his gold coins. Allowing its users with a little luck to soar like a rook even without wings.


    Exert your Mind and spend at least two Actions performing the following ritual: The User Flips the coin up Calling it as it comes down if correct the artifact activates to activate. This Effect cannot be used unless The User Must Correctly Call the Coin Flip. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You may levitate off the ground at three times your normal walking speed. The effect lasts for the next hour, though you may choose to end it at will.

    Your encumbrance penalty while levitating increases every 50lbs over your limit instead of every 15lbs.

    • Any penalties to dice or movement are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
    • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Leather gloves
    • Bulletproof Smartphone
    • Reinforced climbing rope 2600 pounds break limit (200ft)
    • Voice activated flashlight strapped to his wrist

    In Duffel bag

    • Spare reinforced maglite
    • Steel credit card
    • Reinforced thermal Binoculars
    • Reinforced climbing rope 2600 pounds break limit (200ft)
    • (2)First aid kit
    • (6) 24 hour MRE
    • (2)Pack of 24 500 ml water bottles
    • Bio-hazard suit
    • Full winter gear
    • Reinforced gas Mask
    • (5) 24h air Filter
    • Mine detector
    • Phony documents

    Back

    • Metal collapsible full body riot shield
    (Click to toggle Weapons reference)

    Trophies

    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

    11 Victories - 2 Failures
    Remaining: 3 Exp. (Earned: 208 - Spent: 205)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Biography

    Nikolai Borisovich Tarasov - Nick for brevity, is a Russian immigrant who moved to the US, NYC to be exact, in search of a better life.

    He quickly grasped the English language and became fluent in it.

    He got a Job as a security guard at a night club, and would spend his free time working out and eating fruit snacks.

    Until one day he was given a suspicious looking envelope by someone while standing guard at the club...