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Squirrel
Hoo boy les dooo it

A 5-Victory Novice Contractor played by Redchigh in Maelstrom

Squirrel is a Cajun survivalist who will risk their life to Find his wife and daughter (who are probably already dead).

They are 46 years old, and often appears as A scruffy wild haired man in a plaid shirt and well-worn jeans who carries himself like he's lived in the woods a loooong time.

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

Attributes

Brawn

2

Charisma

1

Dexterity

4

Intellect

2

Perception

3

Abilities

4 Alertness

3 Animals

3 Athletics

1 Brawl

2 Crafts

0 Culture

2 Drive

4 Firearms

1 Influence

3 Investigation

0 Medicine

3 Melee

0 Occult

0 Performance

0 Science

5 Stealth

4 Survival

0 Technology

3 Thievery

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

Injuries

1
Fell off a rock
1
Yeti smash
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Squirrel has no Battle Scars)

Body 6

Stress

4 Mind

Hurt
-1
Injured
-1
Wounded
-2
Alarmed
Mauled
-3
Frantic
Maimed
-4
Delirious
X_X

Limits

Atrocities
Anguish
Failure
Injustice

Traumas

(Squirrel has no Traumas)


Source

Whenever , regain one Source. Cooldown: one day

Circumstances

Stockpile: Guns
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.
Point of Contact: Smugglers
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.
Poor
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
Creditors Are After You...
Given by TheSuperChrisb
After getting medical treatment from a hospital in California, he was unable to pay the balance in full.

Conditions

From Assets and Liabilities
Avoidance You are so off-putting, that most people just avoid you. You may Exert your Mind to cause someone to ignore or avoid you in a social situation. Any Stealth rolls you might make as a part of this get +2 to their Outcome. Only works if your Charisma rating is 1.
Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
Anti-Social You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.
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

Powers

Squirrel's more at ease with beast, than man. He treats nature well, and nature treats him well in return.

With a little time, some food, and a calm, stern voice, Squirrel finds animals will lend him their ear, even the odd favor when needed but he always repays their good will.


Exert your Mind and spend an Action to activate. Select a Creature within 20 feet. This Effect cannot be used unless Must feed the creature or otherwise provide a service to the creature.

For the next day, you may issue specific commands to your target which they will be compelled to follow.

Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.

  • Your commands must be directly communicated to your target in some way, though this does not require a shared language.
  • You can target yourself if you qualify as a valid target by the other requirements.

Squirrel stops, holds up his hand to stop the group and leans over the ground, pulling back the grass to reveal a footprint. "Yee yee, we got'eeem now boys!" He leans over the print, sniffing it with the his nose just over it, then you hing his finger to it and having a taste of the soil...
He spits it out. "Tiger. Recently fed... Seems like it ate a family pet yesterday, still a tinge of dog blood in his prints.. We'll get him." He continues to search the area and eventually finds the trail again, only to take off running like a madman.

The Mind roll represents how "obvious", simple minded, and bestial the creatures behaviors, and thus, squirell's predictions, are.


Exert your Mind to activate. Select a Sapient target or a Creature at any range. Activation requires possession of the target's Track/Prints of the target, which is used up during the process. This Effect cannot be used unless Target can't be human. At the end of your investigation, roll Perception + Animals at Difficulty 6. The target resists by rolling Mind at Difficulty 7.

You learn all the following information about your target:

  • You determine how many creatures the target has killed, what sorts of creatures they were, and how long it has been since they last killed.
  • You may follow the target's trail, no matter where or how they have traveled, so long as the trail is less than a day old.

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

Possession of this Power grants the following Trauma at all times: Compulsion to hunt the last creature I used this power on immediately..

  • Tracker You are not made instantly aware of where they have been in the past 24 hours; you must follow their trail. You may "happen upon" any trail they have made in the past 24 hours.
  • You can target yourself if you qualify as a valid target by the other requirements.

Squirell takes the target for a walk, picking random bits the whole way and holding out roots, mushrooms, pine needles- seemingly random but at least somewhat nutritious and more or less edible.
Theres something not only about the nutrients and chemicals- Squirell knows little about them anyway-
but the way they interact, amplify, and potentiate each other's health benefits to accomplish even that which science struggles.


