Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

Lilith (Lily) Weider
She Who Carries Another

A 10-Victory Seasoned Contractor played by TheSuperChrisb in Maelstrom

Lilith (Lily) Weider is a Charming Gothic Hemomancer who will risk her life to conquer Death, whoever they may be (Alternatively: break their family’s blood-curse).

She is 25 years old, and often appears as a pale woman with hazel-green eyes, a serious, angular face, and straight, blonde, shoulder-length hair. She wears alt/goth fashion, usually in blacks and dark reds. On her forearms are deep, ever-present wounds that refuse to heal, which she covers with thick medical bandages.

Lilith (Lily) Weider lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal, Hematology vol. X / A. Fleischer, has 15 entries.

Attributes

Brawn

3

Charisma

6

Dexterity

3

Intellect

4

Perception

2

Abilities

3 Alertness

0 Animals

3 Athletics

3 Brawl

0 Crafts

0 Culture

1 Drive

1 Firearms

4 Influence

3 Investigation

4 Medicine

0 Melee

5 Occult

1 Performance

1 Science

4 Stealth

0 Survival

0 Technology

3 Thievery

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

Injuries

1
Explosion
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Lilith (Lily) Weider has no Battle Scars)

Body 7

Penalty

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

Capture
Anguish
Failure

Traumas

(Lilith (Lily) Weider has no Traumas)


Focus


Circumstances

FBI "Agent" You have been given a new face and identity by the FBI. They can offer a new alias and face once every 4 months. They will prevent you from being incarcerated for most crimes. You are not allowed to live within 500 miles of your family.
Stockpile: Pharmaceuticals and Donor Blood
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.

Conditions

From Assets and Liabilities
Hemophilia Your blood doesn't clot as normal, making any Injury a potentially lethal one. All Injuries Severity 2 or higher degrade at a rate of 1 Severity per minute. Stabilizations are made at +2 Difficulty, and all Proper Stabilizations require a blood transfusion.
Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Penalty does not apply.
Seen Things Your exposure to unspeakable horrors has hardened you. You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
From Maelstrom
FBI Tracking Chip (Inactive) This is a small pill-shaped implant on the base of skull that allows the FBI to track you. It will kill you if you do not receive a special injection once a month. If you go longer than 5 weeks without an injection, roll 1d10 every day until you get a 1. If you get a 1, the chip explodes, dealing 14 damage, unsoakable by most armor. Attempting to remove requires an Outcome of at least 5 on a Intelligence + Medicine roll, difficulty 8. A lower outcome will cause it to explode.
Promises Made Iryna's Mark Intuitive understanding of Iryna's distance, direction, and vitals. +2 dice to rolls targeting them.
Promises Made Grace's Mark Intuitive understanding of Grace's distance, direction, and vitals. +2 dice to rolls targeting them.
Promises Made Bill's Mark Intuitive understanding of Bill's distance, direction, and vitals. +2 dice to rolls targeting them.

Loose Ends

Powers

At one time, Amaryllis's arms were normal, unscarred, and white as a dove. She would wrestle with her brothers, surrounded by soft and fluffy couches, plug protected outlets, and edge protected tables. They were safe, mostly, until one gave another a shallow scratch with their fingernail. From even a single scrape, the children would ruin rugs and throw pillows as the Fleischer Family Curse took its toll, forcing them to make a sizable plasma donation to the house. They all knew the risks, of course, they had the band-aids and medical bandages on hand to stop the bleeding. They continued their roughhousing beyond earshot of their parents...

Amaryllis's mother, Dahlia, knew the truth of their family's curse. She understood that time was running short as Sorin had already passed away years before. She and her husband studied the occult, making a fortune by reading futures, holding seances, and investigating hauntings. The greatest ritual they ever developed was one to break their curse. She knew Amaryllis, the first-born, would need to be saved first, as soon as possible, before she followed Death to meet her husband.

Something was not right, Amaryllis had passed out early in the bloodletting phase of the ritual. She struggled against her bindings and exasperated the new cuts on her wrists. The long gashes and otherworldly lettering on her arms wept until they went blue. Dahlia completed the runes and smeared a circle in blood around her daughter before realizing that the ritual was faulty. She then realized that her baby girl was on Death's door. She rushed Amaryllis to the hospital in heavy bandages, but her body would refuse to close her wounds. Dahlia would die a year later, consumed by the knowledge that the ritual failed.

She was wrong.


You gain the following benefits at all times.

Your Body and Mind Penalties are reduced to 0.

Through experimentation and practice, Amaryllis is now able to shape her blood into a powerful attack. As part of this attack, she usually augments her switchblade with a long, vicious point. Even without the switchblade, she can create a deadly spike in the palm of her hand to shove in the nearest enemy's neck. The stabs she inflicts with her deadly spike leave burning wounds as some of her blood mingles on the skin of her foe. Unlike a normal weapon, the wounds created by this spike refuse to heal through natural means as the Fleicher Family Curse mingles with the flesh of the untainted.

After some time, she can now use this ability without harming herself, learning to shape the spike with higher accuracy.


