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Maria Sueño
"No soy Sueño. Soy una pesadilla."

A 6-Victory Novice Contractor played by ShadyTradesman in Maelstrom

Maria Sueño is a sleep specialist who will risk her life to become the ultimate nightmare and gallop unbound through humanity's collective unconscious, sewing terror and pain.

She is 42 years old, lives in Barcelona, Spain, and often appears as an attractive, middle-aged Spanish woman.

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

Attributes

Brawn

3

Charisma

4

Dexterity

3

Intellect

2

Perception

4

Abilities

4 Alertness

1 Animals

3 Athletics

2 Brawl

0 Crafts

2 Culture

0 Drive

0 Firearms

4 Influence

1 Investigation

0 Medicine

0 Melee

4 Occult

2 Performance

0 Science

2 Stealth

0 Survival

0 Technology

1 Thievery

4 Galloping

4 Sleep

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

Injuries

1
Twisted ankle
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Movement Enhanced by Darius (+10 feet free movement)
  • Body 7

    Penalty

    7 Mind

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

    Limits

    Capture
    Failure
    Wasted Nightmares

    Traumas

  • Delusion that conspiracies she is told are true You must succeed a Self-Control roll in order to not believe your delusion, even when confronted with compelling evidence, or in order to act in a way that is contrary to your delusion.
  • Fearless Must roll Self-Control to fight or flee in a terrifying situation. (from Smell Fear)

  • Terror

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Polyglot: Spanish, German, Latin
    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.
    Average
    Given by ShadyTradesman
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

    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.
    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.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Anyone asleep withing 300 feet suffers horrible nightmares (Ala the liability)
    Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
    From Maelstrom
    Sleepless Does not need sleep

    Loose Ends

    A Bone to Pick

    Imminent Dangerous Given by T3K
    Due to not following up on the deal of "get a t-rex claw as well as win the contract," Maria must procure something of similar or higher value and make. A claw fossil will suffice, but may also use a bigger fossil from any prehistoric creature to settle the deal. If it was purchased with money, it may not be used.

    Powers

    Maria breathes a gout of black smoke and glowing cinders toward a creature. The noxious mix swirls directly into their eyes (or other mucus membranes) as if sucked from the air. The smoke will not damage the creature or otherwise impair their senses. Instead, they grow drowsy and soon fall into a deep and troubled sleep filled with revealing visions of Maria. When they awaken, their eyes are gritty with soot.


    Exert your Mind and spend an Action to activate. Select a Living target within 30 feet. Roll Charisma + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.

    If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Outcome x 3 minutes.

    Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

    You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.

    • You do not physically enter a target's dreams; your body stays in place while you are Concentrating.
    • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
    • 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.
    • 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.

    Maria smells the air near the target, and her eyes roll back into her head. She experiences their darkest nightmares.


    Spend 2 Actions to activate. Select a Sapient target within arm's reach. At the end of your investigation, roll Perception + Influence at Difficulty 6.

    You learn all the following information about your target:

    • You learn Fears: (phobias, worries, insecurities).

    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 Eyes rolling back into her head. 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.

    Possession of this Power grants the following Trauma at all times: Fearless: must roll Self-Control to fight or flee in a terrifying situation.

    • 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.

    Maria takes a deep breath and exhales a gout of flame at her target.


    Exert your Mind and spend an Action to activate. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).

    You may start a new fire as large as a fire in a residential fireplace at your target. You may create fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.

    Lighting a target on fire deals 3 Damage per Round, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.

    You may extinguish flames as a Reaction. This does not extend to explosives.

    • Someone may attempt to extinguish a fire that you started by spending an Action and rolling Dexterity + Athletics, Difficulty 8.
    • 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.

    Maria is engulfed in a wreathe of licking flames, and, with a terrifying whinny and a clattering of hooves, emerges as a nightmare. As a nightmare, she appears as a large black horse with dead, white eyes and flaming mane, tail, and fetlocks. These flames are not hot to the touch. She snorts black billows of smoke and has an otherworldly whinny that sends shivers down the spines of mortals.


