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Gareth Markson
" shut up im snooping"

A 4-Victory Novice Contractor played by dingupingus in The Illumination

Gareth Markson is a genius arrogant detective who will risk his life to be able to understand some of the most peculiar and cold cases in the world.

He is 24 years old, and often appears as a tall lean dark brown haired formally dressed man who always seems to have sun glasses on.

Gareth Markson lives in The Illumination, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

2

Charisma

2

Dexterity

3

Intellect

6

Perception

3

Abilities

3 Alertness

0 Animals

1 Athletics

0 Brawl

1 Crafts

1 Culture

1 Drive

4 Firearms

3 Influence

5 Investigation

0 Medicine

0 Melee

3 Occult

0 Performance

2 Science

3 Stealth

0 Survival

2 Technology

0 Thievery

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

Injuries

(Gareth Markson is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Gareth Markson 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

Failure
Atrocities
Anguish

Traumas

(Gareth Markson has no Traumas)


Source


Circumstances

Circumstances describe your situation.

Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

Conditions

Conditions describe your state of being.

Examples of Conditions include curses, diseases, and impactful personality quirks.

Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

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

Loose Ends

Powers

Gareths eyes start to rapidly flick from side to side as though he is putting together a jigsaw puzzle with his thoughts alone

Gareth upon completion of his contract finds his mind opened, the very spirit of Sherlock homes has been imbued into his body, allowing his mind to break down even the most difficult of mysterys to mear child's play


You gain the following benefits at all times.

Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
  • Insufferable Know-It-All: Any social rolls you make are at +1 difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll.

Gareth's head begins to spark and crackle with energy and suddenly a burst of lightning flashes out from his temple

one night while reading Nickola Tesla's biography on a park bench, Gareth noticed a strange cloud forming above his head that suddenly flashed a mighty bolt of lighting down upon him. The bench he was sitting on and the grass around him were blown away only leaving him and his book unscathed. ever since that night Gareth found he was able to call on the might of that electrical current. Strangely Gareth found that along with this new found power, he also grew a major fear of anything that may be considered unsanitary


Spend an Action to activate. Select a target within 45 feet. Roll Intellect + Investigation Difficulty 6. The target may contest by rolling Mind, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 3. Armor is fully effective against this damage.

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

This Gift's level is capped at 2 Gifts and cannot be increased further.

Possession of this Power grants the following Trauma at all times: Major germaphobe " must roll mind to pick up anything that is dirty with his bare skin.

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

a robotic arm that is grafted to the location of Gareths stump

the arm was given to Gareth by a female scientist named Saori. Saori met Gareth as a client, she had asked for his help finding her sister. upon solving the case and returning Saoris sister, she paid him in offering her services as a roboticist. Now the two have been very close for about a month.


You gain the following benefits at all times.

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.


Equipment

Max Encumbrance: 0 pounds.

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

On Person

  • brown suit and tie
  • sig p226
  • ranged tazer
  • Keys
  • Smartphone
  • A pocket knife
  • camera
  • holster
  • gloves

satchel

  • Rain jacket
  • Metal water bottle
  • Toiletries kit
  • pen
  • pad
  • hand cuffs
  • towel
  • med kit
  • bomb making material
  • grappling hook
(Click to toggle Weapons reference)

Trophies

From The Illumination
The Talent's Phone A nokia brick phone that The Talent can use to contact you about jobs.

Contractor Timeline

4 Victories - 1 Failure
Remaining Exp: 1 (Earned: 175 - Spent: 174)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Gareth Markson has not written in his journal yet.

Moves

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

Assets And Liabilities

Assets

+0 Imbued