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Artemis Barclay

A 2-Victory Newbie Contractor played by Rainbowdragon1357 in Maelstrom

This character is dead. RIP

Artemis Barclay is a botched cultist of Hastor the Yellow King who will risk his life to redeem himself in the eyes of her fellow cultists and to open up the portal of the Far realm and release the Yellow King.

He is 26 years old, and often appears as a 5'8' Caucasian male, wearing curled and dishevled red hair and the beginning of wrinkles on his face. Her eyes shake and shutter in constant paranoia and his mouth opens and closes spitting mutters under her\\is breath. He wears a grey Adidas hoodie and scruffy jeans. As well as a pendant depicting the symbol of Hastur and yellow jemmed earrings.

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













3 Alertness

0 Animals

1 Athletics

0 Brawl

1 Crafts

0 Culture

0 Drive

2 Firearms

0 Influence

2 Investigation

0 Medicine

0 Melee

4 Occult

0 Performance

0 Science

2 Stealth

1 Survival

1 Technology

2 Thievery

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


(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Artemis Barclay has no Battle Scars)

Body 6


7 Mind





  • Traumatized Heart for the helpless - Compulsion to stop a human from being harmed or abused by someone or something they can't resist themselves.
  • Compulsion to stop a human from being harmed or abused by someone or something they can't resist themselves.

  • Source


    Polyglot: Latin, Cthuvian, Mandarin
    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.


    From Assets and Liabilities
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    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.

    Loose Ends


    Artemis's god, behind the fabric of reality, carries artemis's message to the ears of his target.

    Exert your Mind and spend an Action to activate. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.

    You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

    The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

    You may only use this Effect once per day.

    • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
    • Generally you cannot communicate with Contractors who are not in a Contract with you.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Lost Legendary Artifacts

    The gifted Lantern from the Yellow King lights up the paths and habits of where creatures and humans have walked and died, projecting a hologram for its user from its light

    Exert your Mind and spend a minute to activate. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.

    You learn the following information about the area:

    • You can tell how many living things have died in this area, what they were, and roughly when the deaths occurred.
    • You learn how heavily trafficked the area is, what sorts of creatures have moved through the area and when.
    The quality and specificity of information gained depends on your Outcome.

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


    Max Encumbrance: 0 pounds.

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

    On Person

    • Scruffy Jeans
    • White T-shirt
    • Grey Adidas sweater
    • Wallet
    • Flip phone
    • Nikon camera
    • A pocket knife
    • Yellow Jemstone earrings
    • Symbol of Hastur pendant
    • Pack of nicotine gum
    • Lighter

    Black Jansport backpack

    • Flashlight
    • Hydroflask water bottle
    • Tooth brush
    • Tooth paste
    • Yellow gemmed silver knife
    • Silver pocket watch
    • small pouch of salt
    • three human molars
    • A tome of Scripts and prayers of the Yellow King
    • Bottle of Wine of Pnoth
    • Lock picks
    • Revolver pistol
    • Lamp of Alhazred
    • Walter PPK Silenced
    • Juniors police Jacket
    • Juniors police badge
    (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

    2 Victories - 0 Failures
    Remaining Exp: 17 (Earned: 163 - Spent: 146)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Artemis Barclay has not written in his journal yet.


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

    Voided Deaths
    You should probably know about these. . .

    • April 2, 2022, 3:33 a.m. - None

    Assets And Liabilities


    +1 Polyglot
    Language: Latin, Cthuvian, Mandarin
    +2 Focused
    +1 Avoidance


    -1 Traumatized
    Trauma: Heart for the helpless - Compulsion to stop a human from being harmed or abused by someone or something they can't resist themselves.