    Exert your Mind and spend a Quick Action to activate.

    You transform into Draft horse (nightmare) until you transform into something else or choose to return to your original form. You cannot transform into a flying creature. See the Extended System text for stats.

    While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.

    Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.

    While transformed, you may speak and use any Influence or Communication Powers you posses.

    While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

    • Creature Stats
      • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
      All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
    • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.

    Those who spend time around Maria find elements of their nightmares-- spiders, snakes, ticking time bombs, cameras-- appearing around them. If they face their fear and test its reality, they melt into black smoke and embers.


    Spend an Action to activate. Select a target within 45 feet.

    objects of fear, e.g. spiders, fire, target's phobia, which can be no larger than a briefcase is generated at your target, and it will remain in place for the next 3 Rounds or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.

    Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

    The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

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

    • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
    • You may only puppeteer a single illusion at once.
    • 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.

    The mare's most classic trick: with a touch, they may render a target unable to move. The target's limbs do not follow their commands; they are trapped in their own body. Blue ethereal flames surround their body, locking it in place.


    Exert your Mind and spend an Action to activate. Select a target within arm's reach. This Effect cannot be used unless the target is Living. Roll Charisma + Occult at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.

    If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.

    Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.

    Your bindings affect intangible beings like ghosts.

    • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
    • 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.

    Crafted Artifacts

    Tin Foil Hat

    Created by Murdoch, given to Maria Sueño.
    This hat has been lined with Tin Foil, Copper Wire, & bits of Oregonite.

    No one fashions a Tin Foil Hat like Old Man Murdock! Has bits of Oregonite in there too, don't-ya-know??? Typically a straw cowboy hat, but other models are possible.

    Conspiracy Theorist: Every time you are told a Conspiracy Theory, you must make a Trauma roll to not believe it implicitly. Effect persists up to a month after removing the hat.


    You gain the following benefits as long as you are wearing this Artifact.

    You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Compartmentalizing: You can take a maximum of 1 Mind Damage per Round.
    • Instant Karma: If the Outcome of your Mind resistance roll is greater than the attacker’s Outcome, you may reflect the attack back at them, or to another valid target within an appropriate distance.
    • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: Conspiracy Theorist. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Clothes, armored, 2 armor
    • purse
    • Wallet
    • Keys
    • sleeping pills
    • glasses
    • oversized sunglasses
    • old oil light
    • emergency flares

    In Purse

    • persecription sleeping pills (gel cap)
    • switchblade
    • rope
    • canteen of water
    • stun gun
    • pepper spray
    • mellonin pills

    Rolling luggage bag

    • practical change of clothes
    • 1 day food and water
    • sensible boots
    (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 - 0 Failures
    Remaining Exp: 8 (Earned: 218 - Spent: 210)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Journal
    Maria Sueño has not written in her journal yet.

    Moves

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

    Biography

    Power ideas:

    • Move silently
    • illusions (that are what people fear)
    • emotion control / fear
    • send message to send a dream to someone
    • Fear of the dark: supress sense

    Fears:

    • Akira: caught in crossfire of shooting incident. Afraid of fast-moving cars. Not acting quick enough. Losing duty of nature.

    • Kevin: not worthy to be one of the knights. Afraid one of the knights will fall to the dark pony god.

    • Alister Wildheart: Afraid of oil and blood and flesh coming in contact with him. He's afraid of betrayal.

    Assets And Liabilities

    Assets

    -6 Clear Conscience
    -3 Polyglot
    Language: Spanish, German, Latin
    -3 Beautiful
    -9 Sleepless

    Liabilities

    +9 Fairy Rules
    +9 Supernatural Condition
    Supernatural Condition: Anyone asleep withing 300 feet suffers horrible nightmares (Ala the liability)