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Q (Quadir Quest)
It's all in the heart of the cards

A 5-Victory Novice Contractor played by GreenAppll in Maelstrom

Q (Quadir Quest) is a Gambling magician who will risk his life to Become one of the ones to pull the strings from behind, assisting some and removing others.

He is 23 years old, and often appears as A dark green haired Asian. His skin is slightly pale and always has a cigarette in his mouth. He wears a suit at all times, red pair of glasses, and has a mask he wears when gambling, and a different one when performing.

Q (Quadir Quest) lives in Maelstrom, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

6

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

2 Influence

0 Investigation

0 Medicine

4 Melee

0 Occult

3 Performance

0 Science

2 Stealth

0 Survival

0 Technology

2 Thievery

3 Gambling

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

Injuries

(Q (Quadir Quest) is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Zippy (+10 movement feet)
  • Implemented Tool Tazer (Can give off Tazer Electricity)
  • Body 7

    Penalty

    9 Mind

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

    Limits

    Atrocities
    Capture
    Anguish
    Betrayal

    Traumas

    (Q (Quadir Quest) has no Traumas)


    Mental Strength


    Circumstances

    Polyglot: Chinese Korean Malay
    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.
    Respected Expert: Gambling
    From Assets and Liabilities
    You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
    Point of Contact: High rollers
    From Assets and Liabilities
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.
    Rich
    From Assets and Liabilities
    You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.

    Conditions

    From Assets and Liabilities
    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.
    Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.
    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

    Q acts like a jester at times but also like a mysterious magician at times, truly a interesting character!


    You gain the following benefits at all times.

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

    Legendary Artifacts

    Mask of Dullness

    Created and held by Q (Quadir Quest).
    A blank poker face mask akin to the mask of joy or sorrow

    A clown, a jester, sits as a deep fear in many heart. A history of wielding a scythe of some form, allowing that history to imbued itself into the mask history


    You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with melee weapons.

    +2 dice to all rolls with melee weapons. You may Defend against firearm attacks from any range using melee weapons.

    You also gain the following effects:

    • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
    • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.
    • Heavy Strikes: If you are attacking with a blunt weapon, if your attack causes an Injury you may choose to knock the target down and back 15 feet. Standing up is typically a Quick Action.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    A Joker card design on the mask.
    A Red scythe that when wielding, looks like there's the illusion of something holding on to it behind you as well


    This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe but can be collapsed into a card sticker on the mask of rage cheek and concealed. Collapsing or expanding it costs a Quick Action.

    Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 3 Weapon Damage +3 Bonus Damage. The target's Armor is fully effective against this damage.

    You also gain the following effects:

    • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.

    • If there is not enough free space to expand the object, it cannot be expanded.
    • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

    The mask seems to weep as Black tears rapidly falls and cover over the entire body before condensing and changing the body.


    Exert your Mind and spend 2 Actions to activate. You must use up 1k in cash in order to activate this Effect.

    You become disguised in a manner of your choosing. The disguise lasts for an hour and a half, or you may end it early at will.

    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 cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

    • While you may alter your outfit's appearance, this does not grant or store equipment.

    Taking out the amount of money needed, either in card or cash form, then proceeding to destroy it if its cash, or swiping it mid air in card form, the money is used as the item is dropped from the sky.


    Exert your Mind (unless you win a coin flip) and spend 1 minute to activate. You must use up Cost of the item in money in order to activate this Effect.

    Choose an Object which could fit inside a messenger bag (up to 10 liters). It cannot be Alien and must be generic. You cannot create explosives. You may create firearms.

    Roll Charisma + Performance to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Created item lasts 1 hour.

    • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
    • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Mask of Rage
    • Suit
    • Reinforced clothing under(2)
    • Top hat
    • Wallet
    • Keys
    • white rubber gloves
    • Smartphone
    • Deck of Black gold laced cards
    • Box of Gold Flake cigarettes
    • Old school metal flick lighter
    • A Brick
    • a Deck of metal throwing cards
    • 1 Deck of metal cards, Joker Scythe first card
    • Party lights
    • Magician Strings

    Green transport backpack

    • Kevlar outfit(3)
    • 2 burner phone
    • 1 Deck of metal cards
    • High Powered Flash light
    • Rain jacket
    • 2 more Tuxedo
    • Casual clothes wear
    • 2 Deck of cards
    • Flint
    • Tricks stuff
    • Metal water bottle
    • Toiletries kit
    • Purple cape
    • 50k in cash
    • Pistol that's a lighter
    • Pistol
    • A pocket knife
    • Signal Booster

    Stash

    • Mask of Joy
    • Mask of Sorrow
    • Mask of Manic
    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    Umbral Tarot
    A deck of cards that provides odd benefits when used correctly Make an Intelligence + Gambling Roll and spend a minute performing a tarot reading in order to test fate. On a botch, you are accursed, and are treated as having dark fate for the next 24 hours, on a fail your next roll is counted as having an additional 1 attached to it, on a 1-3 there is no tangible benefit, merely an impression of the danger level in the exact specified event to come, and on a 4 or higher you can ignore 1 single roll of 1 within the next hour as you are forewarned of some twist to come via a vague impression that cannot be understood until the moment has come, on a 6 plus you are instead specifically warned of a single threat that may be present in the immediate future at GM discretion. Whether or not you can understand it however is up to you. Limit once per day use.

    Contractor Timeline

    5 Victories - 1 Failure
    Remaining Exp: 1 (Earned: 204 - Spent: 203)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Q (Quadir Quest) has not written in his journal yet.

    Moves

    Q (Quadir Quest) has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Q (Quadir Quest).

    Biography

    Quadir as a kid was always into theatrical art and magic. He was that one kid that always found those thing sparkling and he would dream about making a living from that. He grew up in a decently rich family and learned how gamble his way through life. He also learned theatrical arts and had classes on magic. Eventually figuring out his life, he starts enjoying it. He trains his mentality so that he doesn't fall into any gambling addiction, but he knows all the tricks in the books. Quadir travels often , meeting high rollers, having status amongst them as the one to help them out. Q is also a tour guide whenever amongst the casinos whenever he feels bored. Performing as a magician as well, not too well known but still great at his job, Yet this life doesn't give him a true satisfaction, his magic are good, his gambling are great, but its not risky enough, its not magical enough, he needs something...more insane, a TRUE magical trick.

    Now living more of a hidden rich guy in the background. He enjoys sponsoring new start up as a form of gambling, those that wins his favor will receive quite the amount of money

    Assets And Liabilities

    Assets

    +1 Polyglot
    Language: Chinese Korean Malay
    +1 Respected Expert
    Field: Gambling
    +2 Point of Contact
    Contact: High rollers
    +5 Rich
    +4 Jack of All Trades
    +1 Beautiful

    Liabilities

    -3 Fragile
    -2 Vengeful