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Allena
There's Beauty in the Shadows

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

Allena is a P̶̡͍̻̟̤̼̉̎̄͊̔͝a̷͚̠̞̳̓̿͐s̸̗͎͒̈́̀̒̈́t̵̨̫͍̺͍̫̙̔ȩ̵̟̂̄̈͆ļ̴̲̺̣̤̮̞͛͂̕ Goth Anarchist who will risk their life to burn down any system they can't be an authority in.

They are 18 years old, and often appears as as a short dark haired woman with teal eyes.

Allena lives in The Illumination, a setting where videos of the supernatural go viral every day. Their journal, The Diary of one so Damned, has 17 entries.

Attributes

Brawn

2

Charisma

6

Dexterity

3

Intellect

3

Perception

4

Abilities

3 Alertness

0 Animals

4 Athletics

0 Brawl

1 Crafts

2 Culture

0 Drive

0 Firearms

4 Influence

3 Investigation

3 Medicine

2 Melee

5 Occult

3 Performance

0 Science

3 Stealth

0 Survival

0 Technology

3 Thievery

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

Injuries

4
pain
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • MY FUCKING EYE (A shot grazed your eye and takes it clean out. All Perception rolls utilizing sight are rolled at +2 Difficulty. Any Actions involving depth perception are rolled at +1 Difficulty.)
  • 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

    Anguish
    Capture
    Failure

    Traumas

  • Phobia of Firearms When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.
  • Phobia of Disappointment When a contractor from the Numbers Games asks you to do something, you must roll Self-Control to avoid doing whatever they ask. If you fail, you may Exert your Mind to face your fear.

  • Umbra


    Circumstances

    Conditions

    From Assets and Liabilities
    Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    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.
    From The Illumination
    Iron Willed (Custom) She experienced a stressful situation and is a step toward being more mentally fortuitous. Right now, this will not apply any bonuses, but the condition can evolve with more moves.
    Brain Fog (Inactive) Allena hears voices in her head that are not hers and they feel like they're trying to wiggle deeper, yet they are making very little if any progress. They take a -2 penalty to all mental actions.

    Loose Ends

    Individual Enemy: The Grave Tender

    Imminent Deadly Given by Riley
    Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down.

    Powers

    Allena closes her eyes and focuses, witnessing visions of entropy and an endless sea as she is absorbed by the void. After those brief moments black slimy wings emerge from her back and she reopens her eyes, freed from mortal tidings after the experience if only briefly.


    Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.

    You may levitate off the ground at three times your normal walking speed. The effect lasts for the next minute, though you may choose to end it at will.

    While in the air, your move speed and encumbrance are based on your rating in Mind instead of your Brawn and Dexterity.

    • Your free Movement while levitating is now 5 + (5 x Mind) feet per round without incurring a dice penalty. You may extend your Movement by up to 20 extra feet, taking a -1 dice penalty for every 5 extra feet you travel.
    • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
    • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

    The user opens the leather journal and points at the creature as their species and location becomes written on the journal along with the current time and a ??? indicating when the possession will end, when it's finished being written the shadow of the user and the creature will merge to create a patch of darkness that slowly becomes material and begins restraining the creature with fully physical tendrils. These tendrils bind the creature to the ground as the user is pushed into a fit of vomiting out blackish slime and blood. As more of the substance leaves the body the more the user becomes lethargic until the point of unconsciousness. The substance then merges into one full blob and enters the creature's body through their mouth at which point they're fully taken over by the user.


    Spend an Action to activate. Select a Creature target within 20 feet. You must actively and obviously use A leather journal to activate this Effect.

    You possess your target and have control over their actions for the next hour. Your original body will be left behind, unconscious, in its same location. You may spend a Committed Action to end the possession early.

    Stats: Any actions you take will use the possessed creature’s Brawn, Dexterity, and Perception, but use your own Charisma, Intellect, and Abilities.

    Gifts: You do not have access to any Gifts while you are possessing your target.

    Death: If the host becomes incapacitated or is destroyed, you are forcibly evicted back into your own body. If the possession ends and your original body was killed or destroyed in some way, you will die.

    Eviction: You cannot force your host to take actions which would violate their instinct for self-preservation (which includes engaging in Combat for any purpose other than self-defense or natural hunting); any attempt to do so will sever the connection and send you back into your own body. If you are forced out of the target's body prematurely, you must make a Trauma roll.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see you forcefully restraining a creature with inky black tendrils, vomiting out your own slimy spirit out and inserting it into the creature.

