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Eric
Are you feeling ill?

A 13-Victory Seasoned Contractor played by EYECLONE in Maelstrom

This character is dead. RIP

Eric is a toxicologist who will risk his life to become the ultimate Walking Plague and make the ultimate toxin.

He is 30 years old, lives in a lab in the middle of nowhere ohio, and often appears as a disheveled man in a lab coat, wearing an n95 mask, leather gloves, and a belt with multiple vials on it, there is a tattoo of the biohazard symbol on his upper leg, His right eye is aquamarine.

Eric lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal, Field test logs, has 1 entry.

Attributes

Brawn

3

Charisma

3

Dexterity

3

Intellect

5

Perception

2

Abilities

4 Alertness

0 Animals

3 Athletics

5 Crafts

2 Culture

2 Drive

0 Firearms

2 Influence

2 Investigation

3 Medicine

0 Melee

1 Occult

0 Performance

3 Science

2 Stealth

0 Survival

2 Technology

1 Thievery

4 Toxicology

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

Injuries

6
one more time
6
rocket
5
rocket
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Missing Foot (Your movement speed is reduced by half.)
  • 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

    Near-Death Experience
    Anguish

    Traumas

  • Phobia of cameras When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.
  • Stimulant Addiction You are addicted to Stimulants. Any time you encounter stimulants, you must roll Self-Control. If you fail, you must consume it, and if you botch, you will Overdose. You are unable to regain any Mind from resting unless you have consumed the substance that day.

  • Plague

    Whenever , regain one Source. Cooldown: one hour

    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.
    Arsenal: Poisons
    From Assets and Liabilities
    Through some legal, licensed means, you have reliable access to a certain type of material others don’t. You may transport this material without the authorities interfering. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if normally illegal where you reside)
    Loved in Brazil After appearing in the news, the Brazilian population has gotten a soft spot for you. They don’t really know how you helped exactly but they know that you helped and that’s good enough. Lower all social rolls by 1 difficulty while being in Brazil. Does not apply to rural parts (Choice of the GM)
    Notorious for not being convicted in mass murder of billionaires at charity event
    Given by ShadyTradesman
    You are easily recognized and treated badly by the public at large due to something bad in your past. There is a strong hatred of you in English speaking cultures, and anyone who watches the news or is tuned in to popular culture will reflect that attitude. You get -3 dice for any rolls in social situations, and must roleplay your notorious status when relevant.
    Surveilled by FBI.
    Given by ShadyTradesman
    The FBI is monitoring your communications and wants to know your location at all times. The FBI has dedicated significant and probably mid-level supernatural resources to watching Fred. Bugged phones, etc. He is a high-risk person.

    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.
    Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
    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

    Loading...

    Advancement

    Seasoned
    13 Victories - 1 Failure
    Remaining Exp: 8
    (Earned: 247 - Spent: 239)
    An itemized record of every Contract, advancement, and more

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Assets And Liabilities

    Assets

    -0 Finances: Average
    -12 Jaded
    -0 Seen Things
    -0 Imbued
    -12 Arsenal
    Arsenal Type: Poisons