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Mark Collins
"Everyone here is a hero today. Not as much as me, clearly, but nonetheless. I'm proud of you all."

A 15-Victory Seasoned Contractor played by Redchigh in Maelstrom

Mark Collins is a Friendly neighborhood superhero who will risk their life to Understand their Origins and Protect the Weak.

They are 21 years old, and often appears as a huge super-muscular dude with a friendly, midwestern accent.

Mark Collins lives in Maelstrom, a setting where videos of the supernatural go viral every day. Their journal has 12 entries.

Attributes

Brawn

6

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

1 Animals

6 Athletics

6 Brawl

3 Crafts

0 Culture

2 Drive

0 Firearms

3 Influence

3 Investigation

0 Medicine

3 Melee

0 Occult

2 Performance

3 Science

2 Stealth

2 Survival

1 Technology

0 Thievery

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

Injuries

(Mark Collins is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • big ass hands (-3 dice to actions requiring fine finger dexterity. Some actions, like turning a key, picking up something small, or using a gun with a covered trigger are simply impossible or would take some time at best.)
  • Broken ribs, reduced lung capacity (Penalty to holding breath)
  • Body 8

    Penalty

    7 Mind

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

    Limits

    Injustice
    Lifesaver
    Murder

    Traumas

  • Compulsion to follow things through and not flee or surrender.

  • Valor


    Circumstances

    Illuminated, confirmed Witnessed and recorded saving a bachelorette party by pulling their limo away from a cliff. Also circumstantial / eyewitness evidence that he killed a kracken
    Average Finances
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Famous: 'Boise Superhero' and 'The Kraken Killer'
    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.
    Respected Expert: Boise Superhero / The Kraken Killer
    From Assets and Liabilities
    You are highly respected and influential within a given field or industry. Just about anyone in emergency services will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
    FBI Surveillance
    Given by Strazhari
    Mark is being watched by the FBI, having been linked to Supernatural Murders. The FBI keeps tabs on Mark, has covertly GPS tagged his car & tapped his phone.
    Point of Contact: American Werecreature Shadow State
    Given by leonvanderblight
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. For as long as you possess a Kevin Friendship Bracelet, the citizens and officials of this shadow state consider you an ally. They are not willing to reveal their presence to the public nor disclose the location of their colonies, and they are vigilant about not being recorded or tracked in any way. Once per Downtime and Contract, they can pull on their vast network to provide you with shelter, werecreature info, supplies, and/or send a guide who knows the area extremely well. In urban areas, their support is a phone call away. In wilderness areas, you can set up a symbol on the ground using anything on hand. It may take time for a wereraven to see, but it will convey that you're an ally and bring a wereperson to discuss what you need.
    Bound by Oath: Knights of Equestria
    Given by leonvanderblight
    “We as Knight of Equestria promise to always come to another Knights aid if we are able and to never betray the Knights of Equestria on threat of death unless doing so would betray your morals of stopping crime and not murdering without good cause.” If the oath is broken, it will inflict instant Death from the enhancement on pain of death. As a alicorn comes and reaps their head with a scythe held in it's mouth.

    Conditions

    From Assets and Liabilities
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
    Bounce Back You heal incredibly quickly. Your stabilized Injuries heal 4 Severity levels per month instead of the standard 2.
    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.
    From Maelstrom
    Mark of the Crypt "While pursuing a path of malicious brutality via your own free will, your Lifesaver and Murder limits are replaced with Failure and you gain +2 dice to Mind Resistance Rolls. As you pursue this side of yourself, the benefits of this effect will grow, but so too will the strength of the spirits that you have claimed."
    Endocrine Cancer Mark has been diagnosed with an aggressive cancer attacking his endocrine system. This Cancer is in part responsible for Mark's Powers - if a Power is used to cure it, it will supress Mark's Powers until he chooses to "throw off" the effect, bringing the cancer back.

    Loose Ends

    Endocrine Cancer

    Distant Fateful Given by Strazhari
    Mark has an aggressive form of cancer directly related to his superhuman stature - see the related Condition.

