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Jeremy Wesley
"Once I have finished auditing you I will know everything"

A 24-Victory Professional Contractor played by jwesley123 in Maelstrom

This character is dead. RIP

Jeremy Wesley is a Accountant who will risk their life to become the ultimate Leader of Men and Leave The Perfect Legacy and Watch over it forever.

They are 26 years old, live in Tennessee, and often appears as 26.

Jeremy Wesley lives in Maelstrom, a setting where videos of the supernatural go viral every day. Their journal has 13 entries.

Attributes

Brawn

4

Charisma

3

Dexterity

3

Intellect

8

Perception

3

Abilities

3 Alertness

1 Animals

3 Athletics

4 Brawl

3 Crafts

4 Culture

1 Drive

0 Firearms

6 Influence

3 Investigation

2 Medicine

2 Melee

3 Occult

2 Performance

2 Science

2 Stealth

1 Survival

4 Technology

2 Thievery

2 Mixology

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

Injuries

1
Ouch
5
Ouch
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Mute (You cannot speak or scream.)
  • Body 7

    Stress

    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

    Failure
    Betrayal
    Anguish
    Capture

    Traumas

  • Fear of mind manipulation Jeremy fears something else controlling his mind must roll mind if he knows someone messed with his mind.

  • Source

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    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.
    Database: Irs Database
    From Assets and Liabilities
    You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, at their discretion.
    Respected Expert: Tennessee
    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.
    Devotees: Political Hangers-On
    Given by leonvanderblight
    You have a fan-club, cult, or other devoted following. You may bring one average person from your fan club with you on each Contract. They may have no dice pool larger than 4, and they are untrained in most things. Each person you bring with you must have a name.
    Diplomatic Immunity: Governor of Tennessee
    Given by leonvanderblight
    Your cultural status grants you preferential treatment. For example, you are the mayor of the city, a visiting diplomat, or an alien who has made first contact. Most authorities are hesitant to use force to control you
    Point of Contact: Gen-Wyld
    Given by leonvanderblight
    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.
    Polyglot: Hebrew, Latin, Cunieform
    From Assets and Liabilities
    You are fluent in three additional languages. 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.

    Conditions

    From Assets and Liabilities
    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.
    Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You get +3 dice to resist any attempt to control your thoughts or actions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Possession and Suggestion Effects.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    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.
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).

    Loose Ends

    Debts: Gerson Park Kingsmen

    Imminent Dangerous Given by leonvanderblight
    You are in debt to some sort of powerful entity, and they are going to collect one way or another. This can be monetary, but it can also include favors or any sort of payment.

    Powers

    Jeremy started in cold calls and now he is handling business meetings and all in between. However now he skips numbers and simoly calls people by name.


    Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. You must actively and obviously use Cellphone to activate this Effect.

    You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration

    The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

    • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
    • Generally you cannot communicate with Contractors who are not in a Contract with you.
    • 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.

    Jeremy has allowed the entity to remain for awhile the entity beleives Jeremy is just a simple pawn. However that is not who Jeremy is at the least he demands partnership he doesn't work for three others he works for himself and sometimes he has others that coincide with his intentions. Now Jeremy can take back control almost exactly like a hostile takeover Killa can stay but only as a partner not as a boss Jeremy is demanding a promotion.


    You gain the following benefits at all times.

    Your Intellect rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

    Possession of this Power grants the following Trauma at all times: Jeremy fears something else controlling his mind must roll mind if he knows someone messed with his mind.

    You also gain the following effects:

    • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
    • Multithreaded: Instead of being unable to take Actions while maintaining Concentration, you may now take Actions at a -2 dice penalty. You may maintain Concentration from two different Effects, but you are unable to take Actions when doing so.
    • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
    • Remarkably Self-Aware: You may roll Intellect at Difficulty 7 to “scan” yourself for abnormalities; any outside influences on your thoughts/mind will be detected, as well as Traumas, etc. If your Outcome is 3 or higher, you may Exert your Mind to cancel the effect.

    • Being Injured or interrupted in some way can still break your Concentration.
    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    Sometimes not everyone agrees to Jeremy's selling tactics. That is when he husts out the emotions and trys to finish out the sale.


    Exert your Mind and spend 2 Actions to activate. Select a Sapient target within arm's reach. Roll Intellect + Influence at Difficulty 6.

    If you succeed, a specific period of time (up to 1 week long) from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

    The period is chosen either by time (i.e. “last friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.

    If the target is confronted with compelling evidence that contradicts their memories, they may roll Mind at Difficulty 8. If their Outcome exceeds your Outcome on the initial roll, they realize that their memory for that period was manipulated, but they will not regain their old memories. If they fail, they will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.

    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.

    • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
    • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Jeremy opened his mind and opened his inner chakara


    You gain the following benefits as long as you are engaged in unarmed combat.

