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Murphy Martin
With a song in their soul.

A 3-Victory Newbie Contractor played by TheSuperChrisb in The Illumination

Murphy Martin is a Eccentric Singer/Songwriter who will risk their life to use their music to heal the woes of the needy and downtrodden.

They are 18 years old, and often appears as a diminutive yet stunning, tanned andryone with brown pixie-cut hair, and soft emerald eyes. They often wear practical clothing such as overalls, t-shirts, and jeans, but aren't afraid to occasionally branch into more formal masculine or casual feminine styles.

Murphy Martin lives in The Illumination, a setting where videos of the supernatural go viral every day. Their journal, Murphy's YouTube Channel, has 4 entries.

Attributes

Brawn

1

Charisma

5

Dexterity

4

Intellect

3

Perception

3

Abilities

1 Alertness

1 Animals

3 Athletics

0 Brawl

2 Crafts

0 Culture

0 Drive

2 Firearms

3 Influence

0 Investigation

1 Medicine

0 Melee

0 Occult

4 Performance

0 Science

0 Stealth

1 Survival

2 Technology

0 Thievery

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

Injuries

(Murphy Martin is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Murphy Martin has no Battle Scars)

Body 6

Penalty

9 Mind

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

Limits

Capture
Atrocities
Murder
Anguish

Traumas

(Murphy Martin has no Traumas)


Inspiration


Circumstances

Famous: Well-known Youtube Popstar
From Assets and Liabilities
You are well-known and generally well-liked by the general public. You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's discretion.

Conditions

From Assets and Liabilities
Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.

Loose Ends

Powers

With a few gentle strums, the target feels all of their ailes slowly fading away. Murphy smiles at them, checking them for any more maladies before putting their guitar away and taking a moment to rest...


Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. You must actively and obviously use Musical Instrument to activate this Effect.

You may cure any single disease or poison afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • You can target yourself if you qualify as a valid target by the other requirements.

After a bit of preparation, Murphy can use their sublime musical skills to put on a short concert that is capable of healing even the most grievous of wounds, assuming that the target will be around to hear the entire performance. The music causes wounds to heal at a rapid pace, making individuals feel fully whole again by the end of the performance. The effects are miraculous, and have the potential to regrow lost limbs and organs.

While recovering in the hospital, Murphy felt unsure of how they might go forward after their first, botched contract. They thought it must be a miracle that they survived, and didn't expect any reward for their near-death experience, as both Alan and Robert did all of the work. They rested for a couple of days, mostly mute other than for the most basic communication with the nurses and doctors. At some point during the first week of recovery, one of the nurses approached them and confirmed that they were the very same musician from YouTube. The nurse told them how much she appreciated the music that they wrote, and how helpful it had been at getting her through the toughest moments of her life. It was at this moment that Murphy remembered why they chose to become a musician in the first place. Part of the joy of creating is being able to share it with the world... and if what you have to share is worthwhile, the world will be better for experiencing it. The nurse would bring her ukulele to Murphy, a loan until they could get back home to their menagerie of instruments. They began to write again, filling pages upon pages with new material, more than they had ever been able to produce in the past. They didn't know it yet, but their wounds would begin to heal at a rapid pace, and the battle scar left by their first contract would disappear without a trace.


Exert your Mind and spend 15 minutes to activate. Select a Living target within arm's reach. You must actively and obviously use A Musical Instrument to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Performance 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.

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

Murphy holds their musical instrument close as their eyes soften. They weave together a sweet melody, a tug on the heartstrings, as the target is suddenly overcome with intense emotion. The target starts to see things more clearly, that perhaps violence was never the answer. However, the experience might be... somewhat stressful for those who don't see things the same way.


Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. You must actively and obviously use a musical instrument to activate this Effect. Roll Charisma + Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Soft-Hearted: Fear of Causing Pain as a Trauma. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.

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

Equipment

Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

Outfit [1 Armor]

  • Baggy grey sweater; underneath
  • Thich denim, ankle-length overalls.
  • White socks and classic converse.

On Person

  • Glock 19 in concealed carry holster
  • Smartphone
  • Pencil and pocket notebook
  • Wallet, keys, pepper spray.
  • 300 dollars in 100s
  • 300 dollars in 20s
  • Pocket Knife
  • Mouth Harp

Padded Gray Ukulele Bag with Backpack Straps

  • Baritone Ukulele
  • Harmonica
  • Ocarina
  • Songwriting Notebook
  • Cough drops
  • Plastic water bottle, strapped to the side
  • 2 extra magazines with 13 9mm bullets each.
  • 3 days MREs
  • Water purification tablets
  • Survival Kit (Waterproof Firestarter, Gas Lighter, strike-anywhere matches, Kindling, Flare gun /w 3 flares, Water purification tablets, three days rations...) in waterproofed case.

At Home

  • 2 sticks of Dynamite.
(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 Gift system.

Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


Contractor Timeline

3 Victories - 0 Failures
Remaining Exp: 0 (Earned: 165 - Spent: 165)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

Murphy Martin has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in The Illumination can post Moves for Murphy Martin.

Assets And Liabilities

Assets

+1 Beautiful
+1 Contortionist
+1 Pathetic
+1 Acute Sense
Sharpened Sense: Hearing
+2 Famous
Claim to Fame: Well-known Youtube Popstar
+2 Focused

Liabilities

-1 Soft-Hearted
-3 Fragile
-3 Gullible