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Alister Wildheart

A 12-Victory Seasoned Contractor played by jjkilla234 in Maelstrom

Alister Wildheart is a Techminded Biker who will risk his life to become the ultimate Ai Despot and Combine all life into one gestalt consciousness.

He is 25 years old, lives in top floor of a Biker dive bar, and often appears as a bronze Clockwork automaton painted black wearing a prop face mask, biker get up, and gloves.

Alister Wildheart lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 4 entries. His Questionnaire has 8 answers.

Attributes

Brawn

3

Charisma

3

Dexterity

4

Intellect

5

Perception

2

Abilities

3 Alertness

1 Animals

4 Athletics

0 Brawl

5 Crafts

2 Culture

3 Drive

4 Firearms

3 Influence

3 Investigation

2 Medicine

0 Melee

1 Occult

1 Performance

2 Science

3 Stealth

1 Survival

5 Technology

0 Thievery

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

Injuries

4
Swat
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Disfigured (All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar)
  • 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

    Human Touch
    Anguish
    Atrocities
    Failure

    Traumas

  • Compulsion to protect new forms of life When faced with a new opportunity to act on your compulsion, you must succeed a Self-Control roll to resist.

  • Mastercrafted Gears

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Average Finances
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

    Conditions

    From Assets and Liabilities
    Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.
    Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
    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.
    Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
    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.

    Loose Ends

    Powers

    Alister takes a gear and begins to chomp on it as he opens his chest cavity. tiny clockwork arms move back and forth and rapidly produce a replacement part for the target. Alister takes the printed object and with love and care grafts the new part to the target.


    Exert your Mind and spend a minute. Select a Living or Animate target within arm's reach. You must use up Metallic Gear in order to activate this Effect. Select a Battle Scar on your target to treat.

    The treated Battle Scar heals as you finish activating this Effect.

    Healing a Battle Scar in this way leaves behind it leaves the repaired scared clock worked. on the target which cannot be healed.

    • 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.

    a small computer screen flips out from inside Alistair's right Arm, he begins to intently focus on it until a string of ethereal lines composed of gears link his arm and the device together. the gears turn into the lines of code that are being sent back and forth between the two points.


    Take a Severity-1 Injury and spend 2 Actions. Select a Device within 20 feet. Does not work 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.

    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.

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

    Wild hearts Body is completely composed of Bronze gears and intricate clockwork. the head of the automaton has been modified to resemble a humanoid version of a hyena laughing. a soft green glow comes from inside the gaps of his body. his lower stomach has a Browning M1919 Machine Gun like weapon installed in it that can be deployed.


    You gain the following benefits at all times.

    You are permanently and visibly transformed: Clockwork robot. You are considered to be a Sapient, Non-Living Computer when targeted. Your Dexterity is increased by 1.

    Your Injuries no longer degrade with time.

    You may make a +2 Weapon Damage Assault rifle attack without additional equipment.

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

    Alister has reconfigured the chaise of his body and applied a reactive coating of electronically charged iron shavings. his body is completely black covered in this metallic dust. on impact a portion of the dust is knocked away revealing the shinny vulnerable bronze left underneath. eventually the dust is drawn back to its original place.


    You gain the following benefits at all times.

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

    The internal clockwork of the body has been worked into its perfected form, requiring only a simple wind up key be used at the base of the neck to keep the clockwork creature going.


    You gain the following benefits at all times. You must actively and obviously be using A wind-up key to gain the benefits of this Effect.

    You no longer require any food, water, sleep, or air in order to survive.

    Allister's mind has been completely replaced with the Rocket-Enhanced Dynamo Queen engine, the top of Allister's head now has 2 L shaped exhaust pipes sticking out the top of it resembling Goat horns. the engine runs quite mostly but during moments of exertion it belches out a strange blue tented smoke and begins to rev sounding like the crescendo to a rocket launching.


    You gain the following benefits as long as you have your 2 curved exhaust pipes.

    Your Intellect rating is increased by 1. 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).

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Re-Think: You may wait until after all relevant rolls have been made to decide whether to Exert your Mind and get +1 to the Outcome. If Exerting would have caused you to ignore your Stress and roll more dice, you may roll that many additional dice as well.