    +2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Bonus Damage Weapon Damage (instead of -1). The target's Armor is reduced to 1/2, rounded up 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 Defend against melee, projectile, or firearm attacks from any range and Clash with those in range of your attacks.
    • 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.
    • Fight Circle: Only one opponent may engage you at melee range each Round.

    • If an enemy attacks you at melee range, you may only attack them that Round (unless they are defeated). Likewise, if you attack an enemy at Melee range, only they may attack you that Round (unless your attack defeated that enemy). Essentially, use standard kung-fu movie rules.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Legendary Artifacts

    Fine Suit

    Created and held by Jeremy Wesley.

    A nice suit tailors too all your needs.


    You gain the following benefits as long as you are wearing this Artifact.

    You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

    The Nautilus Bazaar

    Created and held by Jeremy Wesley.
    Super Yacht

    A Super Yacht granted to him by Jules has been modified by Jeremy with some blueprints he has downloaded from the Mi-Go drone in his eye.


    This Artifact can be used as a The Nautilus Bazaar. It is roughly the same size as a The Nautilus Bazaar and just as difficult to conceal.

    This The Nautilus Bazaar has Super Yacht Renforced with Submarine Plating can dive similar to a submarine.. Any roll to pilot this vehicle receives +2 dice.

    You also gain the following effects:

    • Amphibious: Your vehicle may move on and under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
    • Crew of One: You alone may stand in for an entire crew if the vehicle would normally be piloted by more than one.

    Jeremy's Prostetic Eye

    Created and held by Jeremy Wesley.
    A Prostetic Eye With A Small Camera Inside

    Jeremy points his eye at a device and his iris begins to show one and zeros as he uploads a backdoor into the machine.


    Exert your Mind and spend 2 Actions to activate. Select a Device within 20 feet. Can be used on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.

    If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

    If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

    After successfully using this Effect, you may choose to add the target to your own personal "network." You may use this Effect on any target on your network at any range. You can have up to 3 targets on your network.

    When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.

    Your hack cannot be discovered by system administrators or firewall software for a number of hours equal to your Outcome on the initial roll.

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

    Jeremy has begun utilizing an friend to begin hacking into any form of technology.


    Exert your Mind and spend an Action to activate. Select a Location within 10 feet.

    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 3 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.

    You may activate another Effect through one of your Wards as if you were standing at its location. The Ward is destroyed afterward.

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

    Jeremy is a wolf in human form now he leads a pack.


    Exert your Mind (unless you win a coin flip) and spend an Action to activate. You must use up Cash or similar currency in order to activate this Effect. Make a Trauma roll when you activate this Effect.

    Summon a A Pack of Wolves at your location, plus enough additional minions to bring you up to your maximum of 3 minions. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

    Minions have 6 Body and can make melee range attacks with 6 dice to attack and +2 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 8 dice.

    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. Exhaustion’s penalty and duration stacks with multiple activations.

    • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.

    When Jeremy dies his conciousness will uploaded into his prostetic eye where he can obtain a second life. He does not hope this will ever occur.


    This Effect activates whenever Triggered on death. It does not require an Action or Exertion.

    You transform into ________ for one minute. While transformed, you cannot move or take Actions, and you cannot perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.

    If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

    Jeremy has figured out how to move himself like he were just any regular piece of data and he moves through the air like a phone signal. Arriving at his destination 1s and 0s appear.


    Exert your Mind (unless The user is looking through their ward) and spend 2 Actions to activate. Select a Location within your line of sight.

    You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.

    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. Exhaustion’s penalty and duration stacks with multiple activations.

    • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
    • 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.

    Jeremy is tired of being blind so he commissioned some eyes.


    You gain the following benefits as long as you are wearing this Artifact.

    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.
    • 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.
    • 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.
    • Thermal: You are able to "see" heat signatures within your line of sight.

    Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

    • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.
    • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.
    • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

    Jeremy has been a politician for awhile now and he can now put weight behind his words that he couldn't before. When he calls someones brain he has a direct link to their synapses and can make changes freely as long as they are on call.


    Exert your Mind and spend at least one Action to activate. Select a Sapient target within 20 feet. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

    If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

    They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.

    Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Commands can put the target into a potentially self-endangering scenario, including Combat, though you cannot force a target to directly attack themselves. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

    • The target must be able to understand you and must receive your communication for the suggestion to work.
    • Allowed Commands
      • Conditional Request: implants a triggered response or latent order. (e.g. "when you see your mom, give her a kiss" or "when I give the signal, strip naked and pretend you're possessed by the devil.")
      • Abstract Goal: You command can be general or abstract, leaving the details of how your target achieves it up to them. (e.g. “crash your company's stock price" or "help me find the nearest vampire.")
      • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
    • 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.

    Jeremy has always feared someone interfering with his mind his answer to that is simple. He worked with the entity within his eye to create a simple code that Jeremy utilizes to run all his thoughts through one speeding up his thought process as well as crating a mental firewall.


    You gain the following benefits as long as you are wearing this Artifact.

