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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 13-Victory Seasoned Contractor played by Redchigh in The Illumination

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

They are 20 years old, and often appears as a huge super-muscular dude with a friendly, midwestern accent.

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

Attributes

Brawn

6

Charisma

3

Dexterity

3

Intellect

2

Perception

3

Abilities

3 Alertness

1 Animals

6 Athletics

5 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

    6 Mind

    Annoyed
    0
    Bruised
    0
    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 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' 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 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.

    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 The Illumination
    Castrated Key pieces of Mark's DNA have been stolen and infused within his armored clothes. Mark's Unarmed Mastery and Regeneration were stolen from him and he cannot use them without visiting the Crypt and hunting his powers back down.

    Loose Ends

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

    Imminent Dangerous Given by a Liability
    You have a secret which, if it got out, would lead to immediate and significant consequences for you.

    Powers

    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, you may Exert your Mind to instead still take actions, but at a -2 penalty, for the duration of the Stun. If you are knocked out, drugged, or otherwise made unconscious, you may Exert your Mind to wake up.

    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.

    Your attacks with thrown weapons no longer have their damage capped, and do +1 Bonus Damage. Armor is fully effective against this damage.

    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.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    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.

    Your unarmed attacks deal +2 Bonus Damage (instead of -2). 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 Clash with or Defend against any melee weapons or arrows.
    • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
    • Disarm: If you successfully Defend against or clash with a melee attack, your attacker is disarmed.
    • Finesse: Before making an unarmed attack, you may choose a specific Wound Level. If your attack succeeds, any Injury they receive which would take them beyond the specified Wound Level is reduced in Severity down to an Injury which would take them to exactly the specified Wound Level.
    • One Inch Punch: Even if you are bound or grappled, you may make a standard unarmed attack without penalty if your finger can touch your target.
    • 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.

    • 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.

    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 each day, starting once it becomes stabilized. 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.

    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 Klent, 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. You may also throw items up to this weight with a Brawn plus Athletics roll, to a distance of Outcome x10 feet.
    • 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.

    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 25 feet away horizontally or 5 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.

    • 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.
    • 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.

    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.

    Crafted Artifacts

    New Friends Friendship Bracelet

    Created by Kevin Sparkles, given to Mark Collins.
    A Bracelet with hearts and a sword charm and Kevin and Louis's names intertwined Braclet has stretchy material to allow it to stretch with the transformation

    Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.


    Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: They grip the braclet and shout "Kevin Help me." to activate. This Effect cannot be used unless This power can only to flee from danger. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    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.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: Inability to harm someone wearing one of Kevins Friendship Bracelets. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    • 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.

    If Kevin finds someone who he beleives is a true friend he will share with them a homemade bracelet with them telling them as long as they have this he will be beside them. When they grip the bracelet and call out for Kevins help his original character will appear from a rift in space which through for a moment you can see Ponyland.


    Exert your Mind and spend at least two Actions performing the following ritual: Grip the bracelet and say "Kevin I need your help." to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    Summon a single Kevin at your location. They will last for an hour, or 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 5 dice to attack and +1 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 3 dice.

    Kevin has begun crafting protection into his friends bracelets. The weilder of these bracelets now carry their own sword of equestria allowing them to slay evil and protect friendship wherever they are.


    This Artifact can be used as a Sword/Axe. It is roughly the same size as a Sword/Axe but can be collapsed into Friendship Bracelet Sword Charm the size of a lighter and concealed. Collapsing or expanding it costs a Free Action.

    Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 1 Weapon Damage +1 Bonus Damage. The target's Armor is fully effective against this damage.

    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 Commune or Send Message 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”) that is not reduced by Brawn. 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 superman ole 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.
    0

    Upon taking a bite of the meatball, the user (beside it tasting really good) will have to throw it as far as possible as it starts hissing from where the bite is. Upon being thrown, the meatball will send out a blast of Qi (sorta like a golden ring of light) around it first like a wave that is blocked by objects in the water before it quickly explodes next round with another burst of Qi.
    Think of like when you drop something in water and a ring of wave form. If the cover is big enough, the ring of Qi that spreads out will show this obvious dead air where it doesn't touch before it explodes.

    Meatball infused with explosive Qi, upon taking a bite, the pressure in the meatball is slowly released, once enough as been released, it acts like a trigger as the air rapidly reacts with the Qi exploding meatball bits everywhere and a huge wave of qi goes out hitting everything in a radius


    Use up this Meatball and spend an Action to activate. Make a Throw attack at a Location within normal attack range. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Throw attacks. The attack does not deal Damage, but the Effect does.

    If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 2. Armor is fully effective against this damage.

    • 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 The Illumination
    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 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.

    Contractor Timeline

    13 Victories - 5 Failures
    Remaining Exp: 8 (Earned: 269 - Spent: 261)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Mark Collins has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in The Illumination 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.