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Charles Landwick (Sherlock)
Trust me, There are clues (there really isn't)

A 13-Victory Seasoned Contractor played by GreenAppll in Maelstrom

This character is dead. RIP

Charles Landwick (Sherlock) is a investigator that only does cold and missing cases who will risk his life to become the ultimate Psychic Investigator and Find redemption for his past and help those that have lost their family find justice.

He is 27 years old, lives in England, and often appears as older man wearing glasses, dressing more casually and blending in with the crowd. Wheeling around a transport. Nothing he has really stand out about him.

Charles Landwick (Sherlock) lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 10 entries.

Attributes

Brawn

2

Charisma

3

Dexterity

3

Intellect

4

Perception

7

Abilities

3 Alertness

0 Animals

3 Athletics

4 Brawl

0 Crafts

0 Culture

0 Drive

4 Firearms

2 Influence

6 Investigation

2 Medicine

0 Melee

0 Occult

0 Performance

0 Science

2 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

1
Fire
3
mole
4
bomb
1
Moled
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Tinnitus (You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations.)
  • Body 6

    Stress

    8 Mind

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

    Limits

    Betrayal
    Anguish
    Capture

    Traumas

  • Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to face your fear.
  • Threat Aggression If someone aims at him with a gun, must roll self control to not become aggressive

  • Mental Strength

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Famous: Investigator
    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.
    Point of Contact: Police/officers
    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.
    Exiled from Europe by the Syndicate
    Given by Polymorph
    The Syndicate, having knowledge of Charles' supernatual abilities and an ability to track him, offered him a chance to leave Europe and never return. He took it. If Charles ever returns to Europe, he'll be attacked in very short order by an elite Syndicate team. The Syndicate is aware of his identity and a subset of his abilities.

    Conditions

    From Assets and Liabilities
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All trauma rolls are at difficulty -1, Penalty does not apply to Trauma rolls you make.
    From Maelstrom
    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.
    Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. You receive this automatically upon reaching Seasoned status (10 victories), and cannot take it prior to that.

    Loose Ends

    Powers

    Ever get that tingly feeling in the back of your mind? yea.


    You gain the following benefits at all times.

    Your Perception rating is increased by 2. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).

    You also gain the following effects:

    • Constant Vigilance: You cannot be ambushed or caught-flat footed when awake. When asleep, you can make a Perception + Alertness roll at Difficulty 6 to wake up in time.
    • Gut Feeling: You may roll Perception + Alertness Difficulty 7 to detect when someone is watching you remotely, even through supernatural means. Requires Outcome 4 or higher.
    • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
    • Weak Points: You may use Perception in place of Dexterity on attack rolls.

    • You can still be ambushed if you are incapacitated, stunned, or being kept unconscious supernaturally.
    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    With his gaze, charles looks at the person, his eyes turning purple, as he looks down on them looking straight into their brain and reading their thoughts.


    Exert your Mind and spend 1 minute. Select a Living, Animate target within 20 feet Make a Trauma roll when you activate this Effect. You must maintain Concentration while the effect is active. Roll Perception + Investigation at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

    You are able to view your target's memories. The target is aware that their thoughts are being probed but not of the source of the probe. The Effect ends if the target moves out of range or your Concentration is interrupted.

    You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

    Each question you ask and memory you replay takes a single Round to read.

    • 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.

    Placing a tiny dot in a location, the dot resembles a micro camera. Attuned to it, Sherry can set conditions mentally to notify him.


    Exert your Mind and spend an Action. Select a target within 10 feet. You must use up Microscopic Camera in order to activate this Effect. Make a Trauma roll when you activate this Effect.

    You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects 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. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

    You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.

    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. Exhaustion’s penalty and duration stacks with multiple activations.

    You may only use this Effect once per day.

    • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
    • Any targets visible via your ward satisfy the line of sight requirement for targeted Effects.
    • 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.

    Just through looking, With his Psychic powers growing more ridiculous with every passing moment, he can place his signature energy onto a being. The energy taking the shape of his job and belief before imprinting itself on a beings skin and flesh.


    Spend an Action. Select a target within 300 feet. This Effect cannot be used unless used through a ward.

    Your target is marked with A purple magnifying glass for an hour, or until it is removed or until you choose to end the Effect. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.

    You are aware of the marked target's direction and distance from you. You can have up to 1 mark active.

    You may use any Awareness Powers on a marked target at any range.

    This Gift's Cost is capped at 2 and cannot be increased further.

    This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.

    • When the mark is consumed as a conduit token, it does not deal additional damage for removing the mark.
    • Marked individuals satisfy the line of sight requirement for targeted Effects.
    • 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.

    Sherry, now starting to live up to his name, pulls out a magnifying glass and focuses his power through it. The magnifying glass starts showing him how the target died, where it last walked, etc etc. He can follow its footprint, learn if the death was of a suicide, a gunshot, a suicide, etc etc.


