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Bernard Tox
The Regretful Chemist

A 12-Victory Seasoned Contractor played by Tsair in Maelstrom

Bernard Tox is a Dangerous Chemist who will risk his life to redeem himself for his colleague's death.

He is 28 years old, and often appears as a man of average height in a labcoat with dark brown hair and faintly glowing eyes.

Bernard Tox lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 1 entry.

Attributes

Brawn

2

Charisma

3

Dexterity

3

Intellect

4

Perception

8

Abilities

6 Alertness

1 Animals

4 Athletics

2 Brawl

1 Crafts

1 Culture

2 Drive

0 Firearms

2 Influence

3 Investigation

1 Medicine

0 Melee

1 Occult

0 Performance

3 Science

3 Stealth

2 Survival

1 Technology

0 Thievery

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

Injuries

(Bernard Tox is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Kraken Tattoo - Water Breathing
  • Body 6

    Penalty

    8 Mind

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

    Limits

    Anguish
    Failure
    Near-Death Experience

    Traumas

  • Infallibility Make a self-control roll to ever change your mind to agree with another, or to follow someone else's lead

  • Source

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Conditions

    From Assets and Liabilities
    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

    Dark Secret: When his powers first showed up, he accidentally murdered a colleague.

    Distant Dangerous Given by a Liability
    You have a secret which, if it got out, would lead to immediate and significant consequences for you.

    Powers

    The attacker's motions are slightly reduce, or their aim goes slightly off. The attacker is dissuaded from hurting the user, to the point where they just seem to miss their target. If the user cannot see the attacker, or vice-versa, they can attack as normal.


    You gain the following benefits at all times.

    You have 6 Armor, which reduces incoming damage from all sources of physical attack except Hazard damage (Falling pool of acid non-controlled fire etc.). Armor from multiple sources does not stack. This Armor cannot be circumvented with Called Shots.

    Bernard's eyes lock onto the target, fixing them in place until they struggle free.


    Exert your Mind and spend an Action. Select a target within 300 feet. Roll Perception + Alertness at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.

    If you succeed, your target will be restricted at their location by an intangible, ethereal 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.

    Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.

    Your bindings affect intangible beings like ghosts.

    You may end this Effect prematurely as a Free Action.

    • The penalty from being cocooned does not apply to your rolls to escape the binding, since they are Mind rolls, not physical actions.
    • 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.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    The users eyes get a faint glow upon them when focusing. Their colors become more vibrant as they enhance their vision drastically, able to discern things at both a far distance and able to narrow their scope to a miniscule level.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
    • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.
    • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

    • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

    Having used his sight for so much, his eyes are now supernaturally powerful!.


    You gain the following benefits at all times.

    Your Perception rating is increased by 3. 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.

    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    The glass eye is held in hand and focused upon, an ethereal eye appears in that location, allowing the user to view through it as though it were the eyes of their own.


    Spend an Action. Select a Location within 10 feet. You must actively and obviously use Glass Eye to activate this Effect.

    You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards running at once.

    The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

    This Gift's Cost is capped at 2 and cannot be increased further.

    • Any targets visible via your ward satisfy the line of sight requirement for targeted Effects.
    • 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.

    Green beams of light shoot from the users eyes, causing a reaction similar to sulfuric acid concentrated on the point where it hits. The consistent focus of the lasers can burn through many objects and melt through metals, given enough time.


    Spend an Action. Select a target within 300 feet. Make a Trauma roll when you 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 2. 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 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.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Wallet
    • Keys
    • Cell phone
    • PH test kit
    • Padded Lab coat
    • 32 GB USB drive
    • Glass Eye

    In Bag

    • 12 Vials
    • Ice pack
    • Heating pad
    • Bleach
    • Hazardous material protection coverings
    • Lab safety equipment
    • First Aid Kit
    • Isopropyl Alcohol, .5 Liter
    • 12 feet Gauze
    • Sunglasses
    • Shake-charged flashlight
    • 3 days of rations
    • Three Water Bottles
    • 6 sets of handcuffs & keys
    • 3 glass eyes
    (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

    12 Victories - 0 Failures
    Remaining Exp: 7 (Earned: 240 - Spent: 233)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move
    Latest 1 of 1 entries

    Moves

    Bernard Tox has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Bernard Tox.

    Assets And Liabilities

    Assets

    -0 Imbued
    -3 Acute Sense
    Sharpened Sense: Sight

    Liabilities

    +3 Dark Secret
    Secret: When his powers first showed up, he accidentally murdered a colleague.
    +6 Vengeful