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Theodore Jeong
All is visible within the kings domain

A 14-Victory Seasoned Contractor played by shotgunwizard22 in Maelstrom

Theodore Jeong is a Half-human Florist who will risk his life to become the ultimate Goblin King and Claim his rightful throne and become completely attuned to nature.

He is 24 years old, lives in a one room apartment above a flower shop, and often appears as an Asian man with dyed Green hair wearing a tough jacket and jeans, along with a blue and white striped shirt, hiking boots, and an oversized Bowler Hat. He has a burn scar in the shape of a handprint along his neck.

Theodore Jeong lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 31 entries.













5 Alertness

2 Animals

3 Athletics

1 Brawl

1 Crafts

2 Culture

2 Drive

2 Firearms

2 Influence

3 Investigation

1 Medicine

4 Melee

4 Occult

1 Performance

0 Science

3 Stealth

4 Survival

2 Technology

3 Thievery

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


(Theodore Jeong is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Vampire Bite! (Might want to get that looked at...)
  • Monkey Appearance: (50% shorter, 50% lighter, looks like a pink-furred monkey with the words "I am a dumb ass don't trust me" written on his forehead.)
  • Body 7


    7 Mind



    Near-Death Experience


  • Pyromania You are obsessed with fires and feel compelled to start them frequently. Any time you encounter a new flammable object, you must succeed a Self-Control roll to avoid attempting to set it on fire.

  • Attunement

    Whenever , regain one Source. Cooldown: one hour


    Polyglot: Korean, Chinese, Japanese
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Additional Citizenship: South Korea
    From Assets and Liabilities
    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.
    Average Finances
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Werecreature Organization Favor
    Given by leonvanderblight
    For going above and beyond in your mission, you have received a single favor from a shadow state werecreature organization located all across the United States. They are not willing to reveal their organization's presence to the public nor hide you in one of their many colonies. However, they can pull on their vast network to provide you with shelter, provide general werecreature information, provide useful supplies, and/or send an undercover guide of some kind who knows the area extremely well. Their support is a phone call away, although in wilderness areas you can instead set up a specific symbol on the ground using whatever's around (your supplies, sticks, rocks). It may take time for a wereraven to see, but it will convey that you're an ally in need of help (which will bring a werecreature to your side to discuss what specifically you need).
    Given by leonvanderblight
    Your real identity is documented as being committed to a mental asylum, this means your assets are frozen, and your property is likely victim of civil forfeiture. No money, no things, probably homeless.


    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.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering the manner in which you learn. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    From Maelstrom
    Hunger for Human Blood You have an insatiable urge to consume something unusual. You no longer recover Mind through restful sleep. Instead, you may recover 1 point of Mind per day by consuming the subject of your hunger. Any day you fail to do so, you take a point of Mind damage.

    Loose Ends


    The Goblin King is the inheritor of a powerful lineage, one of vast mystical might and potential power, and as he grows stronger his access to that lineage empowers him, overwhelming the human side of his heritage and making him stronger, with a more regal bearing and commanding presence.

    You gain the following benefits at all times.

    You are permanently and visibly transformed: Short horns protruding from the forehead and hair turns white and fluffy. You are considered to be a Sapient, Living being when targeted..

    You no longer age naturally, and supernatural attempts to age you fail.

    The Goblin King taps a lock or lockable structure, causing it to open or close.

    Spend an Action. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology.

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

    • 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.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    The Goblin King channels their power through their Bangmangi, allowing them to create an illusion out of thin air, forming as if made out of mist, then disappearing just the same.

    Exert your Mind and spend an Action to activate. Select a target within arm's reach. You must actively and obviously use Club to activate this Effect. Choose an illusion to generate, which can be no larger than a briefcase.

    The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.

    Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.

    The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

    • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
    • You may only puppeteer a single illusion at once.
    • You can target yourself if you qualify as a valid target by the other requirements.

    The Goblin King was born with an additional supernatural layer to their perception, allowing them to see the true nature of things, as well as enhancing their natural perception of the world around them.

    You gain the following benefits at all times.

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

    You also gain the following effects:

    • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
    • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
    • Weak Points: You may use Perception in place of Dexterity on attack rolls.

