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Amaranth Barclay

A 18-Victory Professional Contractor played by leonvanderblight in Maelstrom

Captain Caaaaaaavemaaaan!

Amaranth Barclay is a Caveman freed from a temporal eddy who will risk his life to become the ultimate Paragon of Primal Man and Establish his tribe.

He is 18 years old, lives in A mafia provided safe house in Italy, and often appears as 6'9" Black Haired, Blue Eyed, Goliath of a man.

Amaranth Barclay lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 21 entries. His Questionnaire has 3 answers.













4 Alertness

2 Animals

5 Athletics

5 Brawl

2 Crafts

0 Culture

2 Drive

0 Firearms

0 Influence

4 Investigation

0 Medicine

5 Melee

0 Occult

0 Performance

0 Science

4 Stealth

4 Survival

0 Technology

2 Thievery

2 Intimidation

2 Temporal Mechanics

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


(Amaranth Barclay is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Warp Form: Maws and Claws (+3 unarmed damage) (Maws and Claws (+3 unarmed damage))
  • Warp Form: Back Tattoo of the devil (Chimera: Devil Blood) (Grants the ability to create a torch sized flame up to 60 feet away)
  • Warp Form: Chimera Devil Skin (Grants the effect of Inferno home. From Connor Inkz made from a defeated devil.)
  • Body 9


    7 Mind





    (Amaranth Barclay has no Traumas)

    Temporal Energy

    Whenever , regain one Source. Cooldown: one hour


    Respected Expert: Mafia
    From Assets and Liabilities
    You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
    Point of Contact: Mafia
    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.
    Imprisoned: Foundation Custody, UA-580
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.


    From Assets and Liabilities
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. All Trauma rolls you make are -1 Difficulty, and Stress does not apply.
    Jaded You are difficult to disturb, perhaps because of a traumatic past, or perhaps you're just emotionally detached. You only have two Limits, instead of the normal three.
    From Maelstrom
    Dream Diadem As the winner of the Tournament of Dreams, Amaranth has been granted the Dream Diadem, a subtle tattoo of a moon on his forehead. This mark allows him to sleep with half his brain at a time. You may take Actions while asleep at a -2 dice penalty.

    Loose Ends



    18 Victories - 0 Failures
    Remaining Exp: 1
    (Earned: 314 - Spent: 313)
    An itemized record of every Contract, advancement, and more


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


    A caveman torn out of time by a capricious entity that wanted someone to play with. Trapped for what felt like eons playing the games and killing the opponents sent against him he eventually heard the words. Though he did not understand them. "I'm bored. Let's play another game", and then he found himself stranded in the midst of a suburban back yard.

    A back yard where the small child who would define his connection to modern life would be found. Louis Barclay is the one who would give him his name, and the one who would shield him from the terrors of the world. Understanding him to be a cave man who understand nothing of the modern times, Louis has been attempting to teach him about language via cartoons. Which the caveman has yet to understand, but watches out of consideration for the kind boy who brings him meat and helps him hide from the angry men in black hides.

    Over the year he has been in hiding with the kid, he's come to grasp some very rudimentary English but his lack of understanding of social norms and overall visibly different physiology makes blending in difficult for him and thus he mostly tries to pass through life as Amaranth Barclay. The developmentally disabled long last Uncle of Louis Barclay.

    Abducted by Foundation shortly after, and was designated UA-580

    Assets And Liabilities


    -6 Clear Conscience
    -3 Respected Expert
    Field: Mafia
    -6 Point of Contact
    Contact: Mafia
    -6 Tough
    -12 Jaded


    +9 Imprisoned
    Manner of Imprisonment: Foundation Custody, UA-580
    +9 Outsider