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Draven Darkwood

A 4-Victory Novice Contractor played by jkl1110 in Maelstrom

Draven Darkwood is a Machinist who will risk his life to become the ultimate Artificer and gain wealth and build a empire of crafters.

He is 28 years old, lives in a workshop with equipment and barely any furnishings, and often appears as a Disheveled, grease covered laborer with shoulder length hair and a toolbelt.

Draven Darkwood lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal, To whom it may concern, has 8 entries. His Questionnaire has 15 answers.

Attributes

Brawn

2

Charisma

2

Dexterity

3

Intellect

3

Perception

3

Abilities

2 Alertness

0 Animals

1 Athletics

3 Crafts

2 Culture

1 Drive

4 Firearms

4 Influence

2 Investigation

2 Medicine

0 Melee

2 Occult

0 Performance

3 Science

2 Stealth

0 Survival

3 Technology

0 Thievery

1 Brawl

5 CNC Machinist

2 Torture

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

Injuries

2
sniper shot
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Partially removed liver (Whenever you face an extreme or overpowering smell, you must succeed a Body roll, Difficulty 9 not to throw up.)
  • Slightly clipped pelvis (Your movement speed is reduced by half.)
  • Chronic Pain (Your Penalty is always at a minimum of -1.)
  • Body 6

    Stress

    6 Mind

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

    Limits

    Anguish
    Betrayal
    Near-Death Experience

    Traumas

    (Draven Darkwood has no Traumas)


    Source

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Finances: Average
    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
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering you in several ways. 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" one of your Traumas with counseling on a Downtime.
    Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
    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.
    From Maelstrom
    Werecreature Organization Favor You have received one favor from a hidden werecreature organization located all across the United States. Their network will provide shelter, werecreature info, supplies, and/or a local guide. Set up a symbol using natural materials in a park or the wilderness. It conveys that you're an ally in need of help. After some time, a werecreature in human form will approach to discuss what you need.

    Loose Ends

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    Advancement

    Novice
    4 Victories - 1 Failure
    Remaining Exp: 14
    (Earned: 200 - Spent: 186)
    An itemized record of every Contract, advancement, and more

    Moves

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

    Assets And Liabilities

    Assets

    -0 Finances: Average
    -6 Clear Conscience
    -6 Light Sleeper
    -9 Daredevil
    -0 Imbued