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Mason Berkman
"Who's Numero Uno, well its me of Course"

A 7-Victory Novice Contractor played by Skelebro in Illuminated San Francisco

Mason Berkman is a Kicked off Football player majoring mechanical engineering who will risk his life to To maintain the purity of football, removal of users of steroids' and non-humans.

He is 20 years old, and often appears as Bulky, 6'7'', Sports Jersey everyday, Slick hair going back and growing an amish styled beard.

Mason Berkman lives in The SF bay area, a setting where entrepreneurs would kill for the next big thing, and those who fall off the wagon are crushed beneath the wheels. His journal has 16 entries.

Attributes

Brawn

6

Charisma

2

Dexterity

4

Intellect

5

Perception

2

Abilities

2 Alertness

0 Animals

4 Athletics

4 Brawl

3 Crafts

0 Culture

1 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

3 Science

1 Stealth

0 Survival

3 Technology

2 Thievery

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

Injuries

(Mason Berkman is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Blood Super Clotting (2 Armor)
  • Adrenalized Blood (+2 to Dodging)
  • Speedy Blood flow (+10 Movement speed)
  • Chronic Pain (Your Penalty is always at a minimum of -1.)
  • Body 8

    Penalty

    8 Mind

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

    Limits

    Murder
    Anguish
    Capture

    Traumas

    (Mason Berkman has no Traumas)


    Source


    Circumstances

    Polyglot: Spanish - Russian - German You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.

    Conditions

    From Assets and Liabilities
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    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.

    Loose Ends

    Powers

    Pulling a piece of graph paper whether small or big, the paper would begin to inscribe itself the blueprints of the supposed object onto the paper rather quickly as it is coming from the calculations, geometry, and knowledge of Mason as it is written down straight from his mind. It is a tiring process but when complete the paper would begin to fold itself into that object and will then slowly change, solidify, and morph into the object itself with nothing resembling, feeling or sounding anything like paper but only what the object is.


    Exert your Mind (unless you win a coin flip) and spend 1 minute to activate. You must use up A Page of Graphing paper in order to activate this Effect.

    Choose an Object which could fit inside a messenger bag (up to 10 liters). It cannot be Alien and must be relatively basic. You cannot create explosives. You cannot create firearms.

    Roll Intellect + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour.

    You may keep up to three fabricated objects at a time that do not expire after an hour.

    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.

    • If you want to make a new object which doesn't expire and you already have 3, you must choose one of those three and let it expire. You can still fabricate temporary items when you are maxed out on permanent ones.
    • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
    • For setting the difficulty for the fabrication roll, something like a "shirt" would be difficulty 5, whereas "Police uniform" would be difficulty 9. The Outcome determines overall quality and how well the item fits the request.

    Reconnecting with the will of sports, most notably football.
    Putting himself as the protector of football and with this patriotism and spirituality, he puts himself through rigorous training as he pushes himself to the limit in the name of football, in doing so in the name of football he has gained a mark the football players eye black, that covers the cheeks and a line across the bridge of the nose to connect cheeks, all covering in eye black. Alongside well with this constant flow through him it tends to be a bit uncontrollable at times and cause him to sometimes break little things.

    Mans love for Football and making sure its pure into literal strength


    You gain the following benefits as long as you have your Permenant eye black on the face.

    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).

    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:

    • 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.

    • If your Permenant eye black on the face 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).

    With his recent travel through the snow and Russian territory, he has begun to train himself through a bunch of exertion-styled training inhabiting the ways and pride of American football, He has given himself no limit to what he feels both mindfully, body wise, spiritually as he has ascended to where he can take it all and keep on ticking no matter what.


    You gain the following benefits at all times.

    Your Body and Mind Penalties are reduced to 0.

    With the years he spent running down fast the football field it is coming back to him in the form of this gift, if wearing the classic cleats of such a football player he will run better and faster than he ever did, focusing on his objective and ignoring all odds.


    You gain the following benefits at all times. You must actively and obviously be using Cleats to gain the benefits of this Effect.

    You can run at two times your normal movement speed.

    • 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.

    Years of playing football as a linebacker for his team has turned him into quite a frightful fellow to go against, his technique has been improved and useful for his team but has made him accidentally knocked other teams out of commission for a good bit but hey it is a rough sport. So yea simply superior tackling skills.


    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 reduced to 1/2, rounded up 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.
    • Jiu-Jitsu:When you successfully grapple an opponent, you may choose to also deal damage to them equal to the Contested Outcome on the grapple roll.

    • The total damage of a ju-jitsu grapple-attack is equal to your Outcome minus their Outcome. Bonus Damage from the Bonus Damage Parameter does not apply to damage dealt through this Enhancement.
    • 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.

    With his knowledge of Engineering, and being a handyman for a couple months now at this point of life and the constant use of his knowledge has allowed him to transcend to a new frontier of repairing. Seeing the schematics in his mind and forming in front of him as he see's how to repair it easy peasy with seemingly any tool handed to him. From Wrenches, Pliers, Hammers, or Screwdrivers, anything a handyman use's can use now.


    Spend 10 minutes to activate. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. You must actively and obviously use Any tool a Handyman would use to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6.

    If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.

