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Timothy Humbug
"Bah Humbug"

A 10-Victory Seasoned Contractor played by jwesley123 in Maelstrom

Timothy Humbug is a Elderly Miser who will risk their life to Get Rid of the Poor.

They are 65 years old, and often appears as Elderly man walking with a cane wearing a top hat.

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













3 Alertness

0 Animals

2 Athletics

0 Brawl

1 Crafts

2 Culture

1 Drive

0 Firearms

2 Influence

2 Investigation

1 Medicine

4 Melee

1 Occult

0 Performance

0 Science

1 Stealth

2 Survival

1 Technology

2 Thievery

3 Dodging

3 Throwing

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


(Timothy Humbug is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Timothy Humbug has no Battle Scars)

Body 6


8 Mind





(Timothy Humbug has no Traumas)



From Assets and Liabilities
You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.


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.
Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
Weak Willed You are highly susceptible to any attempts to influence you. You are at +2 difficulty to resist mental, emotional, or social Effects, as well as to resist standard social rolls.
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.

Loose Ends


Timothy has perfected his acupuncture slightly more allowing him not damage an enemy but paralyze them by peircing them with a needle in just the right spot.

Exert your Mind and spend an Action to activate. Select a Living target within 30 feet. You must actively and obviously use A throwing needle to activate this Effect. Roll Dexterity + Athletics at Difficulty 6. The target may resist by rolling Body at Difficulty 6.

If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall asleep for Outcome x 3 minutes. Affected targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation.

If your target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if Pulling the needle out.

  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.

If your wealthy you must always protect yourself. Timothy learned to protrct himself at all times by fighting with the sword.

You gain the following benefits as long as you are engaged in combat with Cane Swords.

Your attacks with Cane Swords deal +1 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
  • Riposte: If you successfully Defend against a melee or unarmed attack, you deal damage equal to your excess Outcome plus Weapon Damage back to your attacker.
  • Whirlwind: You may Exert your Mind to apply your next attack to any number of targets who are within melee range.

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

Timothy has begun to acquire throwing needles and uses them to disable the poor by aiming at pressure points utilizing his knowledge of acupuncture.

You gain the following benefits as long as you are engaged in combat with thrown weapons.

Your attacks with thrown weapons no longer have their damage capped, and do +1 Bonus Damage. Armor is fully effective against this damage.

You also gain the following effects:

  • Catcher In The Rye: You may catch anything flying or thrown as a Free Action with no roll, as long as it is not an attack.
  • Heavy Toss: If your thrown object hits a target, it can either knock them down, or knock them back 5 feet x the Outcome. Decide which before you roll.
  • It’s All About Reflexes: You may make your throwing roll to defend against any projectile attack. If you succeed, you catch the projectile.
  • Juggler: You may juggle a number of throwable objects equal to your Dexterity as a Free Action. When you make a thrown weapon attack, you may choose to roll or re-use the last thrown attack's Outcome. Resets at the start of Initiative.
  • Ricochet: You can make a thrown attack against a target behind cover so long as there is at least one exposed pathway to them.
  • Straight To The Face: You may make a throwing attack at melee range with no penalty.

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


Max Encumbrance: 0 pounds.

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

On Person

  • Reenforced Suit
  • Wallet
  • Keys
  • Smartphone
  • Rapier cane sword
  • 45 weighted throwing needles made from ivory hidden in the suit linings
  • 10,000 in cash
  • His bank Card
  • Baggie with 4 potent marijuana Rice Crispie treats
(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

10 Victories - 0 Failures
Remaining Exp: 3 (Earned: 206 - Spent: 203)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Timothy Humbug has not written in their journal yet.


Timothy Humbug has made 1 Move.
Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Timothy Humbug.

Assets And Liabilities


+1 Beautiful
+2 Tough
+5 Gifted
+5 Rich


-2 Vengeful
-4 Weak Willed
-3 Fragile