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Issac Norton II
the Emperor of the United States

A 7-Victory Novice Contractor played by Strazhari in Maelstrom

Issac Norton II is a man who would be Emperor who will risk his life to become the ultimate Imperial Sovereign and unite America into a truly United land of eternal peace & prosperity.

He is 33 years old, lives in San Francisco, USA, and often appears as a soft spoken eccentric, with warm eyes & curling brown hair. They wear a patently absurd Imperial Regalia, including epaulets, tail coat & feathered tophat.

Issac Norton II lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 18 entries.













0 Alertness

2 Animals

2 Athletics

0 Brawl

1 Crafts

4 Culture

0 Drive

0 Firearms

5 Influence

0 Investigation

3 Medicine

0 Melee

1 Occult

4 Performance

0 Science

0 Stealth

1 Survival

0 Technology

2 Thievery

4 Tai-Chi

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


(Issac Norton II is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Issac Norton II has no Battle Scars)

Body 7


9 Mind





  • Emperor of the USA

  • Imperial Authority

    Whenever , regain one Source. Cooldown: one day


    Famous: Tech Billionaire turned Would be Emperor
    From Assets and Liabilities
    You are well-known and generally well-liked by the general public. You may easily communicate a message via the media during a Downtime, and you may receive preferential treatment from NPCs at the GM's discretion.
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.


    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.
    Gullible You are trusting and honest to a fault, and believe almost everything you hear. You automatically fail any roll to detect a lie, and any rolls which involve telling lies are at +3 difficulty.
    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.
    Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. All defensive Mind rolls and Trauma rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost for Gift activation. Only works if your Perception rating is 1.

    Loose Ends


    The day Joshua Norton the First died, there was a funeral procession over two miles long, & the day was marked by a total eclipse of the sun. Now, a new Emperor has risen to unite & heal the divides of America - Emperor Issac Norton the II (formerly Issac Neuman). When wearing the iconic attire associated with the role, Issac presents a commanding yet comforting presence. While the media & the shareholders that watched his profitable start up tank say he is mad, no one can doubt the conviction behind his eyes:

    The Emperor has come to save us from ourselves.

    You gain the following benefits at all times.

    Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

    Possession of this Power grants the following Trauma at all times: Emperor of the United States.

    You also gain the following effects:

    • Call me Senpai: You may ask to be called by a specific title. Sapient beings will use this title when addressing you, unless they Exert their Mind to resist for the day. You may use an Influence Effect on anyone who uses your title without Exerting your Mind. One free activation per individual per day.
    • Hey, Listen!: You cannot be ignored or unheard when directly addressing an entity.
    • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing
    • No Choice But To Stan: If someone speaks or acts against you socially, anyone observing it must roll Mind, with the difficulty equal to your Charisma, in order to not defend you.
    • Party Animal: You are welcome at, and will be granted entrance to, any social gathering or party, at least as an observer.
    • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

    • Being forced to Stan will not force someone to violate any of their Limits or to engage in violence of any kind (though they may still do so of their own volition).
    • A "social gathering" might include a birthday party, after-work drinks, a ski trip, or yoga in the park, among other things. It likely would not include a cult gathering to summon a demon, Congressional negotiations over a contentious bill, etc.
    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    While wearing the Imperial Raiment, Emperor Norton the II can converse with anyone in any language.

    You gain the following benefits at all times. You must actively and obviously be using Imperial Raiment to gain the benefits of this Effect.

    You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.

    • Communing with creatures does not grant them intellect but does allow you to converse with them.
    • The target of "human" refers to any target that speaks a human language.

    When the denunciation is spoken, Norton's voice seems to echo, as if two people we're speaking at once. Under the right conditions, some people will see the ghost of Emperor Norton I standing alongside him, also admonishing the target.

    The Golden Rule, espoused by most philosophies of the world: Love thy Neighbor. Do no Harm. Do unto Others as you would have them do unto You.

    Everyone knows this moral lesson, for Man is inherently good. Yet, in the cut throat world of seeking one's daily bread, it is a lesson easily forgotten. Pushed aside in the mad race to reach the heights of self gratification!

    Yet, no matter how far the sheep has strayed from the shepherd, they still yearn to do what is right. With some, only a gentle word is needed...for others, the Imperious Command from the Top Hat clad figure of Emperor Norton the II is required - this resounding decree shakes even the coldest heart, awakening them to an enlightenment they will not soon forget!

    Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. You must actively and obviously use Imperial Regalia to activate this Effect. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.

    If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain Pacifism as a Trauma. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.

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

    If the need is dire enough, Emperor Norton II can inscribe a missive with the Imperial Pen - if acting in his official capacity, everyone within 10 miles will receive this message immediately, typically as a copy of the written note.

    Exert your Mind and spend an Action to activate. You must actively and obviously use Imperial Raiment to activate this Effect.

    You may send a single message to all targets which are within 10 miles of you. It can be no more complicated than a multi-page letter or a long email.

    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.

    Only the most crass, disloyal citizen of the Empire would raise a hand against their Emperor - in this unlikely event, they will find themselves swiftly disarmed, even thrown to the ground - The Emperor will not tolerate assaults on his person.