    Spend a minute. Select a Corpses within arm's reach. You must actively and obviously use Magnifying Glass to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

    You learn all the following information about your target:

    • You receive Footsteps, allowing you to discern where this object has recently been.
    • You learn Target's moment of death.
    The quality and specificity of information gained depends on your Outcome.

    This Gift's Cost is capped at 2 and cannot be increased further.

    • 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.

    Charles looks at his targets, eyeing them precariously before he waves his hand, his glove a glint of purple as he snaps, and everyone he didn't point at, gets sent flying as his TK is channeled to its max and uses the glove as a proxy to force push everyone.


    Spend an Action. You must actively and obviously use A Glove to activate this Effect. Make a Trauma roll when you activate this Effect. Roll Perception + Athletics at Difficulty 6.

    Create a repulsion field which extends out 300 feet from you in every direction, and lasts for the next 3 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 300 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

    You must maintain Concentration during this Effect.

    When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.

    You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.

    This Gift's Cost is capped at 2 and cannot be increased further.

    Possession of this Power grants the following Trauma at all times: Paranoia.

    • 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 core feature of all investigator is knowing well any tall tell signs by someone! Especially while conversing with them.

    Sherlock looks the target up and down, He starts talking to himself, finding clues, observing the target, as his eyes light up, his powers enhancing his brain. Time seems to slow down and he starts simulating the thoughts in his head.


    Spend one minute to activate. Select a Sapient target within arm's reach. You must continuously interact with the individual in question in order to gather any information. At the end of your investigation, roll Perception + Investigation at Difficulty 6. The target resists by rolling Body at Difficulty 7.

    You learn all the following information about your target:

    • You learn the target's name, nicknames, screen names, and aliases.
    • You learn What was the last thing the target lied about.

    The quality and specificity of information gained depends on your Outcome.

    This Effect is not obvious, and the only sign you are using an Effect is His eyes darts around them. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    This Gift's Cost is capped at 2 and cannot be increased further.

    • 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 body left in a state of staleness. His psychic ability holds his heart, keeps it pumping as it creates an illusion of his body state.


    You gain the following benefits at all times.

    If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. Your body leaves behind a token. You remain incapacitated until the following ritual is performed with the token: Leaves behind a body full of cotton. Person must succeed a investigation roll..

    While Incapacitated, your only weakness is Give a lobotomy to Charles, and if you take damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will never kill you. If your weakness is not immediately intuitive or obvious, attackers may be able to make some sort of knowledge roll to discover it, at GMs discretion. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

    Sherry looks around, staring, almost seemingly lost in his mind but those that look at him will notice his eyes seems to be glowing a shade of purple and shimmering as he stares into space.


    Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 500 feet You must actively and obviously use Glasses to activate this Effect. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

    You learn the following information about the area:

    • You learn about any traps or ambushes in the area. Using this power does not trigger said traps or ambushes.
    • You can locate the source of any supernatural energy or the presence of any supernatural effects on the area, though you will not necessarily get any specific information about their function.
    • You choose a specific type of event and receive a vision of the last time it occurred here.
    The quality and specificity of information gained depends on 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.

    Eyes that are a purple sheen almost as if he has a layer of contacts on them

    After continuous exposure to his psychic powers, Sherlock body has adapted and started working in tandem with the powers.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.

    Charles raises his gun up, with a quip "fuck justice, you deserve death." He reinforces his shot out of the gun with his telekinetic power. A crosshair appears on charles glasses as he looks at the enemy.

    Sherlock closes his eyes and slowly thinks about all the time he has shot a firearm. He things and slowly grasp the feeling of the bullet moving, the gun shooting, the hammer hitting. the gunpowder exploding. He feels every aspect of the gun he's using and with his eyes close, his mouth in a slight grin, he presses the trigger. The bullet seen by those with a sharp eye has a odd purple tint to it as it hit a bullseye on a target. Sherlock opens his eyes with a satisfied look and when he pulls down his shade for a small bit, his right pupil which is purple, burst into flame and with a purple hue, his pupil has a fiery aura around it. He pulls up his shades again, feeling more confident and more comfortable with his power. Slowly accepting it. "despite how little i wish to admit it, I must say, you've been very useful for me." Sherlock puts away the gun and starts walking off to his car, returning home, as he prepares for another commission and continues to do his job.


    You gain the following benefits as long as engaged in combat with firearms.

    +2 dice to all firearms rolls.

    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.
    • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
    • 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.

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

    Adjusting his glasses causing whatever he has his eyes locked on to move and using it to leave behind clues or reveal clues. Its the purest form of telekinesis.


    Exert your Mind and spend an Action.

