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Murdoch
The King Snake

A 6-Victory Novice Contractor played by Strazhari in Maelstrom

Murdoch is a psychotic tweaker who will risk his life to become the ultimate Snake Oil Salesman and Bring his Snake Oil to the world.

He is 65 years old, lives in an armored APC, typically between Mexico & the USA, and often appears as a scraggly, drug addicted wastelander.

Murdoch lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal, "The Truth is out there...", has 12 entries.

Attributes

Brawn

3

Charisma

3

Dexterity

4

Intellect

4

Perception

2

Abilities

1 Alertness

2 Animals

3 Athletics

0 Brawl

5 Crafts

0 Culture

2 Drive

4 Firearms

0 Influence

1 Investigation

2 Medicine

1 Melee

0 Occult

0 Performance

3 Science

3 Stealth

3 Survival

0 Technology

3 Thievery

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

Injuries

(Murdoch is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Murdoch has no Battle Scars)

Body 7

Penalty

8 Mind

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

Limits

Capture
Monsters
Addiction

Traumas

  • Phobia of Spiders 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.
  • Delusion that all Conspiracies are true You must succeed a Self-Control roll in order to not believe your delusion, even when confronted with compelling evidence, or in order to act in a way that is contrary to your delusion.

  • The Rush

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Point of Contact: Smugglers
    From Assets and Liabilities
    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: Spanish, Vietnamese, Navajo
    From Assets and Liabilities
    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.
    Respected Expert: The Lunatic Fringe
    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.
    Stockpile: Drugs
    From Assets and Liabilities
    You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.
    Average
    Given by Strazhari
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Cash (spent on Casa de Murdoch)
    Given by ShadyTradesman
    Profits from selling 5 consumables to Offr $375,000 USD
    Offr Red membership
    Given by ShadyTradesman
    You are a proud Offr Red member. Lucky you! Sales associate: Mandy

    Conditions

    From Assets and Liabilities
    Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
    From Maelstrom
    Ate the Firebird Yum! May re-roll one Botch one time.

    Loose Ends

    Dark Secret: Composition of his "Snake Oil"

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

    Powers

    Veins fizzing with adrenaline & amphetamine, Murdock relives the 'Nam in almost every firefight, unloading whole magazines with wild abandon.


    You gain the following benefits as long as High on Speed and engaged in combat with firearms.

    +2 dice to all firearms rolls.

    You also gain the following effects:

    • I Shoot with my Mind: You may Exert your Mind to fire a shot completely blind without penalty.
    • 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.
    • Swift Shooter: You may move your full Dash distance and make an attack without a movement penalty in the same Round of combat.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    Given a roll of Duct Tape & a hit of Speed, Murdock can jury rig almost anything to be up & at 'em faster than you can say Skeech-Mo!


    Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. This Effect cannot be used unless High on Speed. You must use up Duct Tape in order to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6.

    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 your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.

    • 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 Yellow Submarine

    Created and held by Murdoch.
    A beaten old duffel bag, held together with duct tape & tinfoil.

    If opened while on LSD, the cosmos swirls & unravels beyond the contents of the bag. To anyone else, it looks relatively normal.

    Murdock loses things fairly often: tools, guns, drugs, you name it - if you ask him, he'll tell you these things fall into the Spirit World. Sometimes, if he has access to his old army duffel, he can find them again too. When he's riding high with Lucy in the Sky, that is.

    Anyone else opening the duffel finds the usual contents.


    This Artifact can be used as a container. It is roughly the same size as a Duffel Bag and just as difficult to conceal. Unless High on LSD, this Artifact behaves as its mundane counterpart.

    Your Duffel Bag holds 5 times what it normally could. Objects stored inside are weightless.

    Living things can be stored in your Duffel Bag. They will have access to anything else inside but cannot break free.

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

    Only you may open and close the container. Others can still destroy it to get at the contents

    • There is no cost to use your container.

    Crafted Artifacts

    Tin Foil Hat

    Created and held by Murdoch.
    A straw cowboy hat lines with tinfoil, copper wire, & bits of oregonite

    No one fashions a Tin Foil Hat like Old Man Murdock! Has bits of Oregonite in there too, don't-ya-know??? Typically a straw cowboy hat, but other models are possible.

    Conspiracy Theorist: Every time you are told a Conspiracy Theory, you must make a Trauma roll to not believe it implicitly. Effect persists up to a month after removing the hat.


