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Connor Inkz
Ill give anyone a tattoo

A 17-Victory Professional Contractor played by jwesley123 in Maelstrom

Connor Inkz is a Tattoo Artist who will risk their life to become the ultimate tattoo artist and Perfect their Art.

They are 26 years old, live in around, 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 Maelstrom, 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

3 Athletics

2 Brawl

5 Crafts

1 Culture

1 Drive

0 Firearms

2 Influence

1 Investigation

1 Medicine

3 Melee

2 Occult

0 Performance

2 Science

2 Stealth

2 Survival

1 Technology

2 Thievery

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

Injuries

(Connor Inkz is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Devil Tattoo on back (Inferno Home)
  • Enviromntal adaption (Under-Water) (Augment other under water)
  • 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
    From Assets and Liabilities
    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.
    Citizenship: Brazil
    Given by Strazhari
    You maintain full legal status in a specific country or nation. You have official citizenship in the chosen country, in addition to your home country, and are entitled to any benefits that citizenship there entails.
    Alias: Theo Simões
    Given by Strazhari
    You have an officially established alternate identity. Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.
    Offr Red member
    Given by ShadyTradesman
    You are a proud Offr Red member. Lucky you! Sales associate: Mandy
    Cash
    Given by ShadyTradesman
    $585,7500 of cash From auctioning off augmented ants, Swarmore, on Offr.

    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

    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. By using special material to create the ink the tattoos Conner creates can delve into abilities far beyond what could be achieved with regular materials.


    Exert your Mind (unless The Target has become a canvas (Procure Canvas power)) and spend an Action 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 +3 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 backpack.
    • Armor: You have 3 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 backpack.
    • Zippy: Your Free Movement is increased by 15 feet.
    • Maws and Claws: Your unarmed attacks do +3 Weapon Damage instead of -1.

    By transplanting a body part from another creature, you can grant any Powers intrinsic to that body part to the subject.

    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. By utilizing his ability to create tattoos with inherent abilities he created this technique


    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.

    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. Each faction granting one of their wings lest the other day they supported him more.


    Exert your Mind and spend an Action to activate.

    You may levitate off the ground at two 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.

    Usually Conner suggests against face tattoos because they really change the worlds perception of you. Add a little magic to that and it can work to your benefit. Now Conner can change how the world sees an individual by applying a true face tattoo using the brazilian scar camoflauge technique.


    Exert your Mind and spend a half hour to activate. You must actively and obviously use Tattoo Gun to activate this Effect.

    You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

    The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.

    You may Exert your Mind and spend a half hour to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The Skin is dragged and molded by the needle and bones will crack and bend as the needles dig in..

    • A performance check is generally required to pass with people who know the individual you're mimicking.
    • While you can add inhuman features, they are aesthetic only. Think star trek alien, monstergirl, demon, etc. Does not grant things such as a prehensile tail, an extra damaging brawl attack, improved senses, etc.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

    The two warring factions inside Conner have blessed him with their natural strength. An equal boon from each to keep Conner from swaying to either side. He feels their eyes upon him and his decisions so he tries to not fall too far to one side lest his soul be claim.


    You gain the following benefits at all times.

    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).

    You also gain the following effects:

    • Tough: Half your Brawn acts as Armor against all incoming sources of damage.

    Conners inside factions are starting to come forth more. They have begun assisting him in procuring canvases to assist him in perfecting his art.


    Exert your Mind and spend an Action to activate. Select a Creature within 20 feet. This Effect cannot be used unless Must Be A Terrestrial Creature.

    For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.

    Your commands can be complex and multi-layered, though they must still be specific. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.

    If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.

    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.

    Possession of this Power grants the following Trauma at all times: Must roll a self control roll on any mundane animal that injures Conner to not command them and perfect them with augment other Conner is unable to kill the creature if he fails this roll and must roll another trauma roll if that creature is killed before he augment them.

    • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Jack appears and attacks galloping at the victim swinging his scythe. This was Conners Second Power he poured his art and his love of the beauty of the creatures he saw until he could summon them to assist him in battle. A headless horseman with a pumpkin on its head lit with green flames charges at the target attempting to take their head clean off.


    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. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The Angel or Demon comes out aggressive looking to punish Conner for not choosing their side.

    Summon a single Angel Or Demon at your location. They will last for two hours, 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. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. 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.

    Consumables

    1

    Edgar stores this vile fluid in his throat, which is naturally produced by his body. Those exposed risk degenerative madness, typically involving hallucinations of the dead (see ghosts, dead people call them on the phone) or experience parasitism (maggots or other insects crawling under their skin). The only cure is to eat at least a pound of cadaver flesh, a corpse at least 24 hours old. If confronted with such a corpse they are likely to have an episode, believing it smells (& tastes) like the most delicious food they've ever imagined...at least, until they finish eating it.


    Use up this transparent ichor and spend an Action to turn a sticky fluid coating a surface into a trap. This trap lasts until triggered or disarmed. This Effect cannot be used unless skin contact is made. Roll 11 dice Difficulty 6, penalty does not apply. Choose one of the following symptoms:

    • Psychotic Episodes: The target must make a Trauma roll each day at a -1 dice penalty, increasing each day until it reaches your Outcome.

    The trap looks like a sticky fluid coating a surface and can only be discovered 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 within within arm’s reach that uses the trap as a sticky fluid coating a surface will trigger it. Your target may resist by rolling Body at Difficulty 7.

    When the trap is triggered, the target is afflicted with a Condition that causes the chosen symptoms. Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is contagious and will spread to new targets. Anyone who comes into direct contact an afflicted individual of the same species must roll Body, Difficulty 8. If they fail, they become afflicted. Otherwise, they are immune to the spread.

    The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Occult at Difficulty 9, and can be cured by consuming at least a pound of flesh from a cadaver more than 24 hours old. Gifts or supernatural Effects and Powers which would cure or prevent this affliction do not cure or prevent it, but instead offer a clear diagnosis and provide information regarding the method of treatment without requiring a diagnosis roll.

    • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
    • Triggering the trap requires an Action from the target, not merely an incidental glance.
    • This consumable is destroyed when used and cannot be used again.
    • Successfully diagnosing an affliction also includes information about the treatment method.
    • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • 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.
    1

    These contracts bear the logo of the Inderpal Agency - they come prefilled with the various stipulations, consequences, & basic parameters, though much is left blank to allow customization by the end user. To activate, the contract is merely finished & signed by the respective parties. The contract remains, but it's power is expended after activation.

    The default penalty is "Oathbreaker" taking the form of a elaborate henna marking on their face that cannot be removed. Other penalties may be selected in it's place if desired. Attempting to break the stipulations results in a splitting migraine & a cold sweat.

    These Contracts are written with the same Ferro-Fluid that emits from the R.I.S.H.I. device.

    Standard CSP Contract

    Upon agreement by the Close Protection Specialist & the Client (Hereafter referred to as "CSP" & "Client" respectively) the following Contract is established:

    -The Client agrees to pay the designated rate per day the CSP is contracted to provide Close Protection services, in addition to reasonable expenses incurred by the CSP as well as any up front retainer if one was requested. This payment will be in British Pounds unless the CSP agrees to an acceptable alternative. The Client agrees to pay the full amount negotiated promptly, either per week of ongoing services or within five business days of a concluded agreement. The CSP may allot more time or waive payment if desired.

    Responsibilities of the CSP

    -The CSP will take any action required to ensure the life, safety, & freedom of the Client, up to & including personal injury, incarceration or loss of life. If the client is somehow abducted while under the CSPs protection, the CSP will dedicate every effort to secure the Client's freedom, with the normal pay structure being frozen during this time (the Client will still incur reasonable expenses, to be paid upon their release provided the efforts of the CSP contributed to their freedom).