    Powers

    Marks caught a few villians in his day, and one thing they always seem to have in common is they never shut up.
    He's learned how to conversationally 'push their buttons' and make them talk.
    So far, the most reliable way has been to talk about himself, to instigate their inevitable sense of competition.
    It takes constant conversation, so when Mark mentions his relavent truths, their target does too.
    Preferably in the form of a back and forth gloating/determination sort of thing.

    Examples:

    "I'm Mark Collins, fighter of injustice, protector of the weak. I'm here to stop you! " (flexes in superhero pose)

    "It's too late, Mark!" (laughs maniacally) "You'll never find the bombs in time!" (Shows him live feed of the city.) "Watch your public failure with me! The world will know my name! ZOXOB!"

    "If you have to look along the shaft of an arrow from the wrong end, if a man has you entirely at his mercy, then hope like hell that man is an evil man. Because the evil like power, power over people, and they want to see you in fear. They want you to know you're going to die. So they'll talk. They'll gloat. They'll watch you squirm. They'll put off the moment of murder like another man will put off a good cigar. So hope like hell your captor is an evil man. A good man will kill you with hardly a word."
    Terry Pratchett


    Exert your Mind (unless The target thinks they have the upper hand) and spend one minute to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. At the end of your investigation, roll Brawn + Influence at Difficulty 6.

    You learn all the following information about your target:

    • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences.
    • You learn the target's name, nicknames, screen names, and aliases.
    • You learn Their master plan/immediate personal goal.
    • You determine any major weaknesses that the target might have.

    The quality and specificity of information gained depends on your Outcome. For any information you learn about your target, the corresponding information about you is shared with them.

    Any information you gather is A spoken conversation and made publicly available. This also includes any information the target learns about you.

    • Weakness Must be things that are systemed around. For example, silver for a werewolf. Not general like "she's bad at fighting".
    • You can target yourself if you qualify as a valid target by the other requirements.

    Together with Mark's grit power, Mark resembles bodybuilders that probably went a little too far.

    His bones are 3x denser than a normal human, but even his skin seems highly resistant to damage, allowing him to rip, tear, and lift things far beyond human limits.

    One of the first things to kick in with the genetic cocktail that is Mark Collins, his father convinced him to keep his hefty brawn a secret. In fact, he had quite the sheltered life alone with his dad on the farm in Iowa.


    You gain the following benefits at all times.

    Your Brawn rating is increased by 1. 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).

    You also gain the following effects:

    • Beast of Burden: You may carry up to 50lbs per point of Brawn with no Penalty, and your Penalty when over-encumbered is -1 per 50lbs over this limit.
    • Champion of the Caber Toss: You may lift an additional 1500 pounds per point of Brawn beyond 5, and may throw items up to this weight with a Brawn + Athletics roll, to a distance of Outcome x10 feet. If this makes you Encumbered, you may still move at 5 feet per Round.
    • 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.
    • High Constitution: You gain +2 dice to any Body resistance rolls. Any failed or botched Body rolls will instead give an outcome of 1.
    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

    His knuckles have become hardened, and his biceps and triceps have doubled in size.
    A fan of comic books, Mark knew he had to learn to fight. He tends to fight like classical superheroes, just because he hasn't been taught any different- leaning hard on brutal strength and speed rather than skill or finesse.

    Mark's unique genetics kicked in at a young age, though it was nearly his late teenage years before he actually started practicing combat and fighting, visiting a community boxing club.

    First thing he learned was how to not break them.
    Second was how to not destroy the gloves.


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

    +2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Bonus Damage Weapon Damage (instead of -1). The target's 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 Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
    • Disarm: If you successfully Defend or Clash with a melee attack, you may take possession your opponent’s weapon or launch if up to 35 feet away.
    • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.
    • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated.
    • Transcendence: You may Exert your Mind to Defend against any number of incoming Attacks this Round as a Free Action. While active, you can only Defend against attacks directed at yourself. When Defending against a mob using the Mob Combat rules, their Attack does not gain the normal Outcome bonus.

    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Upon exposure to air, some peculiar cells in Mark's bloodstream will revert into stem cells, and plug into the wounds, allowing them to heal over time.

    'Shallower' wounds tend to heal slower than grievous injuries.


    You gain the following benefits at all times.