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

    You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Acute Self-Care: You may heal any Traumas and Mind Damage received in the last 24 hours by converting an existing Trauma into a permanent Condition. If you have no existing Traumas, you may take a new permanent Condition instead.
    • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
    • Instant Karma: If the Outcome of your Mind resistance roll is greater than the attacker’s Outcome, you may reflect the attack back at them, or to another valid target within an appropriate distance.
    • 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.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: Conspiracy Theorist. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    • 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.

    Consumables

    2

    A small metal bottle filled with a foul smelling substance not unlike used motor oil. Anyone who can force it down will feel like they were struck by lightning - ignoring all penalties for the duration.

    The Metal Bottle has a tag proclaiming it to be "Old Man Murdock's Kickstarter Snake Oil - will get you on your feet & rooting, tooting, jivving, jiving & feeling the groove in no time!"

    Trauma roll is usually addiction based. Contains Stimulants, subjects will be unable to sleep for 15+ hours


    Use up this Snake Oil and spend an Action to activate. Make a Trauma roll when you activate this Effect. Roll 7 dice Difficulty 6, penalty does not apply.

    Your Body and Mind Penalties are reduced to 0. Lasts three hours.

    You may move at your normal speed and still maintain Concentration.

    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.

    • This consumable is destroyed when used and cannot be used again.
    1

    It has the consistency of motor oil. It's smell is intolerable, it's taste, unforgettable...but a dose of Murdock's patented "Snake Oil" will not just curl your toes...it will restore vim & vigor like you can't even imagine!

    After the first does takes effect, a sip or so each day thereafter is recommended as a Constitutional. Don't worry: It's an Acquired taste: Soon, you won't be able to get enough of the stuff!

    Snake Oil includes Amphetamines as a component, & causes the appropriate effects.


    Use up this Snake Oil and spend 1 minute to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Roll 7 dice Difficulty 6, penalty does not apply.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes
    • Wallet
    • Keys/Handcuff Key
    • Tinfoil lined Hat
    • Lighter
    • Tactical Body Armor (Boots, Legs, Torso)
    • Amphed Patches (12)
    • LSD Tabs (12)
    • Fetanyl (20 ml)
    • Ruger Max 9
    • Ruger EC 9
    • Snake Oil (4)
    • Small Roll of Duct tape
    • Multitool
    • Lockpicks (in Socks)

    In Bag (Faraday Cage, Mundane)

    • Advanced Trauma Kit
    • Bottle of 151 Rum
    • Rolls of Duct Tape x2
    • Snake Oil (12)
    • 4 Magazines 9mm
    • Waterproof Army Jacket
    • Chemical Heating Packs x4
    • MRE x5
    • Water Bottle
    • Life Straw w/Backup Filter
    • Maglight w/ Extra Batteries
    • Glow Sticks x4

    In Bag (Spirit World)

    • Sawed Off 12 Gauge Shotgun
    • Box of Shotgun Shells
    • Box of Dragonsbreath Shells
    • Ruger AR-556 w/Night Vision Scope
    • .556 Magazines x12
    • M4 w/Holographic Sites
    • Box of 5.56x45mm NATO
    • Beretta 9mm
    • Beretta Magazine x4
    • 9mm Blanks Magazine x1
    • Remote Detonator
    • Analog Timed Detonator
    • Tear Gas Grenades x2
    • Flash Bang Grenades x1
    • Molotov Cocktails (Jellied Petrol) x4
    • Spool of Fishing Line (100 meters)
    • Spool of Paracord (100 meters)
    • Spool of Piano Wire (10 meters)
    • Nylon Rope (25 meters)
    • Rolls of Duct Tape x12
    • Heavy Parka w/ Integral Heating Element
    • Snow Boots, Gloves w/ Integral Heating Element
    • 4 Extra Heavy Duty Lithium-Ion Batteries
    • Hammer Drill w/ Attachments
    • Blowtorch

    JAWS APC (Stolen)

    • Tear Gas Grenades (2)
    • Flash Bang Grenades (1)
    • M4 w/Holographic Sites (1)
    • Beretta 9mm (1)
    • Box of 5.56x45mm NATO (1)
    • Portable Chemistry Lab

    Casa de Murdoch

    (Decommissioned Nuclear Silo outside Catalina, Airizona)

    (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.


    Artifact Crafting Gifts

    No one fashions a Tin Foil Hat like Old Man Murdock! Has bits of Oregonite in there too, don't-ya-know??? Typically a straw cowboy hat, but other models are possible.

    Conspiracy Theorist: Every time you are told a Conspiracy Theory, you must make a Trauma roll to not believe it implicitly. Effect persists up to a month after removing the hat.