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

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Allena's shadow evolves and becomes hyper-aware of surrounding firearms. Whenever it senses a firearm being aimed at its user it leaves a tiny piece of itself inside the gun. This orb of darkness festers inside the firearm. When the firearm is fired and the internal combustion within the barrel takes place the flash of fire and light disturbs the orb causing it to expand into a spiked ball that destroys the internals of the gun.

    Allena's shadow, after too many near-lethal experiences with firearms has developed a distaste for them.


    This Effect activates whenever a firearm is aimed towards you while your Hoplophobia is triggered. It does not require an Action or Exertion. Select a Firearm within 20 feet no larger than a duffel bag (35 liters). Roll Charisma + Occult Difficulty 6.

    The target object is sabotaged. No immediate change is visible, but the next time the firearm is fired, this Power takes effect. If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

    Possession of this Power grants the following Trauma at all times: Hoplophobia, A Self-Control roll to avoid getting angry or running away from a firearm..

    • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
    • You can target yourself if you qualify as a valid target by the other requirements.

    The user writes the name and surname of their target within their journal before drawing a large X over it, the moment the X is created the shadow of the user detaches and becomes an image of the deceased, resembling their moment at the time of their death with all injuries present, their form is mostly amorphous and constantly swirling in darkness. When the time elapses the target disappears and the shadow returns to the user with the x over the name being removed.


    Exert your Mind and spend an Action to activate. Select a Dead target within arm's reach. In order to target the Dead, you must have their true name. You must actively and obviously use A leather journal to activate this Effect.

    The target can communicate in your language for the next ten minutes.

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

    The user becomes a cold caricature of a person, emotions are birthed and killed based on their usefulness at any given moment as their inner apathy is masked by an outburst of emotion, emotions that are meant to confuse people and lull them into a sense of security. People talking to the user see the look and behavior of someone who looks like they have genuine affection and empathy, as if the person in front of them is trying their best to make them feel like the most important individual in the world.

    Allena is, often times, a crass and spiteful individual. The biggest exception being when she's trying to get something out of someone at which point she becomes soft and kind, she knows too well how to appeal to people. She just often doesn't care enough to do so, to her the truth of the matter is is that she doesn't feel the same things people do, the joy, the love, the hate. To her it's a cold breeze passing by, this... apathy is also the cause of her shadow's manifestation, it is the emptiness in her heart given form. And now, Allena has filled that hole with fake feelings. Feelings that don't mean anything to her, yet she still uses them.


    You gain the following benefits at all times.

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

    The user streaks their fingers across the journal from top to bottom as their shadow extends outwards to grab their target's and tears it apart. Any damage their shadow takes is reflected on their person. The shadow tears apart armor it encounters leaving the target unprotected.


    Spend an Action to activate. Select a Living target within 45 feet. You must actively and obviously use A leather journal to activate this Effect. Roll Charisma + Occult 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. fully effective

    The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

    If you successfully hit a target with this Effect, the value of any armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.

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

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

    As Allena puts on the necklace, it changes appearance to mimic that of the Moonshadow Necklace. Spectral strings begin emerging from behind it as they slither up her body and to the back of her head. Aligning with her left eye they suddenly pierce through her head and connect to her eye as her sclera becomes devoid of color and their natural teal turns into a deep blue akin to the oceans.

    After the process is complete, the user becomes attuned to the shadows, when going through cracks they meld with the floor and the walls and become a patch of darkness as they slide through. When they reach out their appendages become ghastly and extend as if they're merely made of fog yet still retaining their physicality.


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

    You are permanently and visibly transformed: Your left eye's sclera is turned pitch black as occassionally dark tendrils wriggle out from under your lids. Your physical form sometimes becomes translucent as the passing light reveals your appendages to be spectral and dark in nature. You are considered to be a Sapient, Living being when targeted. Your Perception is increased by 1.

    Your appendages can reach an additional 30 feet.

    You can squeeze through any cracks and passageways a cat would be able to.

    The Severity of any Injury caused by Light based weapons (Lasers, holy beams etc. excluding Fire) is increased by 2.