Exert your Mind and spend an Action to activate. Select a target within 45 feet. Roll Charisma + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 3. Armor is reduced to 1/2, rounded down against this damage.

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

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

With little more than a tap, Lilith is able to extract all the blood from a body within barely a second. A body shriveled in this way is likely difficult to identify, though its bones (especially teeth) will still be intact.

While the blood appears to be siphoned into Lilith's cursed wounds underneath her heavy medical bandages, it does not directly come into contact with her bloodstream. She can easily conjure stored blood from her wounds, willing it out in all manners of shapes and streams. With a flourish of her hands, she's able to use this newly summoned blood to fuel some of her more powerful abilities.


Spend a Quick Action to activate.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Harvested Blood and Organs in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Lilith smiles kindly at the new member of her Family. Piercing both of her own and her partner’s palm, she interlocks their fingers into hers. On the Family Member’s palm appears a small blister that quickly callouses over and disappears beneath their skin

Should the Family Member decide to remove the Mark, they will find that they must dig deep underneath their flesh, and will pull out a veiny, arm-length clot of solidified blood… followed quickly by a liter of their own essence.


Spend at least two Actions performing the following ritual: Link hands with the target and share blood from an incision made in the palm to activate. Select a target within arm's reach. You must use up 1 Liter of Blood in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. The target may Resist.

Your target is marked with blood blister just underneath the skin. until it is removed or until you choose to end the Effect. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

You are aware of the marked target's vital status, injuries, direction and distance from you. You can have up to 3 marks active.

You receive +2 dice to any rolls made against a marked target.

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

Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.

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

Lilith has discovered how to more carefully manipulate the blood in her body as well as the bodies of people around her. With a simple flick of her wrist, she is able to lengthen and sharpen the nails of her fingers (which are now simply hardened bloodmass) for precise incisions. Along with her other talents, this allows her to more easily extract blood from targets, perform mundane surgeries on a whim, and even use these blades in moments of desperation.


You gain the following benefits at all times.

You are permanently and visibly transformed: Blood Red Fingernails. You are considered to be a Sapient, Living being when targeted..

Your body provides you with the functionality of Medical Equipment (Scalpel, Bone Saw, Tweezers, Sutures, Phlebotomy Supplies, Syringes, etc.). If used to attack, these "tools" use the same stats as a small knife.

In a flash, Lilith knits freestanding blood into a structure of pulsing veins suspended around her target, protecting them from all damage. As long as she concentrates, a circle of blood remains around her target as she focuses, splashing up to intercept any further incoming attacks


Exert your Mind and spend an Action or Reaction to activate. Select a Animate target within 20 feet. You must use up 1 Liter of Blood in order to activate this Effect. Make a Trauma roll when you activate this Effect. Roll Charisma + Occult at Difficulty 6.

If you succeed, you create a Barrier around your target, which absorbs the next Outcome + 2 Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Blood Play.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You can target yourself if you qualify as a valid target by the other requirements.

She knows what makes people tick, what makes their hearts stir. Their desires, their fears. When she lies, she says only what they want to hear. The truth is always so much harder to believe.


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).

You also gain the following effects:

  • Poker Face: You never give any outward indication of dishonesty. It is impossible to tell that you are lying, and you are able to fool any method of lie detection without making a roll.

  • In rare cases, GMs may require you to make a roll to lie to particularly powerful beings.

It's a lot of work being a student and a contractor, especially after having to suddenly transfer not only identities, but also medical programs. Since Amaryllis was pronounced dead, it would take a little bit of finagling for Mr. Walter to supply the University of Chicago with convincing documents to Lilith's history. With a few favors and some time, Lilith Weider was officially accepted into the Masters program at Pritzker College of Medicine where she can continue her studies.

Lilith's understanding of medical terminology and methods was already quite strong by now, but imbuement has rapidly increased her rate of learning as well as her curiosity. She began by experimenting on small mammals such as rats and mice, learning how to manipulate the blood in their systems to stabilize inflicted wounds. With her consent, she tried it on Naamah as well, willing the dog's blood to stitch an incision back together and scab over in a matter of seconds. Recording this all in a journal, she began to gather some useful research on how to combine her understanding of medicine with her new supernatural abilities. One day soon, the notes will be obsolete as she perfects and memorizes her methods.

In addition, she has learned that just a single drop of her blood is able to keep any harvested body part in a fascinating form of sterile stasis, be it blood, limbs, or the heart of a lizard-person. She's realized that her body can be used as a storage unit for foreign blood as well, keeping a suspended sample directly in her veins.


You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Perfect Dosage: When dosing a creature, you can intuitively control the dose based on desired effect. Dosages do not have to be carefully measured and prepared ahead of time. The full dose (syringe, pill, etc) is still used up.
  • Sterile: Sanitary conditions no longer matter during medical care. Your patients will never suffer an infection or toxic shock during treatment, even if you are performing surgery in a sewer. You may preserve harvested body parts indefinitely.
  • Surgeon Extraordinaire: You may perform any mundane surgery without inflicting or worsening an Injury, and recovery time is reduced to an hour.