    You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Been There, Done That: If you succeed a Mind resistance roll, subsequent attempts to use that same Gift or supernatural ability on you for the next day will fail.
    • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.
    • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
    • Reveal Yourself To Me: If you succeed on a Mind resistance roll, you understand who was targeting you and what the intended effect was.

    • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
    • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

    Jeremy sees through camera’s and reflective surfaces. By doing so he can look through all data they have acquired and do an audit of the place around him.


    Exert your Mind (unless in an urban area) and spend a minute. Investigate an area with a radius of up to 1 mile You cannot investigate the same target more than once per hour. At the end of your investigation, roll Intellect + Technology at Difficulty 6.

    You learn a single specific piece of information, chosen from the following list, about the area:

    • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
    • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
    • You choose a specific type of event and receive a vision of the last time it occurred here.
    • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
    The quality and specificity of information gained depends on your Outcome.

    • 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.

    Jules Backpack

    Created by Jules, given to Jeremy Wesley.
    This grey backpack was worn by Jules the Thief when he stole the fabled Seal of Nephthys from the British Musuem - having come to an arrangement with the Egyptian Goddess, Nephthys has allowed Jules Backpack to bridge the realm of her divine domain.

    The Goddess of Darkness assists Jules in his quest to return her sacred objects. She has allowed the backpack he was wearing the day he retrieved the Seal of Nephthys to form a bridge into the Otherworld. This 50 liter Backpack can hold an astonishing 1500 liters. The pack can only be opened to the Otherworldly Dimension of Nephthys when in shadows or darkness - at all other times, it appears to be empty.

    https://www.amazon.com/Backpack-Business-Charging-Resistant-Computer/dp/B07N3WQ6H7/ref=sr_1_3?keywords=Best%2BProfessional%2BBackpack&qid=1652670514&sr=8-3&th=1


    This Artifact can be used as a container. It is roughly the same size as a backpack and just as difficult to conceal. Unless night/shadows, this Artifact behaves as its mundane counterpart.

    Your backpack holds 30 times what it normally could. Objects stored inside are weightless.

    Living things can be stored in your backpack. They will have access to anything else inside and may attempt to break free, damaging or destroying the backpack in the process.

    If your backpack is destroyed, things inside may get out, and it will cease to function until it is repaired.

    • There is no cost to use your container.

    Talaria

    Created by Prototype, given to Jeremy Wesley.

    The power of Hephaestus forges Talaria once more! Jeremy Wesley commissioned Kody Creighton for these- masterfully made metal and leather shoes flowing with power, swirling, molten designs of fiery kinetic energy that allow Jeremy to leap into the air like the god who owns the original set. Million dollar shoes for a billion dollar man.


    Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.

    You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

    You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.

    • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • vertical jump height measures to the bottom of your feet, so your total vertical reach is at least a body length greater.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You may only use this Effect once per Round of combat, regardless of any Enhancements you have taken.
    • You can target yourself if you qualify as a valid target by the other requirements.

    ...


    You gain the following benefits as long as you are wearing this Artifact.

    You and any clothes or equipment you are wearing are obscured from sight. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 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 minute.

    • 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

    *cellphone * Clothes * Wallet * Keys

    • Rugged no-metal belt that can be used as a pair of nunchucks *A pen
    • A Sharpie
    • A thermos *Reinforced Suit
    • Briefcase with 20,000 in cash
    • Diamond Ring
    • Prostetic Eye
    • Talaria

      In Bag

    • Fava Beans

    • Chianti
    • A clipboard *25 sheets of lined paper
    • Cologne
    • 4 red bulls
    • notepad and pencil
    • Stealth Suit
    • 10 High energy bars
    • 5 bottles of water
    • Kitchen Knife

    Wards

    Oldest * Ward In his office closet in Tennessee * Ward In Jeremy’s Mercedes * On the Nautilus

    ** Network Oldest * Alien Portal * Jeremy’s Computer * The Nautilus

    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    The Portal
    Given by jwesley123
    An Alien Portal built inside a room on the nautilus. Int +Tech to open a portal the size of a double doorway (2-4 ppl at a time) to a point in the universe that you have the coordinates of. Also Exert mind to open a portal to a world you have been to without a full success something terrible happens. (Explosion like a nuke, portal opens to somewhere terrible gms choice)

    Contractor Timeline

    24 Victories - 1 Failure
    Remaining Exp: 3 (Earned: 339 - Spent: 336)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Jeremy Wesley has made 4 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Jeremy Wesley.

    Assets And Liabilities

    Assets

    -0 Seen Things
    -3 Polyglot
    Language: Hebrew, Latin, Cunieform
    -6 Tough
    -3 Respected Expert
    Field: Tennessee
    -15 Iron Will
    -3 Beautiful
    -15 Gifted
    -6 Database
    Access to: Irs Database
    -18 Finances: Rich

    Liabilities

    +9 Sensitive
    +6 Vengeful