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Connor Inkz
Ill give anyone a tattoo

A 15-Victory Seasoned Contractor played by jwesley123 in Maelstrom

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 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

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
Ouch
(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)
  • Faćon Tattoo (Faćon Daggers wrapped in snakes On Right hand snakes twist and Faćon extends.)
  • Bael Devil Frog Tattoo (Plus 2 dice to investigation)
  • 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.

    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. 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 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. 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.

    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 and spend an hour 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 +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 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 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.

    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 must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. 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..

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

    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.

    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.

    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

    1

    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.
    1

    This is a vial of Terry’s tears. Administer to the patient under the tongue and instruct them to close their eyes and spend an hour meditating on the pain that their disability has caused them.

    During this time, a teal, ghostly image of their missing limb or unbroken body will appear over the damaged area. When they open their eyes at the end of the meditation, the repair snaps into existence.

    The patient cannot attack or cause injury to another sapient being for a month after treatment, or the limb that has been healed with the power of pity will disappear.


    Use up this tincture made of terry’s tears (unless you succeed on 1d10, Difficulty 7) 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. Your patient is required to not be violent towards another sapient being for the next month. If they violate this rule, your treatment is immediately reversed.

    • This consumable is destroyed when used and cannot be used again.
    • 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
    (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.


    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

    15 Victories - 3 Failures
    Remaining Exp: 5 (Earned: 231 - Spent: 226)
    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 Maelstrom 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