  • Pursuant to the drug rules, all drugs take a minimum time to take effect, depending on the method of dosing.
  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

Lilith pulls blood out of her eternal scars, pooling it into the target’s wound. With essence touched by the demi-god Cornelius Valentine, she is able to manifest some of his burgeoning holiness to stitch flesh back together. The wound glows a pepto bismol pink hue as it weaves back together, demonstrating a magic that is not quite Lilith’s own.


Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You must use up 1 liter of blood in order to activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 6.

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.

  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.

Lilith's blood barrier is potent, but sometimes it's not enough to protect her or her allies. The Passenger does not tolerate failure, and will refuse to let Lilith die when her magic is not enough. Tapping into the potential of the curse, The Passenger manifests a surge of unnatural energy to destroy Lilith's physical form, leaving nothing but the misty menevolence of the curse's shadow hanging in the air.


This Effect activates whenever someone else causes Protect's Barrier to fall. It does not require an Action or Exertion. Make a Trauma roll when you activate this Effect.

You phase out of reality for up to 4 Rounds. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Lilith's skin and muscle peeling off in splashes of blood as The Passenger vaporizes her and her target's form.

You leave a bloody apparition at your location.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Equipment

Max Encumbrance: 0 pounds.

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

Outfit

  • Thin, long-sleeved black shirt with a cut around the waist
  • Black, skin-tight jeans
  • Black rocker boots with straps.
  • Silver cross necklace

On Person

  • Light Kevlar underneath outfit (+2 armor).
  • Switchblade in holster on left hip.
  • Compass watch
Stored Blood in Body
  • 1ml Harry
  • 1ml Naamah
  • 1ml Dio
  • 1ml Crowley
Field Medicine
  • ~10ml Etorphine in LH Middle Finger
  • ~10ml Etorphine in RH Middle Finger
Reservoir [Stash]
  1. Human Heart + 7 Liters of Human Blood
  2. 13 L of Lilith's Blood (Type 0-)
  3. 15 L of Human Blood (Mixed Type)

Large Black Backpack

  • Well-stocked First-aid kit (with disposable gloves and alcohol, 2L O- donor blood)
  • 2 Magazines for Glock in backpack side sleeves
  • Portable rebreather with oxygen
  • Lockpicking kit
  • Medical Masks
  • Extra heavy bandages
  • Compact Gas Mask
  • 3 Pairs of Zip-tie Handcuffs
  • Toiletries Kit
  • Survival Kit (Waterproof Firestarter, Gas Lighter, strike-anywhere matches, Kindling, Flare gun /w 3 flares, Water purification tablets, three days rations...) in waterproofed case
  • Waterproof Flashlight
  • 2 Rolls of duct tape
  • Compact down feather rain jacket.
  • Mundane black t-shirt and jeans
  • Wallet (w/ $400 cash)
  • Makeup
  • Keys
  • Smartphone
  • Satellite Phone
  • 3 Walkie Talkies
  • Gas Mask
  • 2 extra filters for mask
  • 2 Plastic bags with a carefully measured mix of rose and amaranth flowers.
  • Stone mortar and pestle
Hard, Padded Carrying Case
  • Propofol 150 ml (15-30 second onset, short duration) [Stockpile]
  • Etorphine 30 ml (Rapid onset,1000-3000x Stronger than Morphine, long duration) [Stockpile]
  • Diprenorphine 50 ml (Etorphine Antidote) [Stockpile]

At Home

  • 12 L of Human Blood (Mixed Type)
  • 15 ml of blood from Aiden.
  • 15 ml of blood from Adam.
  • 25 ml of blood from Harry.
  • 30 ml of blood from Dio and Crowley.
  • 25 ml of blood from Cornelius.
  • 30 ml of blood from Gulliver.
  • 15 ml of blood from Mark Klent
  • Harpoon Gun with 3 harpoons
  • 1 ml of The Talent's blood
  • 20 ml of Vampire blood
  • 20 L of Lilith's Blood
(Click to toggle Weapons reference)

Trophies

From The Netherworld
History in Blood: The Quest for Life Eternal
To perform the ritual, the blood of a living victim must be drained & either bathed in or drank while the fluid is still warm. Afterward, the heart is cut out & ground in a stone pestle with a combination of rose & amaranth flowers. This mixture is then consumed by the practitioner. Performing this ritual only once will restore the vigor of youth: diseases will be suspended, the would be vampire will feel as strong & energetic as if young again. This lasts for about 1 month. If performed every month for a year, the ritual will actually make the practitioner young again, maintaining this youth indefinitely as long as the monthly sacrifice is performed. If the ritual is performed daily for a year, or monthly for 10 years, the practitioner will begin to gain supernatural strength & fortitude, which become permanent thereafter.

Contractor Timeline

10 Victories - 2 Failures
Remaining Exp: 1 (Earned: 255 - Spent: 254)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

Lilith (Lily) Weider has made 0 Moves.
Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Lilith (Lily) Weider.

Assets And Liabilities

Assets

+2 Stockpile
Stockpile Type: Pharmaceuticals and Donor Blood
+0 Seen Things
+2 Clear Conscience
+1 Contortionist
+5 Gifted

Liabilities

-5 Hemophilia