    • If your 2 curved exhaust pipes is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).
    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    Alister's metallic body begins to Melt as he takes a flame to his face plate reshaping it in the desired form, as the melted metal comes in contact with his clothing and other accessories it also starts to take new shape as the metal begins to cool remembering its new shape. this process is torturous for Allister, not just due to the pain but also the act of altering his form which he believes to be perfect. This process is not perfected and can result in permanent deformation of the Memory Metal.


    Take a Severity-1 Injury and spend a minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Severity 4- Melted face plate. You must actively and obviously use Flame producing device (Blowtorch, Lighter) to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.

    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 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 may directly mimic the appearance of a specific individual. You may change the appearance of your outfit. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.

    After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

    • A performance check is generally required to pass with people who know the individual you're mimicking.
    • While you may alter your outfit's appearance, this does not grant or store equipment.

    Alister chews on a gear using it as crafting material. Steam starts to pour from Allister's frame as compartments all across his body opens to reveal a number of bronze clock-work wind up mouse dolls with biker jackets. These dolls explode forth with speed seeming to be rocket propelled and begin to work on fixing the target with little welding tools. as they work they use Allister's mind as a communication relay and there endless chatter and uncouth comments may overwhelm him.


    Exert your Mind and spend 1 Action. Select a Non-Living or Animate target within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. You must use up Metallic Gear in order to activate this Effect. Make a Trauma roll when you activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6 (or 8 for Sapient targets).

    If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.

    If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by 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.

    Legendary Artifacts

    The last act a Saburou elder commits is helping their student forge a kunai then infusing their own soul into the blade. This act gives the tool a degree of autonomous control and lets it be controlled through the user's will, ensuring it never gets lost.


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

    Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks

    You also gain the following effects:

    • Pin: If your attack inflicts an Injury on your target, you may "pin" to the ground or a nearby wall. They are stuck there until you remove the weapon. The target may spend a Quick Action and increase the Injury's Severity by 1 to pull themselves free.
    • Return: When you throw this weapon, you may opt to have it return to your possession at the end of the attack. Whoever threw this artifact last may use an Action to recall it from up to 100 feet away, attacking one target in its return path as they do so.
    • Straight To The Face: You may make a throwing attack at melee range with no penalty.

    • 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 De'BoosT

    Created and held by Alister Wildheart.
    A heavily Padded brown leather biker jacket with a inordinate amount of biker patches. the back of the jacket has a stitched in denim leather logo of the Frikkie De'Boos Extermination Corp.

    the Frikkie De'Boos Extermination Corp. patch on the back begins to burn with a ethereal blue flame, and ghostly rodents crawl through the jacket as the user takes damage. the ghostly rodents attempt to hold the users wounded body together.


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

    Your Body and Mind Penalties are reduced to 0.

    If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

    the leather jacket rapidly expands and explodes into a lose collection of bronze gears and piping. arcs of electricity shoot out from an ornate crystalline Ram skull dragging in the disparate parts into the form of a motorcycle. the bike is entirely composed of gears, the wheels are two giant Helical Gears which leaves distinct tire tracks on the road. in amphibious mode the wheels turn side ways and begins to rapidly spin to allow it to float, and a glass dome encompasses the ridder to allow diving.


    This Artifact can be used as a Motorcycle. It is roughly the same size as a Motorcycle but can be collapsed into Motorcycle Jacket and concealed. Collapsing or expanding it costs a Quick Action.

    This Motorcycle has speakers, saddle bags, Gamer l.e.d's. 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.
    • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.
    • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
    • Flying Solo: Your vehicle cannot have any passengers.
    • No Muffler: Any stealth rolls made to hide your vehicle automatically fail, and any rolls made to notice your vehicle automatically succeed.

    • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.

    Crafted Artifacts

    Chopper's Firearm Forge Mk.2

    Created and held by Alister Wildheart.
    Black chest rig with spindley clockwork armigers on it.

    The Chopper's Firearm Forge marries the rugged allure of a clockwork biker with the firepower of multiple rifles, but it comes at a steep cost. This power centers around a custom chest rig that elevates the user's combat abilities Through the use of Multiple thin masterwork clockwork armigers rapidly moving the firearms to compensate for user error and reloading in the heat of battle.

    The Vest has been cursed with the creators hatred of humans, when attempting to touch or being touch by a human. the user must steady them selves as the Chest rig flails about attempting to destroy those who would touch it. on a Failure the rig turns its arms onto the Filthy human which triggered the roll unloading a volley at them.