    When handling non-electronic locks the user's shadow guides their hand and makes them draw a key on the journal that they then materialize from the page, (the manifested key looks immaterial and constantly swirling with darkness when it is manifested this way), the shadow then inserts this key into the door's shadow and unlocks it. When dealing with an electronic lock however the shadow reacts violently and untethers from the user before seeping itself into the locking mechanism and thrashing within it to disrupt it.


    Spend an Action to activate. Select a door, lock, or locked target within 20 feet , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. You must actively and obviously use a leather journal to activate this Effect.

    You may lock, unlock, and/or open your target.

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

    • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
    • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
    • You can target yourself if you qualify as a valid target by the other requirements.

    When the user activates this power the shadow of the item they are holding gets absorbed into their own as the item seemingly vanishes into darkness. When grabbing an object from the stash the shadow of the item exits their own and materializes in the user's hand. If the user doesn't replace an item they took their shadow starts deforming as it can't keep it's consistency due to the lack of matter.


    Spend a Free Action to activate.

    You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

    • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
    • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
    • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

    Legendary Artifacts

    Moonshadow Necklace

    Created and held by Allena.
    A chain necklace with the phases of the moon depicted on it from left to right with silver shapes.

    The user grips the necklace (either while it is in their hand or on their neck), and whisper out loud the name of the person they're treating. Afterwards shadows wrap around the two and put them into a room with complete silence, the peace within the shadowy room is amplified to console the target and heal them.

    When used to heal mental exhaustion the shadows instead wrap around the target's head and give them a darkened face mask that isolates them from outside noise, all the while whispering reassurances to their ear.


    Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Occult at Difficulty 6.

    If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

    You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7.

    Once per day per target, you may choose to use this Effect to stabilize a target's Mind. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

    • The treatment time may be broken up into multiple sessions if necessary.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Crafted Artifacts

    Allena's Turn coat

    Created by Leon Vanderblight, given to Allena.
    An oversized black jacket with an image of a white furred nine tailed fox running on the back.

    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.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Burner Nokia Phone from The Talent
    • Burner Phone belonging to DeLeon
    • Decent First Aid Kit
    • Metal cigarette case with handwrapped cigarettes (Attuned)

    Umbral Stash

    • Letter
    • Balicomb (9", Sharpened)
      • FLAMMABLE PEPPER SPRAY

        Black Skirt (with sewn on pockets)

    • Wallet (Filled with mindless scribbles and symbols along with ID)

    • Keys (keyring also has a mini flashlight)
    • Matchbook

    Black School Bag (Adorned with "cutesy" horror stickers)

    • Foldable Shovel
    • Spare SD cards
    • Reinforced Clothing
    • Kodak Camera
    • Various ritual items (chalk, scented candles, bags of incense, symbol references, salt etc.)
    • Flashlight with spare batteries
    • A leather Journal filled with fake rituals ciphered in Hebrew
    • Makeup kit
    • NON-FLAMMABLE PEPPERSPRAY
    • Spare Clothes
    • The Gravetender's Shovel
    (Click to toggle Weapons reference)

    Trophies

    From The Illumination
    The Caliginantlumen
    A box flashlight The Caliginantlumen: A strange box style flashlight that functions only in the hands of Allena, harnessing the unique energy of her shadow to snuff light and drown the area in a 30 ft cone in front of her in darkness. This area counts as within Allena's own shadow, and imposes a +1 difficulty penalty to all sight based rolls for targets within the affected area as the light is stolen from their eyes.
    Earrings of Persistence and Rebellion
    Given by Riley
    A gift from Riker "as a token of our new partnership and my eternal gratitude" Allena receives a passive +1 dice to Emotional and Mental effects- similar to Jaded and Iron Will (Stacks with similar effects). This bonus increases to +3 if an authority figure is attempting to exact their power unto you.

    Contractor Timeline

    10 Victories - 1 Failure
    Remaining Exp: 5 (Earned: 236 - Spent: 231)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Voided Deaths
    You should probably know about these. . .

    • Aug. 24, 2022, 11:57 p.m. - Sarkites
    • Oct. 25, 2022, 1:27 p.m. - None

    Assets And Liabilities

    Assets

    +1 Contortionist
    +1 Nimble Fingers
    +1 Polyglot
    Language: Chinese, Japanese, Spanish
    +1 Polyglot
    Language: Hebrew, Italian, French
    +1 Beautiful
    +2 Clear Conscience