    The Goblin King calls upon the power of nature to empower plant life, causing it to grow into long, powerful vines that bind his foes, and continue to grow larger and more powerful.

    Exert your Mind and spend an Action to activate. Select a target within 20 feet. This Effect cannot be used unless Area is accessible to Plantlife or Fungi. You must actively and obviously use Club to activate this Effect. Roll Perception + Survival 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.

    • 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.

    The Goblin King waves his Bangmangi in the air, causing a mist to appear and envelop the target, who becomes sleepy, quickly falling asleep.

    Exert your Mind and spend an Action. Select a Living target within 30 feet. You must actively and obviously use Club to activate this Effect. Roll Perception + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.

    If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 hours.

    Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

    • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    The Goblin King has an incredible range of senses, allowing him to learn about his surroundings in great detail and track things over long distances.

    After pushing his senses to the limit for an entire Contract, Theodore managed to access a whole new level of his gifts, his senses breaking past human limits and revealing a whole new layer to the world, accessed through his sensitive horns

    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
    • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

    • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

    The winds blow, the earth shifts, plants grow, nature itself bends to achieve the goals of the Goblin King, its power channelled through his Bangmangi to potentially devastating effect

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

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

    Telekinetic actions have the following restrictions and behaviors:

    • Reactions: You cannot use a Reaction telekinetically.
    • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
    • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
    • Weapons: You cannot wield weapons effectively in combat.
    • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
    • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
    • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
    • Multiple Items: You can only interact with one thing or take one Action at a time.

    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

    The Goblin King channels their power through their Bangmangi (a type of spiked club that acts as a wand) and calls upon nature to create a bolt of lightning, striking their foe

    Exert your Mind and spend an Action to activate. Select a target within 300 feet. You must actively and obviously use Club to activate this Effect. Roll Perception + Alertness 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 4. Armor is reduced to 1/2, rounded down against this damage.

    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.

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

    The Goblin King creates blue flames, drawing from his innate well of power to conjure them to life.

    Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action to activate. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).

    You may start or extinguish a fire as large as a torch's flame at your target. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

    Lighting a target on fire deals 2 Damage per Round, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.

    • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics, Difficulty 8.
    • You can target yourself if you qualify as a valid target by the other requirements.

    The wind circles the Goblin King, deflecting attacks as roots trip his foes, natural forces moving to avoid harming the Goblin King or leaping to his defense as his magic begins to respond on reflex.

    You gain the following benefits at all times.

    You have 4 Armor, which reduces incoming damage from all sources of physical attack except Fire. Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.



    Discovering technology from a fallen satellite, Oz was able to create a tonic utilizing various chemicals that were irradiated with Gamma rays to cure any disease or poison. This concoction appears as a green liquid in a small plastic bottle labeled "Oz's Transmation Fluid" System must be running when used.

    Use up this Transmition Fluid and spend 1 minute to activate.

    You may cure any any diseases or poisons afflicting yourself so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.

    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.

    • This consumable is destroyed when used and cannot be used again.
    • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.


    Max Encumbrance: 0 pounds.

    Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

    On Person

    • Wooden Club
    • Clothes from Goodwill
    • 20 Dollars
    • Lighter
    • Flashlight
    • Phone (Two Calls Remain)

    Grey Backpack

    • Sandwiches in tinfoil
    • Bottle of Water
    • Roll of Paper Towels
    • 60 feet of Rope
    (Click to toggle Weapons reference)


    From Maelstrom
    Crown of Thorns
    Given by Riley
    Nature's Tenacity | A gift from Riker as a token of a thanks Whenever Theodore Jeong is within his element in nature (i.e. a predominantly nature setting like a forest), he receives a +1 to Survival Rolls and +1 to his armor.

    Contractor Timeline

    14 Victories - 2 Failures
    Remaining Exp: 4 (Earned: 271 - Spent: 267)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


    Theodore Jeong has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Theodore Jeong.

    Assets And Liabilities


    -0 Imbued
    -0 Seen Things
    -0 Finances: Average
    -3 Polyglot
    Language: Korean, Chinese, Japanese
    -3 Additional Citizenship
    Country: South Korea
    -3 Contortionist