Spend 15 minutes to activate. Select a Living target within arm's reach. This Effect cannot be used unless Must go for a walk in a healthy, wild environment. You must use up Healthy foraged edibles, mushrooms, roots, grasses and the like, gathered fresh in order to activate this Effect.

You may cure any any diseases or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional damage or other effects.

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

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • You can target yourself if you qualify as a valid target by the other requirements.

Legendary Artifacts

Squirrell's Packrat Nest

Created and held by Squirrel.
This overstuffed backpack is so covered with items tied, taped, and wrapped around, if you didn't see the straps you'd think it was a pile of junk.

Squirrel is an expert at making the most of his limited space and borderline transient lifestyle- never know when a long term tracking expedition will be needed, or adventure calls.

He's carried so much, for so long, he barely even notices the weight. Somehow, he can always find what he's looking for, though it's extremely unlikely anyone else would.

A 90l, large backpack to start with.


This Artifact can be used as a container. It is roughly the same size as a Large Backpacking pack (90l) and just as difficult to conceal.

Your Large Backpacking pack (90l) holds 5 times times what it normally could. Objects stored inside are weightless.

Living things can be stored in your Large Backpacking pack (90l). They will have access to anything else inside and may attempt to break free, damaging or destroying the Large Backpacking pack (90l) in the process.

If your Large Backpacking pack (90l) is destroyed, things inside may get out, and it will cease to function until it is repaired.

Only you may open and close the container. Others can still destroy it to get at the contents

  • There is no cost to use your container.

Consumables

2

The bullet is remarkably heavy for it's size, though about the size of a .45.
Wrapped tightly in duct tape, with an odd pink transparent tip.

A painful powerful kick likely to bruise or break the gunman's collarbone proceeds a jet of white smoke shooting from the firing gun, not too unlike that from a black powder rifle and a sulfurous smell fills the air.

On impact, the crystal-tipped bullet will shatter, transferring all it's force to the hit object, creating a piezo-electric flash.

It was merely a curiosity when Squirrel found traces of an explosion long ago, In *his* woods.

He'd pass through, poke around, and wonder to himself whenever he passed through, but never thought much of it.

One day after a heavy rain, his eye caught something pink and glittering on the ground. "Quartz, maybe?" He thought, but his hand tingled strangely when he picked it up. Tingled stronger when he tentatively touches his tongue to it, being reminded of 9 volt batteries in childhood but otherwise harmless.

Military test?
Asteroid impact?
Naturally occurring mineral from the impact?

Squirell couldn't care less which the case was, but the properties of the mineral were more curious as he practiced his tests on them. (Redneck science- scratchin stuff with it, shootin it, burning it, etc)

Marginally softer than diamond, but heavier.. His mind immediately went to blades, but the fragments were far to small to be effective weapons.

Bullets, perhaps?


Take a Severity-1 Injury and spend an Action to activate. Make a Firearms attack at a Non-Sapient Object within normal attack range no larger than a purse (5 liters). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Gun explodes as per the "Shatter" enhancement. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Firearms attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.

When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.

  • This consumable is destroyed when used and cannot be used again.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.

Equipment

Max Encumbrance: 0 pounds.

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

On Person

Bear skin cloak with knife in a pocket Well worn denim cargo pants

2 throwing knives

Coonskin hat

.45 carbine rifle

Shortbarrel shotgun (6 shots) Overloaded 12gauge shell in shirt pocket

knife in boot

revolver in other boot. Last round in revolver is a Overloaded Bullet.

Packrat Nest:

3 quickloaders for revolver (2 are already missing a bullet, in case he didn't fire the overloaded one.

