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Mothman
Liiiiight

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

Mothman is a cryptid from ohio who will risk his life to see the world and take risks.

He is 19 years old, and often appears as a slightly fuzzy human.

Mothman lives in The Illumination, a setting where videos of the supernatural go viral every day. His journal has 4 entries.

Attributes

Brawn

1

Charisma

4

Dexterity

3

Intellect

3

Perception

4

Abilities

4 Alertness

2 Animals

3 Athletics

2 Brawl

2 Crafts

1 Culture

1 Drive

2 Firearms

4 Influence

3 Investigation

0 Medicine

0 Melee

2 Occult

0 Performance

0 Science

4 Stealth

4 Survival

0 Technology

4 Thievery

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

Injuries

(Mothman is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Mothman has no Battle Scars)

Body 6

Penalty

8 Mind

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

Limits

Murder
Anguish
Capture

Traumas

  • Mind your own business: Roll Mind to attack anyone who is not a direct threat, or to get involved with anything not directly related to him

  • Source


    Circumstances

    Poor You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.

    Conditions

    From Assets and Liabilities
    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.
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.

    Loose Ends

    Group of Enemies: The Numbers and their Associates

    Imminent Deadly Given by Riley
    Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

    Powers

    It's been so long since Mothman has socialized with real people- he feels better the further he is from their culture.

    As he distants himself, he found he was dreaming of turning into a powder that coalesces into animals, running around at night. It was weeks before he figured out they weren't entirely dreams.


    Exert your Mind and spend a Quick Action to activate.

    You transform into the last Creature you touched 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 cannot use your Active, Direct, or Trap Powers. However, you can use your Passive 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.

    When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

    • Creature Stats
      • Tiny (smaller than a mouse) Body 0 (dies if any damage is taken). Brawn 0. Dexterity 1. Cannot attack. Cannot die from falling damage. Almost impossible to notice.
      • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 1.
      • Small (mouse up to regular house cat) Body 1. Brawn 0. Dexterity 4. Cannot injure others with attacks. Cannot die from falling damage. +3 dice to Stealth rolls.
      • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
      • Giant (elephant or larger) Body: 11. Brawn: 9. Dexterity 1. Fall damage increased by 4. Armor: 3
      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.

    The Mothman's humanoid eyes reflect bright red whenever a light hits them directly.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
    • Hearing: You may hear sounds of sub- and hyper-sonic frequencies, allowing you to hear tiny things (mice, insects, etc) better, and pick up on the vibrations of massive things (earthquakes, atmospheric disruptions, etc) long before others.

    Possession of this Power grants the following Trauma at all times: Mind your own business: Roll Mind to attack anyone who is not a direct threat, or to get involved with anything not directly related to him..

    Mothsman is ever elusive, at times seemingly blending into his surroundings, and disappearing from sight. Rather than a physical or chemical change, it is a psychological effect on the observer.


    You gain the following benefits at all times.

    You and any clothes or equipment you are wearing are obscured from sight. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.

    Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 day.

    • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

    Mothman can use straight twigs and string to create a simple 'doll' left in the woods. (A la the triangle wood things in blair witch)
    Creepy on its own, Mothman closes his hands around it. The air around the sculpture vibrates with a tense pressure and fevered pitch, before releasing.

    Chain of screaming, reduces by half for each additional target inflicted, when they 'interact' with another valid target, and i imagine hearing affected yell at them to warn their allies etc count as interacting.
    1 target: 1 hour
    2 targets: 30 minutes
    3 targets: 15 minutes
    4 targets: 7.5 minutes
    5 targets: 3 minutes
    6 targets: 1.5 minutes (30 rounds)
    7 targets (15 rounds)
    8 targets (7 rounds)
    9 (3 rounds)
    10 (one round)


    Exert your Mind and spend an Action to place a trap at your current location. Select an area where the trap can be triggered that is within 45 feet of the trap. This trap lasts until triggered or disarmed. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you It effects him and anyone around as he sets the trap. You must use up a collection of straight sticks and rope in order to activate this Effect. Roll Charisma + Influence at Difficulty 6.

    The trap looks like A bundle of sticks, tied into a shape like a stick figure. It can only be spotted as a trap by those with preexisting knowledge of such traps. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

    Any Living target that enters the chosen area will trigger the trap. Affected targets can resist by rolling Mind at Difficulty 6.

    If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by Fear and Paranoia. They will not necessarily display their emotions in an obvious way.

    Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

    Both attacking someone and being attacked will end the Effect.

    Your target passes this Effect on to the next person they interact with, so long as that person is a valid target. That person passes it on as well, and so on, with the remaining duration decreasing by half until the chain stops.

    • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
    • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
    • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities.
    • The area you choose where the trap can be triggered may be just a single location, similar to a tripwire or a pressure plate, or it can be a proximity trigger which hits anyone who comes within the specified range of the trap. This is defined by you when you place the trap and cannot be changed once the trap is placed.

    The slightest serious wound on Mothman, cuts through his skin like tissue paper, spilling guts and slime everywhere, and he dies in seconds.

    A minute later, he may stir, or not. Shaken by the awareness of his recent death and the mental reckoning of another body shoved into it's place, one from another universe. Mostly similiar, but one where the wound was much less severe.


    This Effect activates whenever Taking a level 2 or greater injury. It does not require an Action or Exertion. Make a Trauma roll when you activate this Effect.

    You transform into your own corpse no larger than an SUV for one minute. While transformed, you cannot move or take Actions. You can perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.

    If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

    You may end this effect prematurely as a Free Action.

    • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.

    The hair on the palms and soles of his feet feel almost like shark skin, with billions of tiny hooks. His joints have also become much more flexible, allowing him to spread his hands and feet over surfaces he wishes to climb.


    You gain the following benefits at all times.

    You may move easily and without a roll in any of the following situations.

    • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at half your normal movespeed.

    Mothman is a extra dimensional entity, able to take a step through curved space, into overlapping space nearby- appearing to the casual observer to teleport midstep.


    Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour.

    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.

    Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.

    • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
    • 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 must be on a surface of some kind in order to activate this effect; it cannot be activated while in mid-air.
    • 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.

    Crafted Artifacts

    New Friends Friendship Bracelet

    Created by Kevin Sparkles, given to Mothman.
    Kevins name in hearts in a classic friendship bracelet

    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.


    Equipment

    Max Encumbrance: 0 pounds.

    *A shoulder bag, moth eaten and full of holes. *a jar of honey *a candle *a box of matches *a bar of soap *twigs *a kinda rusty kitchen knife with the tip broke off *a small tarp (5x5) *1/4lb of foraged, dried food (black rasberries, morel and truffle mushrooms, paw paw fruits, etc) *1 reused 2l coke bottle full of water *45ft of rope *tinder/firestarters *Voodoo mojo- a bundle of a unidentified bone and green feathers.

    (Click to toggle Weapons reference)

    Trophies

    From The Illumination
    Voodoo mojo A small bundle of bones, twigs (devil's shoestring) and green feathers (from monstrous, magical bird-people) tied with black thread. Once per day, held up towards a target within 20 feet as a quick action Stun for two rounds with a penalty equal to [email protected] This effect may be dodged. Dice pools reduced to 0 mean the action is not possible.

    Contractor Timeline

    10 Victories - 0 Failures
    Remaining Exp: 3 (Earned: 203 - Spent: 200)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Assets And Liabilities

    Assets

    +1 Pathetic

    Liabilities

    -1 Ugly
    -2 Poor