    Any Injury you receive from a source other than Punches/kicks heals quickly, reducing its Severity by one level every 6 hours, starting once it becomes stabilized. You may also Exert your Mind and spend an Action to reduce the Severity of a single stabilized Injury by 1. Does not affect Injuries suffered as an activation cost for Effects.

    Battle Scars caused by your Injuries are also healed when the Injuries that caused them regenerate.

    Injuries you receive from Punches/kicks are increased in Severity by 1.

    • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

    superman style hearing and seeing


    Exert your Mind and spend an Action to activate.

    Your senses are enhanced in the following way. Lasts for three hours.

    • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
    • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.
    • Hearing: You automatically know the origin location of any sound you hear, and you can tell which Action caused the sound.

    Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.

    The adrenaline boosts have had a visible impact on Mark's physique, as impressive as it was before- sliding from athlete, to full on bodybuilder.

    His nerve system's don't seem to transfer pain like ours, deadening the sensation, but also producing vast quantities of adrenaline- enough to kill a man who didn't have the body Mark does.

    His adrenal glands are also swolen and deformed, capable of much higher outputs than normal.


    You gain the following benefits at all times.

    Your Body and Mind Penalties are reduced to 0.

    While Incapacitated, you may Exert your Mind to take a single action.

    If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

    Certain cells in Mark's bloodstream are able to revert themselves into stem cells to patch wounds, repair neurons, and keep him functioning, albeit barely.


    You gain the following benefits at all times.

    If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

    If, while you are unconscious, your wound level rises above your rating in Body + twice your Brawn, or if you take an Injury with Severity greater than twice your rating in Brawn, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

    Possession of this Power grants the following Trauma at all times: Compulsion to follow things through and not flee or surrender.

    Marks body is becoming more and more conditioned for excruciatingly hard impacts and sudden bursts of muscle tension.

    His aim is nearly flawless, but it's very difficult for him to adjust his trajectory significantly without a lot of effort. He can't turn on a dime, reverse, or stop unless he has something to hold onto or kick off of, but he is very good at landing-
    Despite the crater he leaves at impact of great height.


    Exert your Mind and spend an Action to activate. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.

    You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

    You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Mark can throw big things better now- his hands and fingers have swollen still, almost like bricks.


    You gain the following benefits as long as you are engaged in combat with thrown weapons.

    +2 dice to all rolls utilizing thrown weapons.

    Possession of this Power grants the following Battle Scar: Swollen fingers, -3 dice to actions requiring fine finger dexterity. Some actions, like turning a key, picking up something small, or using a gun with a covered trigger are simply impossible or would take some time at best.

    You also gain the following effects:

    • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
    • Nobody Tosses A Dwarf: Anything you can lift, you can throw a normal distance. Any encumbrance penalty applies to this roll.

    Crafted Artifacts

    Pony Feast Trough

    Created by Kevin Sparkles, given to Mark Collins.
    Kevin has crafted A 5 foot by 2 foot Trough that allows his customers to turn into pony’s so they can eat like a pony.

    Kevins freinds now have the ability to reveal their inner Pony OC. He hopes this allows his freinds to delve deeper into themselves and find their own inner pony.


    Exert your Mind and spend an Action to activate.

    You transform into A Horse for one hour or until you choose to end the Effect. You cannot transform into a flying creature. See the Extended System text for stats.

    While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. The equipment you are wearing does not transform with you.

    Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

    While transformed, you may speak and use any Influence or Communication Powers you posses.

    While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

    • Creature Stats
      • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
      All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.

    Mark's SuperCoat

    Created by Leon Vanderblight, given to Mark Collins.
    A Jacket with a big ole superman style C that stands for consequences as a note in the pocket will tell him.

    An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.


    Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.

    You are transported directly to the chosen Location. You must wait an hour before activating this effect again.

    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.

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

    Consumables

    1

    Upon eating said food, the consumer body will start to morph and almost mutate. Slowly bending and bubbling until they gain the mutation. The food itself is stored in these qi bubbles and is then shrunken and compressed. Upon squeezing the bubble, the food slowly expands and become a full bowl/dish of the food. The food generally looks extremely appetizing.

    Can only be used on the consumer


    Use up this Food based on ingredients , Exert your Mind, and spend eight hours to activate. Select a Living target within arm's reach. The target can easily Resist.