6ft tarp

3 Steel bear traps

Steel stakes

Mallet

box of rifle ammo (FMJ- for deep penetration of large dangerous animals.)

box of 00 buckshot

Carbine .45 SMG (uses pistol clips as ammo) 3 clips

Box of rifle ammunition

3 bottles of moonshine

Rags

2 aluminum emergency blankets

200 ft of string

1 roll of duct tape

50 feet of climbing rope and three harnesses (two adults and one kids)

20ft rope ladder

simple cell phone for the elderly (usually dead)

flare gun

7 lbs of smoked meats and dried breads (raccoon, bear, rattlesnake)

4 gallons water

Iodine tablets

Camping cooking set (pot, skillet, utensils, rack)

Firestarter/matches

3 homemade torches (1 hour burn time)

pack of emergency candles

carving knife

hatchet

Sharpening stone and oil

Fishing tackle and compact fishing pole

Sunglasses

Roll of aluminum foil

Goggles

Large crowbar

Full size insulated bolt cutters (like 4ft long)

2 sets of silicone earplugs

Bear pelt

Deer pelt

Wolf skull

5 road flares

3 smoke bombs (one red, one green, one white)

Multitool with pliers, knife, file, etc

Extra revolver

Woodburning stove USB charger

3 frag grenades

'nice outfit' (poorly fitting mostly clean jeans, and a button up shirt that's a little too small for his belly, with some stomach hair poking out)

10 feet of thin wire

Hazmat suit

Chalk

Kinetic flashlight (wind up)

Oil Lamp

5ft collapsable rod

1l Plastic bottle of oil

cheetos and chips

joe's phone

Pocket sized radio

2 ounces dried belladonna atropa (stomach cramps, pain, dizziness within 20-60 minutes:poison- deadly nightshade)

1 ounce deathcap mushrooms (Nausea, vomiting, and severe cramps 6-24 hours after consumption, which fade within 12-48 hours, with 1-2 days symptom free. 3-5 days after consumption, liver and kidney failure. No mundane antidote, other than organ transplant to rectify organ failure.)

1 live Viper-fly (From the Weirdling Planes of Paladuhk) , a 2-3' extra dimensional quick-flying snake/dragonfly creature. 5d10 to attack, maximum of 2 damage, probably naturally acid-resistant (hunts flying acid jellyfish on its home world)

(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.


Consumable Crafting Gifts

The bullet is remarkably heavy for it's size, though about the size of a .45.
Wrapped tightly in duct tape, with an odd pink transparent tip.

A painful powerful kick likely to bruise or break the gunman's collarbone proceeds a jet of white smoke shooting from the firing gun, not too unlike that from a black powder rifle and a sulfurous smell fills the air.

On impact, the crystal-tipped bullet will shatter, transferring all it's force to the hit object, creating a piezo-electric flash.

It was merely a curiosity when Squirrel found traces of an explosion long ago, In *his* woods.

He'd pass through, poke around, and wonder to himself whenever he passed through, but never thought much of it.

One day after a heavy rain, his eye caught something pink and glittering on the ground. "Quartz, maybe?" He thought, but his hand tingled strangely when he picked it up. Tingled stronger when he tentatively touches his tongue to it, being reminded of 9 volt batteries in childhood but otherwise harmless.

Military test?
Asteroid impact?
Naturally occurring mineral from the impact?

Squirell couldn't care less which the case was, but the properties of the mineral were more curious as he practiced his tests on them. (Redneck science- scratchin stuff with it, shootin it, burning it, etc)

Marginally softer than diamond, but heavier.. His mind immediately went to blades, but the fragments were far to small to be effective weapons.

Bullets, perhaps?


Take a Severity-1 Injury and spend an Action to activate. Make a Firearms attack at a Non-Sapient Object within normal attack range no larger than a duffel bag (35 liters). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Gun explodes as per the "Shatter" enhancement. Roll your for your attack as normal. The target may roll to dodge or defend, as normal for Firearms attacks. The attack may or may not deal Damage as per a normal attack, at the user's choice.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.

When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.

  • This consumable is destroyed when used and cannot be used again.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.

Contractor Timeline

5 Victories - 1 Failure
Remaining Exp: 10 (Earned: 178 - Spent: 168)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Squirrel has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-3 Avoidance
-6 Stockpile
Stockpile Type: Guns
-6 Point of Contact
Contact: Smugglers

Liabilities

+3 Illiterate
+6 Anti-Social
+6 Finances: Poor
+9 Sensitive