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Conner Metal
"ZING"

A 10-Victory Seasoned Contractor played by jwesley123 in The Illumination

This character is dead. RIP

Conner Metal is a Naga who will risk their life to Collect the universes treasures.

They are 26 years old, and often appears as Caucasian wearing a trench coat in a wheelchair.

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

Attributes

Brawn

7

Charisma

3

Dexterity

5

Intellect

3

Perception

2

Abilities

2 Alertness

3 Animals

3 Athletics

3 Brawl

0 Crafts

1 Culture

0 Drive

0 Firearms

1 Influence

2 Investigation

2 Medicine

3 Melee

2 Occult

0 Performance

3 Science

4 Stealth

2 Survival

2 Technology

3 Thievery

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

Injuries

9
Scratch
7
Bullet
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Conner Metal has no Battle Scars)

Body 9

Penalty

7 Mind

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

Limits

Murder
Anguish
Betrayal
Capture

Traumas

(Conner Metal 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

From Assets and Liabilities
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.
Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
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.
Fragile You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
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.

Loose Ends

Powers

Conner goes full snake fu.


You gain the following benefits as long as as long as Only affects his tail and you are engaged in unarmed combat.

Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective 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.
  • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
  • Disarm: If you successfully Defend against or clash with a melee attack, your attacker is disarmed.
  • Finesse: You may limit the Damage of any successful unarmed attack you make.
  • 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.

After the Contract conner grew a leg but it wasnt his own.


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 can be used to attack in exactly the same manner as a garrote.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.

Possession of this Power grants the following Trauma at all times: He hears the voice of Ouroborus beleiving the end is coming.

Your Extra Appendage is incapable of fine object manipulation.

Nagas are renowned for their strength and Conner has been blessed with their strength. He now weilds a 2 ton club made from two weeping angels ducttaped together with a sledgehammer stick wedged into it.


You gain the following benefits as long as you have your Tail.

Your Brawn rating is increased by 2. 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:

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

  • If your Tail 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 lifts his head to the sky and lets out a roar "Aha ha aha ha Welcome to the Jungle...." there comes a chorus of shrieks as birds erupt from the trees around him swirling and dancing around him. "Welcome to my jungle."


Take a Severity-1 Injury and spend an Action to activate. Select a Creature within 20 feet. Make a Trauma roll when you activate this Effect.

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 must be relatively simple and within the target’s intellectual grasp. 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.

  • 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.

Conners tail allows him to propel himself at superhuman speed. As a non-bipedal creature he can move with vastly more freedom then mere humans.


You gain the following benefits at all times.

You can run at three times your normal movement speed.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

  • 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.

Legendary Artifacts

Cross-Eye Cloak Projector

Created and held by Conner Metal.
Currently Destroyed.
Destroyed in update

The Cross-Eye has further advanced, allowing the user to use it's latent nanotechnology to cloak the user in a special suit. This suit reflects light around the target, and softens all noise made by it. With this, a sniper could be right next to it's target or miles away, and they would never know


Exert your Mind (unless you win a coin flip) and spend an Action to activate.

You and any clothes or equipment you are wearing are partially obscured from sight for the next minute. All attempts to detect you using sight are rolled at a -3 dice penalty.

Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Equipment

Max Encumbrance: 0 pounds.

On Person

  • Clothes
  • Wallet
  • Keys
  • flask of tears
  • Steel Wheelchair
  • Large Blanket
  • 10 steel nails
  • 10 steel bolts
  • 10 steel washers
  • 10 steel paperclips
  • Milwaukee voltage detector with LED. This little tool is fantastic because it lights and beeps like a disco when it is near voltage above 50.

In Bag

  • 100 ft of copper wire with the two end exposed sticking out if his bag.
  • Screwdrivers *Allen Key / Hex head drivers *Voltage Meter.
  • Adjustable Wrenches.
  • Kobalt folding box knife.
  • Lufkin self centering tape measure
  • Knipex wire cutters
  • Cheap Hammer
  • Maglite LED flashlight.
  • Safety sunglasses.
  • Electrical tape
  • wire strippers *camelpack of water
  • 2.8 mil in gold and jewels
  • 10,000 in cash
(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

10 Victories - 1 Failure
Remaining Exp: -2 (Earned: 232 - Spent: 234)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Conner Metal has not written in their journal yet.

Moves

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

Assets And Liabilities

Assets

+1 Contortionist
+1 Acute Sense
Sharpened Sense: Sight
+2 Focused
+4 Jack of All Trades
+5 Gifted

Liabilities

-3 Haunting Echoes
Echo: Snake eyes
-4 Weak Willed
-3 Fragile
-2 Vengeful