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Margaret Maddox
I heard you’ve been naughty.

A 6-Victory Novice Contractor played by ShadyTradesman in Maelstrom

Margaret Maddox is a Catholic boarding school headmistress witch who will risk her life to Bring order to the world’s chaos.

She is 46 years old, and often appears as A thin conservatively-dressed woman with oily black hair in a bun.

Margaret Maddox lives in Maelstrom, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

3

Charisma

4

Dexterity

2

Intellect

3

Perception

5

Abilities

4 Alertness

2 Animals

2 Athletics

0 Brawl

1 Crafts

2 Culture

1 Drive

0 Firearms

4 Influence

4 Investigation

1 Medicine

0 Melee

5 Occult

1 Performance

0 Science

2 Stealth

2 Survival

0 Technology

0 Thievery

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

Injuries

2
Shot with smgs
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Margaret Maddox 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

Atrocities
Anguish
Failure

Traumas

(Margaret Maddox has no Traumas)


Magic

Whenever , regain one Source. Cooldown: one day

Circumstances

Polyglot: Latin, Spanish, russian
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.

Conditions

From Assets and Liabilities
Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.

Loose Ends

Powers

Maddox bursts into a swarm of mice and rats with terrible claws and gnashing teeth.


Exert your Mind and spend an Action to activate. Make a Trauma roll when you activate this Effect.

You transform into a swarm of rats for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.

While in this form, you can squeeze through any gap that a rodent could fit through.

Damage from standard attacks is halved, but damage from AOE effects is increased by 1.

You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.

While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.

Green lightning crackles from Maddox's fingertips, deforming her helpless victim into a mixture of human and beast. Sometimes the changes do not happen immediately, instead waiting for the proper moment to destroy her victim's pride.


Exert your Mind and Spend an Action to activate. Select a Living target within 20 feet. This Effect cannot be used unless the target is a human. Roll Charisma + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.

If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."

All alterations you make must add animal features.

Your alteration "heals" over the course of the next month, after which it is fully cured.

  • A given target can have a maximum of one Suspended Effect on them at a time. The selected triggering Action cannot be used to reveal information about the target (e.g. no "activate when they are a vampire"). It must be an Action they take, not a thought or something that happens to them.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • You can target yourself if you qualify as a valid target by the other requirements.

Margaret knows when you’re talking about her and what you've said. Pesky, gossips find her shadow looming over them.


This Effect activates whenever someone talks about Margaret. It does not require an Action or Exertion. Select a target Location within 75 feet.

You may perceive things through hearing as if you were standing at that Location for the next five minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.

You create a visible manifestation at the Location where your senses are projected which looks like Margret’s shadow looming from behind.

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

Humility is lowering oneself to the level of the beasts. As Margaret’s occult heritage asserts itself, she finds she may converse with animals. Usually this conversation is whispered and private.


You gain the following benefits at all times.

You may understand and communicate to terrestrial animals as if you are fluent in a relevant language.

  • Communing with terrestrial animals does not grant them intellect but does allow you to converse with them.

Margaret can get anyone to confess their sins and desires. All she needs to do is ask.


Spend 2 Actions to activate. Select a Sapient target within 20 feet. You must continuously interact with the individual in question in order to gather any information. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Influence at Difficulty 6.

You learn a single specific piece of information, chosen from the following list, about your target:

  • You learn a hidden desire of the target. Roll Outcome determines the relevancy / secret-ness of the desire.
  • You learn a confession of a hidden guilt.

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

Any information you gather is spoken aloud by the target and made publicly available.

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.

Years of Catholic upbringing have imparted a catholic endurance to Margaret. She easily endures any hardship by rubbing her rosary beads and whispering a prayer.


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

Your Body and Mind Penalties are reduced to 0.


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Long, purple, buttoned dress. Reinforced, +2 Armor.
  • Blouse
  • Purse
  • wide-brimmed black hat
  • nylon leggings
  • 12 inch hat pin with crucifix, razor sharp
  • leather waist belt, 10 feet concealed, rugged, usable for tying people up.
  • athletic shoes that look like dress shoes. Rugged.

purse

  • wallet
  • phone
  • keys
  • extendible pointer (for flogging)
  • bear mace
  • pocket knife
  • sewing kit
  • makeup kit
  • compact with powder
  • pocket watch
  • zip tie handcuffs
  • gum with silver wrapper
  • wad of aluminum foil
  • pocket Bible

rolling luggage bag

  • raincoat
  • change of clothes
  • sunscreen
  • 60 feet of rope
  • a collapsed no-kill rat trap
  • walkie talkies, earpieces, 4
  • extra water (a quart in a metal canteen)
  • a single mre (with included ration heater)
  • toiletries bag
  • small medical kit with gauze
(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.


Contractor Timeline

6 Victories - 1 Failure
Remaining Exp: 6 (Earned: 224 - Spent: 218)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Margaret Maddox has not written in her journal yet.

Moves

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

Biography

Superintendent Maddox of Our Lady of Mercy catholic school in Arkansas.

Assets And Liabilities

Assets

-3 Polyglot
Language: Latin, Spanish, russian
-6 Attuned Autoimmune