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

    Legendary Artifacts

    Football Medal

    Created and held by Mason Berkman.
    A Old Medal that is given to a linebacker, looking like scaffed but holding the little logo of a football player

    Channeling the years of Quarterbacks that have worn this medal of luck, this giving them the luck to throw high and Score like a champion. Mason donning this is channeling all the experience and skills of Quarterbacks who have worn this Medal upon them. Allowing him to reach new feats in the throwing worlds.


    You gain the following benefits as long as you are wearing this Artifact and 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.

    You also gain the following effects:

    • Heavy Toss: If your thrown object hits a target, it can either knock them down, or knock them back 5 feet x the Outcome. Decide which before you roll.
    • Jackie Chan: You do not receive a Difficulty penalty when throwing objects that are not designed for throwing.
    • Track And Field: You may move your full sprinting distance and make a thrown attack at no penalty.

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

    Crafted Artifacts

    Mason Berkman's SEAL

    Created by Louis Dupont, given to Mason Berkman.
    A wind up gameboy like contraptration that provides radar pings to the location of nearby energy clusters and artifacts

    With a little elbow grease and 21st century know how, this artifact can help you find all sorts of strange things while out on a journey. Through the science that founded radar combined with a little magic, this item can find all sorts of strange things hidden in the world around you and when you are out and about on the hunt you'll be glad you brought your SEAL.

    Louis's introduction to the contracting world being so rife with artifacts has made him question what else may be out there, and curious to find more, he's begun digging into ways to do so. This gift is the harbinger's answer to his request for a way to sate that curiosity.


    Exert your Mind and spend at least two Actions performing the following ritual: Transcribing details about the area into the scanner to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You automatically detect all Artifacts and Supernatural Energy Concentrations within 50 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You get details of what each detected item is, as if you've glanced at each object.

    Even if there are no Artifacts or Supernatural Energy Concentrations within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

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

    The next in Louis's foray into computer science is a little cartridge for his SEAL units. Simply retrieve one from your pack, and slam it into the machine and it'll perform an automated hack of the targeted device! Though fingers that are too fast may find themselves encountering a slight bug, as mashing the input as you input the cartridge has been known to cause the device to encounter a null error and hack itself, but, we promise we're working on that!


    Exert your Mind and spend 1 minute to activate. Select a Computer within arm's reach. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you disable the artifact for a downtime as it hacks itself.. Roll Dexterity + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.

    If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

    You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously.

    Every hack you make leaves behind A gif of a seal clapping and arfing. in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.

    • 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. 300 Pounds

    On Person

    • Sweat Pants
    • Patriots Sports Jersey
    • Denim Jacket
    • Cadet Cap
    • Colorful Green/Orange bandanna
    • High Knee socks
    • Custom made Steel Toe cleats
    • Wallet
    • Keys
    • Smartphone
    • A pocket knife
    • Whistle
    • Flashlights
    • Multitool
    • Motorola Phone - (From le Talent)
    • Safety Eyeglasses
    • Jockstrap and Cup
    • Notebook that is all Graphing paper (In a plastic bag)
    • Heavy Duty Gloves
    • Binyatools Magnetic Wristband (Includes a Magnetic flashlight) ( 7 S&W throwing Knifes on the thing )

    Canvas Dufflebag

    • Rain jacket
    • Winter coat and Gloves
    • Pliers
    • Wrench
    • 8x C-clamps
    • Hammer
    • Hatchet
    • Crowbar
    • Hacksaw
    • Utility Knife
    • Screw Driver
    • Metal water bottle (Filled with coffee)
    • Toiletries kit
    • Football Helmet ( Radio Included)
    • Football Flak Jacket
    • Shoulder pads: Reinforced Clothing - 2
    • Eye Black
    • Football helmet visor
    • First Aid Kit
    • 3x Football Belts
    • Lockpicks

    1987 Chevrolet Camaro Z28

    Home

    • Football Flak Jacket
    • 2 Beers
    • Foot Ball Girdle
    • Cleats and Cleats cleaner
    • 2x football balls
    • Mouth Piece
    • Jockstrap and Cup
    • Various pads: hips, thigh, knee pad
    • Beretta
    (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

    7 Victories - 1 Failure
    Remaining Exp: 1 (Earned: 208 - Spent: 207)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Mason Berkman has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Illuminated San Francisco can post Moves for Mason Berkman.

    Biography

    He is simply before the contracts a rather average joe, who was just extremely athletic and with a bit of smarts too him.

    Playing in football from the age of 8 in flag football to then be reached out by a major college to join their team for a scholarship he agreed, participating in the game and working on his mechanical engineering degree till a fateful game had occurred.

    After this game took place in the field the young mason simply wanted to hand off a celebratory gift to the other team in the name of true sportsmanship but to what he saw in front of his eyes were the true colors of the other team, players infested with demonic spirits as they nearly have gotten to him but he ran as fast as he can. He spent his days paranoid and not leaving his dorm till his was just simply kicked off the football team and then a mysterious man came to his door and offered him a job.

    Assets And Liabilities

    Assets

    +1 Contortionist
    +1 Polyglot
    Language: Spanish - Russian - German
    +1 Nimble Fingers

    Liabilities

    -2 Vengeful