    Issac Neuman was quite the proponent of Tai-Chi & Aikido in his former life, both as a method of staying fit & as an opening to sell certain clients on his "woke" spirituality. As Emperor Norton II, Issac has discovered the truth behind the techniques - that the open hand is stronger than the clenched fist - the pen is mightier than the sword.

    Incidentally, the Emperor leads daily Tai-Chi sessions in Golden Gate park for any who wish to attend.

    You gain the following benefits as long as you take Defensive Actions only and you are engaged in unarmed combat. You must actively and obviously be using Imperial Raiment to gain the benefits of this Effect.

    +2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Bonus Damage Weapon Damage (instead of -1). The target's Armor is fully effective 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.
    • Disarm: If you successfully Defend or Clash with a melee attack, you may take possession your opponent’s weapon or launch if up to 35 feet away.
    • Flow Like Water: If you win a Clash or successfully prevent an attack by Defending, you may instead redirect the incoming attack to another target within range. If you Defend, the redirected attack uses your positive Outcome after defending, if you Clash it uses the outcome in entirety if you win.

    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Few can resist the sonorous speeches of the Emperor of the United States!

    Exert your Mind and spend an Action to activate. All Animate targets within 20 feet of you who can perceive you through Hearing are affected. You must actively and obviously use Imperial Raiment to activate this Effect. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 6.

    If you succeed, the targets will keep their full attention focused on you for contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than you. If they cannot perceive you through Hearing for three Rounds, the Effect is broken. The Effect ends early if the target is Injured or enters Combat.

    This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you.

    You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.

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

    It would be improper, nay, even absurd for the Emperor of the United States of America to fall victim to the machinations of those who would attempt to influence him - fortunately, when acting in his Imperial Role, Issac is quite inured against such perfidious trickery!

    You gain the following benefits at all times. You must actively and obviously be using Imperial Regalia to gain the benefits of this Effect.

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

    • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.

    • 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.

    While acting as the Emperor, Norton is protected from harm, unless that harm comes from a Law Enforcement agent. This effect will appear as the flickering image of Norton the First protecting the target from harm

    You gain the following benefits at all times. You must actively and obviously be using Imperial Regalia to gain the benefits of this Effect.

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

    You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.

    You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

    Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

    • Armor recharging happens automatically and does not require an Action.

    Crafted Artifacts

    Norton's Eyes of the State

    Created by Dominic West, given to Issac Norton II.
    A badge with a small button camera on the bottom nearly imperceptible to the human eye.

    Dominic has learned to tap into the bugs, cameras so tiny as to be microscopic, in the world around him. Proving that he was right yet again! The Illuminati does indeed have eyes, ears, and all other manners of things everywhere! He doesn't know how or when they started planting them, but they did and they are even within the deepest sanctum and within your most trusted devices. Yet, now he needs to worry no longer for through the wondrous enlightenment he was granted he has figured out their subroutines and gained the ability to co-opt this technology most foul for the resistance!

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

    You place a ward, which is fixed to a target Object that can be moved and repositioned. 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. It can be detected with a roll and destroyed through mundane means.

    Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

    You may communicate through your ward, though doing so will reveal its presence.

    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 may only use this Effect once per day.

    • Your ward's recording is maintained even if your Ward is destroyed.
    • You can target yourself if you qualify as a valid target by the other requirements.


    Max Encumbrance: 0 pounds.

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

    On Person

    • Imperial Feathered Top hat
    • Imperial Coat w/ tails & epaulets
    • Imperial Silk Undershirt
    • Imperial Silk Underwear
    • Imperial Slacks
    • Imperial Riding Boots
    • Imperial Parasol
    • Imperial Fountain Pen
    • Imperial Stamp & Seal
    • Receipt Booklet
    • Proclamation Papers (20)
    • Imperial Currency (1000)
    • Nokia Phone (Contact Info for numerous Tech Billionaires)

    Wards Placed

    • Badge of Valor
    • Top Hat
    • Parasol
    (Click to toggle Weapons reference)


    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.

    Contractor Timeline

    7 Victories - 2 Failures
    Remaining Exp: 12 (Earned: 241 - Spent: 229)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


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


    Issac Neuman was an up & coming CEO of yet another silicon valley tech start-up, sleazing his way into investors pockets by playing up his Jewish heritage. Valued at Billions & praised as the next Steve Jobs, his life took a dramatic turn after a drug fueled "corporate retreat" where he engaged in an Ayahuasca ritual led by "the best Shaman money could buy." In the age of the Illumination this proved to be more than he could handle, as he was visited by the Ghost of Emperor Norton the First, who showed him the dread inequality & suffering he & his ilk had spread across the City of St. Francis.

    Like the Ghosts of Christmas Past, Issac was shattered & remade by these visions, much to the consternation of his peers in the tech community. Liquidating all his assets & donating every last penny, Issac wrote a proclamation describing the true path for a leader is to humbly serve, & with a media fanfare that exceeded some illuminations, changed his name to "Issac Norton the II, Emperor of the United States"

    Issac currently lives in a downtown flat that he own in perpetuity from an earlier investment, & tirelessly works to bring about a Utopian ear, guided by the ghost of Emperor Norton I.

    Assets And Liabilities


    -3 Oblivious
    -3 Beautiful
    -6 Famous
    Claim to Fame: Tech Billionaire turned Would be Emperor
    -15 Gifted


    +9 Gullible
    +6 Finances: Poor
    +9 Sensitive