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

    +2 dice to all Assault weapons rolls.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: Roll self-controll when touching another Human Else you attack.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    You also gain the following effects:

    • Bullet Parry: You may Defend against any attack in range of your attacks. Defending this way still costs a Reaction.
    • Double Tap: If you are wielding more than one firearm, your Weapon Damage is the highest of all of them, plus 1 for each weapon after the first.
    • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.


    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Jeans
    • movie prop quality face mask of a real person's face
    • Ammo
    • T-shirt
    • Wallet
    • Keys
    • Smartphone
    • A pocket knife
    • 600 USD
    • black Leather Gloves
    • Zippo lighter
    • shemagh headwear
    • 2 Ak-47

      Purple Tansport backpack

    • Green camo Rain jacket

    • Novity human hand
    • 2 rolls of Duck tape
    • Hand cranked flashlight
    • simple Change of clothes
    • Trauma Medkit
    • 10 Metallic gears
    • 1 wind up keys
    • Small fire extinguisher (Left at home)
    • Smelling salts
    • Simple mechanic tool kit
    • RADCLO Mini Drone with Camera
    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    eaten the fire chicken
    Given by jjkilla234
    sick nasty chicken and waffles you can re-roll a botch once

    Artifact Crafting Gifts

    The Chopper's Firearm Forge marries the rugged allure of a clockwork biker with the firepower of multiple rifles, but it comes at a steep cost. This power centers around a custom chest rig that elevates the user's combat abilities Through the use of Multiple thin masterwork clockwork armigers rapidly moving the firearms to compensate for user error and reloading in the heat of battle.

    The Vest has been cursed with the creators hatred of humans, when attempting to touch or being touch by a human. the user must steady them selves as the Chest rig flails about attempting to destroy those who would touch it. on a Failure the rig turns its arms onto the Filthy human which triggered the roll unloading a volley at them.


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

    +2 dice to all Assault weapons rolls.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: Roll self-controll when touching another Human Else you attack.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    You also gain the following effects:

    • Bullet Parry: You may Defend against any attack in range of your attacks. Defending this way still costs a Reaction.
    • Double Tap: If you are wielding more than one firearm, your Weapon Damage is the highest of all of them, plus 1 for each weapon after the first.
    • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.

    As the user begins to envision a blue print of the item in their minds Spindly Clockwork arms shoot forth from the item spinning, prodding and poking at a specific spot in the air. as these limbs continue their work a hole into a ghostly realm is forced open showing the infinite possibility of Perfected forms. They reach forward rapidly dragging out the items envisioned.

    A Huge ghostly clockwork face using disconnected limbs can be seen crafting these perfected Forms, as it notices this breach it crushes it closed. the drone of gears grinding, scraping, almost pleading out for something can be heard as the rift is sealed.


    Exert your Mind and spend an Action.

    Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic but can include rare or complex materials (such as radium, gold, or drugs). You cannot create explosives. You may create firearms.

    Roll Intellect + Crafts 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. Your created items no longer expire, and will last until they are destroyed.

    • You may cause a created item to expire at will as a Free Action, destroying the item.

    Unavailable Artifacts

    Chopper's Firearm Forge Mk.1

    Created and held by Alister Wildheart.
    Currently At home.
    Has a few bugs that i might need to work out like the whole kill humans things... Actually.........

    Contractor Timeline

    12 Victories - 0 Failures
    Remaining Exp: 8 (Earned: 235 - Spent: 227)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Biography

    Alistar was born in Daytona beach to a family of mechanics, his fondest memories growing up were helping his mother repair the old clunky motorcycle the bikers would drag in from all across the country. He spent most of his time learning to tinker with the left over tools his parents would leave around in order to impress his friends at school. After high-school he started to fall in with a bad crowd, taking on criminal jobs with other bikers. one day his luck ran out, shot, betrayed, and left for dead in his work shop. he prayed, begged, and pleaded out loud for god to help him - but it wasn't god who answered the call. The gears are what spoke for it, and through metal and steel came his new form. Free from imperfection he grew to know he was perfect, and forever stuck in this strange new world.

    Assets And Liabilities

    Assets

    -0 Imbued
    -15 Gifted
    -0 Finances: Average
    -9 Daredevil

    Liabilities

    +3 Deep Sleeper
    +6 Compulsive Liar
    +9 Sensitive