    You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

    • Specialized: You receive +2 dice to a particular non-combat Action.
    • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
    • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
    • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
    • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
    • Zippy: Your Free Movement is increased by 10 feet.

    The augmentations you provide are not outwardly visible nor obvious.

    • This consumable is destroyed when used and cannot be used again.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • You can target yourself if you qualify as a valid target by the other requirements.
    1

    A Pill that smells like dried squid/cuttlefish/octopus. Taste like roasted really good Starfish. Upon consuming, The Qi in pill dissipates the pill slowly. The Qi may react with the body specially and instead of consuming the pill, the pill will force itself out of your mouth.
    The consumer will feel their scar rearranging itself and it is very visible as it heals.


    Use up this Golden Pill (unless you succeed on 1d10, Difficulty 7) and spend an hour to activate. Select a Battle Scar on yourself to treat.

    The treated Battle Scar will heal over the course of the next week.

    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.

    • This consumable is destroyed when used and cannot be used again.
    1

    A brown pill that smells oddly fragrant. Upon eating, it's taste ranges from a wide array of food, from bbq to ramen to sushi to cake, depends on the person favorite food.

    This pill was made by Bu Fang using a mix of his knife skills and few Chinese medicine knowledge and Qi ability. He uses certain Chinese medicine like specific aged ginseng roots to slowly release the effects and chops the ingredients up then uses Qi to compress it into a pill.
    The fragrance changes from person to person based on their favorite food as its ingredients contain a multitude of food variety.


    Use up this Brown Pill Ball (unless you succeed on 1d10, Difficulty 7) and spend an Action to activate. Select a target within arm's reach.

    For the next 24 hours, your target does not require any food, water, or sleep.

    • This consumable is destroyed when used and cannot be used again.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    *TP vest from leon with a big letter on the front * Armored Clothes * Wallet * Keys *Taser *Pepper spray *handcuffs *lighter *binoculars *flares *bright flashlight *3 pocketknives

    In small Bag

    *2 days of food and water

    *small shovel

    *rope (80 yds, climbing rope)

    *tent

    *bedroll

    *flashlight/floodlight

    *laptop

    *Portable radio

    farm animal gps trackers (3) binoculars

    duct tape 2 roll earpiece and radio/walkie talkie

    compass

    Silver plated brass knuckles, with an engraving from his ex-girlfriend.

    Big Dufflebag (Like a 5ft dufflebag, looks extremely stuffed but he carries it like its nothing..) 10 feet of silver chain. 2 silver letter openers (knives) 5 road flares 6 long distance short wave radios sat phone 2-day battery night vision goggles (amplification) Scuba gear, gas mask, big first aid kit, 10 gallons of water (80lbs), 50 MRE (80lbs), 5 person tent, 1 full cold weather outfit, portable radiation/hazmat suit, laptop Steel chains (10ft) 2 premade bolas (pair of bowling balls with 5ft of chain linking them) $2500

    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    S.S. Bianca
    A large hook made of a torn off part of the hull. Wrenched off with his bare hands, twisted into a long shape, bent, and the barb bit into the ends with his teeth. Large 3' barbed hook for monsters
    Super Suit
    Given by Riley
    A special gift from Riker "as a token of a potential partnership and my eternal gratitude" Mark Collins receives a brand-new super suit- modest and simple in its design. Riker will inform Mark that its intricacy, complexity, and effect will grow if Mark completes special favors for him.


    Unavailable Artifacts

    Sucat's helping hand

    Created by Terra Abaddon, given to Mark Collins.
    Currently Lost.
    Silver pendant given to Sucat

    Contractor Timeline

    15 Victories - 5 Failures
    Remaining Exp: 0 (Earned: 281 - Spent: 281)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Mark Collins has made 2 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Mark Collins.

    Assets And Liabilities

    Assets

    +2 Born Runner
    +0 Average Finances
    +2 Famous
    Claim to Fame: 'Boise Superhero' and 'The Kraken Killer'
    +3 Bounce Back
    +3 Trained Reflexes

    Liabilities

    -1 Dark Secret
    Secret: Something was done to his mother when she was pregnant, that changed his DNA and made him the way he is.