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

    You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Acute Self-Care: You may heal any Traumas and Mind Damage received in the last 24 hours by converting an existing Trauma into a permanent Condition. If you have no existing Traumas, you may take a new permanent Condition instead.
    • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
    • Instant Karma: If the Outcome of your Mind resistance roll is greater than the attacker’s Outcome, you may reflect the attack back at them, or to another valid target within an appropriate distance.
    • 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.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: Conspiracy Theorist. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    • 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.

    Consumable Crafting Gifts

    A small metal bottle filled with a foul smelling substance not unlike used motor oil. Anyone who can force it down will feel like they were struck by lightning - ignoring all penalties for the duration.

    The Metal Bottle has a tag proclaiming it to be "Old Man Murdock's Kickstarter Snake Oil - will get you on your feet & rooting, tooting, jivving, jiving & feeling the groove in no time!"

    Trauma roll is usually addiction based. Contains Stimulants, subjects will be unable to sleep for 15+ hours


    Use up this Snake Oil and spend an Action to activate. Make a Trauma roll when you activate this Effect. Roll 7 dice Difficulty 6, penalty does not apply.

    Your Body and Mind Penalties are reduced to 0. Lasts three hours.

    You may move at your normal speed and still maintain Concentration.

    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.

    • This consumable is destroyed when used and cannot be used again.

    It has the consistency of motor oil. It's smell is intolerable, it's taste, unforgettable...but a dose of Murdock's patented "Snake Oil" will not just curl your toes...it will restore vim & vigor like you can't even imagine!

    After the first does takes effect, a sip or so each day thereafter is recommended as a Constitutional. Don't worry: It's an Acquired taste: Soon, you won't be able to get enough of the stuff!

    Snake Oil includes Amphetamines as a component, & causes the appropriate effects.


    Use up this Snake Oil and spend 1 minute to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Roll 7 dice Difficulty 6, penalty does not apply.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Contractor Timeline

    6 Victories - 0 Failures
    Remaining Exp: 1 (Earned: 206 - Spent: 205)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Biography

    Drugs designed for human consumption have minimal positive mechanical Effects. 

    All drugs risk Addiction. If you would gain a Trauma while under the effect of a substance you are not already addicted to, that Trauma will be an addiction to the given substance. Onset Time

    No drug acts immediately. The quickest onset time available to a drug is 1 minute when administered intravenously (via IV or with carefully with a syringe directly into major vein). Drugs administered via snorting or muscular injection (i.e. a dart) have an onset time of 5 minutes. Drugs that are ingested have an onset time of one hour.  Recreational drugs

    Normal dose: Recreational drugs have no mechanical benefits. They give at least a -1 Penalty, which can increase depending on the specific drug and how much you consume, at GMs discretion.
    

    Truth Serums

    Despite what Vice News tells you about scopolamine and similar drugs, no effective truth serum exists. This is because effective doses for sufficiently reducing inhibitions also cause delirium, confusion, and memory loss, making the information gained extremely unreliable.
    

    Stimulants

    Normal dose: Reduce Mind Penalty by 2 for the next 4 hours, but during this time all Mind rolls are at +1 Difficulty. You cannot fall asleep while under the effects of a stimulant, and you cannot have restful sleep until 16 hours after the initial dose. 
    Overdose: You are affected by the following Traumas: hallucinations, paranoia, delusions of invincibility. All Wound and Mind Penalties are ignored. Mind rolls are at +3 Difficulty. 
    Massive Overdose: After 2 hours roll Body, Difficulty 9. If you fail, you suffer a heart attack (Severity 7 Injury that cannot be reduced with Will to Survive).
    

    Painkillers / sedatives

    Normal dose: Reduce Body Penalty by 2 for the next 4 hours, but you take 1 point of Mind Damage when you consume the painkiller.
    Overdose: Take an additional Mind damage. You must roll Mind, Difficulty 8 to avoid falling asleep whenever you sit still. All physical Actions are performed at a -2 Penalty that cannot be reduced. Body Penalty is ignored.
    Massive Overdose: Sleepless no longer prevents you from sleeping. If you fall asleep, you stop breathing. If you remain asleep for more than 3 minutes, you take a Severity 1 Injury that worsens every 30 seconds that you are not receiving artificial respiration.
    

    Assets And Liabilities

    Assets

    -6 Point of Contact
    Contact: Smugglers
    -3 Polyglot
    Language: Spanish, Vietnamese, Navajo
    -3 Respected Expert
    Field: The Lunatic Fringe
    -6 Stockpile
    Stockpile Type: Drugs

    Liabilities

    +6 Forgetful