    Responsibilities of the Client

    -The Client agrees to divulge any pertinent information requested by the CSP. Requested information is to be truthful, accurate, & delivered promptly. Information gained in this manner is considered confidential & the CSP is prohibited from sharing it with any third parties without the Client's permission.

    -The Client agrees to a Non-Disclosure article regarding any actions or services taken by the CSP while under Contract unless the CSP gives express permission for those details to be shared with a designated third party. This NDIS includes any form of recording or similar, any written record of actions taken by the CSP, any information that would be gained under questioning or interrogation, or any other means not listed here. The only information the Client may share without permission is public facing information (Amarjeet Inderpal, Inderpal Agency), that they did in fact hire the CSP & if they would do so again.

    Stipulations

    -If the Client chooses to engage in illegal activities that could endanger the reputation of the Inderpal Agency, the CSP may terminate the Contract. Doing so requires a notification be delivered to the Client explaining the reasoning behind the Contract termination as well as the refund of any payments made by the Client within five business days. If a Contract is terminated in this manner, all Conditions & Stipulations upon both CSP & Client are rendered void.

    -The CSP will continue to provide services & be bound by the above stipulations until a designated objective has been completed or previously defined time period has elapsed. Once services have been rendered or if the contract has been terminated (either through non-payment or the above stipulation), the CSP will be free of all stipulations of this Contract unless hired again at a later date. A verbal agreement to reinstate previously negotiated services shall be all that is required from the Client should the CSP choose to offer it - new stipulations, costs, or other parameters will require a new Contract to be signed.

    -If either the CSP or the Client break the terms of this arrangement by action or inaction, they will invoke a penalty clause, becoming Marked in the process.


    You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must and all participants must sign the contract to seal the deal.

    Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.

    When crafting your oath, you may incorporate any of the following penalties:

    • A Battle Scar up to Severe (deaf, missing limb)
    • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
    • A particular Trauma and a single Mind Damage
    • The oath-breaker goes unconscious for up to 24 hours
    • An Injury up to Severity-6 (cannot be reduced by any means)

    The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.

    When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.

    • This consumable is destroyed when used and cannot be used again.
    • All Oaths must have at least two participants.
    • The target must be physically present to enter the oath.
    • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
    7

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


    Exert your Mind, use up this A temporary Tattoo (unless you succeed on 1d10, Difficulty 7), and spend 30 minutes 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.
    • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

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

    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
    • Cellphone

    In Bag

    • A scketchbook and 10 pencils
    • A first aid kit
    • An AED
    • 10 shots of Adreniline *2 camelpack full of water
    • Portable Tattooing kit
    • Current Cash 960,750
    (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.


    Artifact Crafting Gifts

    Conner wants to leave his mark on the world by changing it through his Art. By drawing, painting, Sculpting or any other form of art he finally change the worlds mind.


    This Effect activates whenever A sentient entity is within 20 feet of the Art. It does not require an Action or Exertion. Select a Sapient target within 20 feet. This Effect cannot be used unless A Target can only be targeted once a day, The Target has to be examining the Art, and The Target must not hate the supernatural. Affected targets may resist by rolling Mind at Difficulty 8. If they are incapacitated or unconscious, they fail automatically.

    If they fail, your target will take 1 point of Mind damage and gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: supernatural mania - must roll self control to attack a supernatural creature in anything then self defense. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

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

    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.


    Exert your Mind, use up this A temporary Tattoo (unless you succeed on 1d10, Difficulty 7), and spend 30 minutes 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.
    • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

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

    Contractor Timeline

    17 Victories - 3 Failures
    Remaining Exp: 0 (Earned: 241 - Spent: 241)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Connor Inkz has made 2 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Connor Inkz.

    Assets And Liabilities

    Assets

    -9 Sleepless
    -6 Famous
    Claim to Fame: Famous Tattoo Artist
    -6 Focused
    -12 Wealthy
    -15 Gifted

    Liabilities

    +12 Weak Willed