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Connor Inkz
Ill give anyone a tattoo

A 14-Victory Seasoned Contractor played by jwesley123 in The Illumination

Connor Inkz is a Tattoo Artist who will risk their life to Perfect their Art.

They are 26 years old, and often appears as A 26 year old caucasian with a tattoo sleeve on each arm. One of angels one of demons.

Connor Inkz lives in The Illumination, a setting where videos of the supernatural go viral every day. Their journal has 1 entry.

Attributes

Brawn

6

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

1 Animals

2 Athletics

2 Brawl

5 Crafts

1 Culture

1 Drive

0 Firearms

2 Influence

1 Investigation

1 Medicine

3 Melee

2 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

2 Thievery

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

Injuries

1
Wings
1
Wings
1
Wings
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Enviromntal adaption (Under-Water) (Augment other under water)
  • Tattoo Gun in his finger like a gun (Device Tattoo Gun)
  • Wing Tattoos (Envirmental adaptation ( Altitudes above 4000 feet))
  • High Resolution Thermal Binoculars (Device Thermal Binoculars inside of wrist two tattoos together that look like lenses. Conner cups his hands like binoculars to use.)
  • Body 8

    Penalty

    7 Mind

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

    Limits

    Anguish
    Betrayal
    Capture

    Traumas

    (Connor Inkz has no Traumas)


    Source


    Circumstances

    Wanted and you get the following Condition: ""Wanted Dead Or Alive: You are a wanted criminal in the United States and your description has been widely circulated not just among law enforcement but the public at large. If you are identified in public, there is a good chance you will be reported, and if you are identified by law enforcement, things will likely end very badly."
    Famous: Famous Tattoo Artist 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.
    Wealthy You are "comfortable" in the way that makes people extremely jealous. You have access to $100,000 (or equivalent currency) per Contract.

    Conditions

    From Assets and Liabilities
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.

    Loose Ends

    Powers

    Jack appears and attacks galloping at the victim swinging his scythe.


    Spend an Action to activate. Select a Living target within 300 feet. You must use up Pumpkin Tattoos he has tattooed on himself they vanish from his body to summon Jack pumpkin tattoos on each knuckle in order to activate this Effect. Roll Brawn + Crafts Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

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

    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.

    Conner's tattoo's have begun speaking to him the demons on his left cry out for mayhem and murder deathand destruction. The angels call out for salvation ,forgiveness, and mercy.


    Exert your Mind and spend an Action to activate.

    Summon a single Angel Or Demon 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.

    Your minions can fly at their normal movement speed.

    Possession of this Power grants the following Trauma at all times: He hears two voices the angels and the devils.

    The two warring factions inside Conner have blessed him with their natural strength. Unlocking his inner potential as a nephlim. Finally revealing why the powers that be have taken an interest.


    You gain the following benefits as long as you have your Arm sleeves of angels and devils.

    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, and may throw items up to this weight with a Brawn + Athletics roll, to a distance of Outcome x10 feet. If this makes you Encumbered, you may still move at 5 feet per Round.
    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

    • If your Arm sleeves of angels and devils 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).

    Conner falls forward as his arms sleeves begin to move and twist. He clutches the ground and grits his teeth as slowly over 30 seconds an angel wing unfurls covered in large white feathers. Conner breathes only once before gritting his teeth into once more as a large bat wing unfurls stained black and white with ash. He looks upwards and flaps them taking off into the air.


    take a Severity-1 Injury and spend an Action to activate.

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

    • 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.

    Conners eyes glow gold and a golden colored full plate armour and a golden katana appears in a sheath on his waist.


    Exert your Mind and spend at least two Actions performing the following ritual: Conner claps his hands together and reaches towards his waist like he is drawing a sword. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You transform into Warrior of Oro for 3 minutes. You have access to all of your Powers while you are Warrior of Oro, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately. While transformed, your Attributes are the same.

    While transformed, instead of your normal clothes and equipment, you are equipped with: Sword of Oro full plate armour

    Counters blood has become something new. His blood has begun to heal others wounds making him very worried about the potential of him being used by others. However to his friends he is a life saver. He drips his blood on a wound and itll immedietaly begin to close.


    take a Severity-1 Injury and spend 1 minute to activate. Select a Living or Dead target within arm's reach. You cannot target yourself. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Occult at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    If you heal an Injury on a target that has been dead for less than an hour and it reduces their Wound Level to a non-lethal level, their life is restored.

    Conner has been tattooing his whole life. The contracts have imbued his tattoos above mortal realms. He can alter the lifeforce of those he tattoos when he focuses on imbuing the art with lifeforce mingling it with those he tattoos.


    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.

    • 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.

    Conner has tattooed many small red dots on his fingertips. He may now remove egregious wounds that remain after injuires as though they were tattoos.


    Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

    The treated Battle Scar will heal over the course of the next week.

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

    Conner shakes his leg and ethereal colorful chain appear and wrap around his target Cha+ Crafts


    Exert your Mind and spend an Action to activate. Select a target within 20 feet. You must use up One of the chains on each leg he has 5 chains tattooed together in the shape of Celtic crosses in order to activate this Effect. Roll Brawn + Crafts at Difficulty 6. The target] may contest by Defending or Dodging.

    If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.

    The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.

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

    • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Legendary Artifacts

    The Golden Spear of Oro

    Created by Prototype, looted by Connor Inkz.
    A short spear crafted from polished koa wood. The spearhead is solid gold, & is adorned with the red feathers of tropical birds.

    A wave of golden-hued liquid energy explodes from the tip of the spear.


    Spend an Action to activate. Select a target within 45 feet. Roll Dexterity + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, 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.

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

    Consumables

    0

    Connor creates magical temporary tattoo paper that individuals can draw a picture on and enhance themselves with Conners brand new item for sale.


    Use up this A temporary Tattoo (unless you succeed on 1d10, Difficulty 7), Exert your Mind, and spend an hour to activate. Select a Living or Animate 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.

    Your alteration "heals" over the course of the next month, after which it is fully cured.

    • 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.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Wallet
    • Keys
    • Rugged no-metal belt that can be used as a pair of nunchucks
    • A crank high powered led flashlight

    In Bag

    • A scketchbook and 10 pencils
    • 10,000 cash
    • A first aid kit
    • An AED
    • 10 shots of Adreniline *2 camelpack full of water

    war form

    Golden Platemail And Sword of Oro

    (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.


    Consumable Crafting Gifts

    Connor creates magical temporary tattoo paper that individuals can draw a picture on and enhance themselves with Conners brand new item for sale.


    Use up this A temporary Tattoo (unless you succeed on 1d10, Difficulty 7), Exert your Mind, and spend an hour to activate. Select a Living or Animate 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.

    Your alteration "heals" over the course of the next month, after which it is fully cured.

    • 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.

    Contractor Timeline

    14 Victories - 3 Failures
    Remaining Exp: 6 (Earned: 226 - Spent: 220)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Assets And Liabilities

    Assets

    +3 Sleepless
    +2 Famous
    Claim to Fame: Famous Tattoo Artist
    +2 Focused
    +4 Wealthy
    +5 Gifted

    Liabilities

    -4 Weak Willed