    You can interact with things that are within 75 feet without needing to physically touch them or be near them. Lasts for two hours. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

    Telekinetic actions have the following restrictions and behaviors:

    • Line of Sight: You may use this Effect on targets which are out of sight, provided you have an understanding of their location.
    • Unarmed Combat: You can use this Effect to deal damage through unarmed attacks, grapples, and thrown objects. Attacks deal +1 Damage. Unarmed Mastery does not apply.
    • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
    • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
    • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
    • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
    • Multiple Items: You may control 4 total objects at the same time.

    Possession of this Power grants the following Trauma at all times: If someone aims at him with a gun, must roll mind to not become aggressive.

    • Using this Effect on targets which you cannot see will not give you any descriptive information about their location or surroundings, though you will have a sense of whether or not you are “touching” them, or if they bump into something.
    • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Reinforced Clothing (2 armor)
    • Wallet
    • Keys
    • Smartphone
    • A pocket knife
    • a .500 S&W Magnum
    • a Desert Eagle
    • a badge
    • Identification of working with authorities
    • Identification and paper work as a officer
    • Interpol I.D.
    • Firearm License (UK and US)
    • Reinforced Handcuffs
    • Flashlight
    • shades
    • binoculars
    • Magnifying glass
    • Tinted Glasses
    • Recorder
    • Notepad
    • Watch that has built in compass and barometer
    • Flour
    • Officer Radio
    • 2 Grenades
    • Cigarettes
    • Burner Phone
    • Tazer
    • Laser pointer
    • Rock with ward

    Black Transport pack(the pulling one)

    • Gas mask
    • Foldable shovel
    • Kevlar (3)
    • 3 days worth of MRE
    • magnifying glass
    • shades
    • Rain jacket
    • Extra set of clothes (1 armor)
    • Metal water bottle
    • Toiletries kit
    • A box of 12 protein bars
    • Set of radio x5
    • Camera's 5x
    • tranquilizers 10x
    • Children Dose tranquilizers 5x
    • Tranquilizer rifle
    • 2 medkits
    • 2 field surgery kit
    • Lock Picks
    • Paracord
    • bag of chips
    • 4 water bottles
    • 2 .22 longarm rifle
    • bottle of rotted werewolf blood
    • Bottle of Jotun Blood
    • Glove made out of a Jotun Leather
    • Set of Silver bullets
    • Set of blessed bullets
    • Set of holy water
    • Set of gold bullets
    • Set of vials (5 vials)
    • Flash bang *3
    • Smoke Grenade *3
    • 2 rolls of duct tape
    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    The Talent's phone
    Given by GreenAppll
    A black nokia phone given by The Talent. It has no reception. Occasionally, The Talent may use it to contact you for Contracts.

    Contractor Timeline

    13 Victories - 3 Failures
    Remaining Exp: 0 (Earned: 254 - Spent: 254)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move
    Latest 1 of 10 entries

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Charles Landwick (Sherlock) has made 2 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Charles Landwick (Sherlock).

    Biography

    Charles Landwick, Middle name was because his parents were huge fans of sherlock, was once a college student that was on his way to be a lawyer. He had a friend like brother as a roommate, but due to his cowardice back then, he hid as a murderer killed his best friend. Enraged, Instead of pursuing the path of a lawyer, Charles dropped out of school and started investigating. He investigated, sometimes even killing(which he came to regret as time went on), and investigated until he found the murderer who worked for a gang. Scared but nevertheless, holding onto his wrath, he picked up guns, he started practicing them, He would find some members of the gang out and alone and he would kill them. He knew though, that what he did isn't enough. He started building his resume and rapport with the public. He worked to gain the connections and abilities he needed to hunt down this gang. Until one day, during a investigation for a lost child, he came across a cult. A ritual, he tried to stop it and killed them, but instead of the child, he was hit as the new target. This hit made his eyes shake as he passes out. Only to wake up the next morning, realizing he can see everything twice as clear. Upon looking in a mirror, his eyes shine a slight purple compared to how they did before. Speechless, he picked up shades and a pair of normal fake glasses, still continuing his investigation as he tries to build his rapport, only to come into contact, with a certain group of people that wishes to hire him, for something similar to his current job, just a tad bit more dangerous for some information on the effects the ritual had on his body. Upon realizing the changes, he thinks deeply about his action, while still seeking to take down the gang, he is prepared to help those that need his help.

    knows 2 fae's Hotspot - New forest hampshire - All hollow staining London

    Wards - royal guy from sin in vianna

    Wards - Rock on charles body

    Name to hunt - Dan Robinson License plate


    Voided Deaths
    You should probably know about these. . .

    • Sept. 4, 2023, 2:11 p.m. - Patriiicckkk
    • July 2, 2023, 11:18 p.m. - None

    Assets And Liabilities

    Assets

    -6 Clear Conscience
    -9 Trained Reflexes
    -12 Jack of All Trades
    -6 Point of Contact
    Contact: Police/officers
    -6 Famous
    Claim to Fame: Investigator