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Athena Rush

A 10-Victory Seasoned Contractor played by Riley in Maelstrom

Athena Rush is a physician who will risk her life to become the ultimate void stepper and spread the influence of Nihil, the void demon.

She is 27 years old, lives in a currently well off apartment, and often appears as a tall baggy eyed woman with a long coat and wet looking hair that reaches her shoulders.

Athena Rush lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal has 8 entries.

Attributes

Brawn

2

Charisma

1

Dexterity

2

Intellect

6

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

0 Brawl

0 Crafts

1 Culture

2 Drive

0 Firearms

0 Influence

3 Investigation

5 Medicine

0 Melee

2 Occult

0 Performance

3 Science

3 Stealth

1 Survival

2 Technology

0 Thievery

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

Injuries

(Athena Rush is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Toned Muscles (+2 Athletics)
  • More Pronounced Tendons and Veins in the Hand. (No functional benefit.)
  • Various Tattoos (No functional benefit)
  • Body 6

    Penalty

    8 Mind

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

    Limits

    Doctor's Respite
    Failure
    Near-Death Experience

    Traumas

  • That's My Grave. Any whole deeper thatn 4 feet. Mind roll or you believe you are entering your grave.
  • Distrust of Shifters
  • Homophobia Self control to not attack members of the LGBT community first in combat.

  • Source

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Point of Contact: Medical Community
    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.
    Polyglot: ASL, Latin, Russian
    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.
    Polyglot: Creole, Chinese, Hindi
    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.
    Respected Expert: Well respected physician in the field of medicine
    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.

    Conditions

    From Project *******
    Personal Enemies Owl, Spider, and Rat
    From Assets and Liabilities
    Contortionist You are unusually flexible, and may squeeze through small spaces with ease. Reduce the Difficulty of any roll to escape a grapple or Dexterity roll involving flexibility by 2.
    Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.

    Loose Ends

    Powers

    Athena establishes a single wounded target and points. With a curl of the knuckle, she can force any physical injury to the body to suddenly worsen. A mere cut with a steak knife can become a giant gash. A bullet wound from a 9mm can become as big as an autocannon round. To GM discretion, it can even target battle scars and reopen them.


    Spend an Action to activate. Select a target within 300 feet. This Effect cannot be used unless This power only works against targets that are already wounded or have bad enough battle scars. GM Discretion.. Roll Intellect + Medicine Difficulty 6. The target may contest by rolling Body, Difficulty 6.

    If the contested Outcome is positive, the target takes that much damage plus 1. Armor is fully effective against this damage.

    The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

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

    Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.

    Athena's power works like any other heal wound, accept for the fact that it uses the void as the source of its power, a chaotic mess of unconscious, unbeing, and inexistence.

    Athena is required to tap into that pain in order to alleviate it and instead of a soothing numbness, her patient will experience great pain.


    Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to You can not be supernaturally healed by anyone other than Athena or else the metaphysical residue of the void will become unbalanced and attempt to correct thr void's influence upon the target- undoing Athenas heal. for the next month. If they violate this rule, your treatment is immediately reversed.

    This Effect is not obvious, and the only sign you are using an Effect is Athena concentrates- her stare is unblinking and unceasing as she works.. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

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

    The void is far more forgiving anf maleable when it comes to bending space and experiences Void Traveler will know how to use this to their advantage. Athena, being one such Void Traveler, is abke to use this to her advantage. In order for it to be easy and painless, traversing between the two planes, it pays for Athena to have a gift of the void somewhere on her body to make the transition easier.


    Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically. This Effect cannot be used unless She has to have at least two Warp Form Augments on her in order to use Warp. They must give no functional benefit.. Make a Trauma roll when you activate this Effect.

    You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

    You may activate this effect while in free-fall, as long as your target Location is a surface on which you can land.

    Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.

    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You may only use this Effect once per round of combat, regardless of any enhancements you have taken.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Athena reaches into the void and is able to extract any concept from the land where all things do and do not exist. She then spends her time imprinting a a physical manifestation of the improvement upon the bodies of whoever she is treating.


    Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. Make a Trauma roll when you activate this Effect. The target can easily Resist.

    You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:

    • Specialized: You receive +2 dice to a particular non-combat Action.
    • Environmental Adaptation: You do not suffer harm from heat, cold, pressure, or lack of oxygen in a particular environment, provided that challenge normally exists in that environment.
    • Implanted Tool: You have access to the functionality of some common Device at all times. The selected Device can be no larger than a motorcycle helmet.
    • Armor: You have 2 Armor at all times. As always, Armor from multiple sources does not stack.
    • Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
    • Zippy: Your Free Movement is increased by 10 feet.

    You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.

    • Even with Willful End, Full Polymorphs take a day to revert.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Self Explanatory - She's smart af.


    You gain the following benefits as long as you have your Heterochronatic Eyes.

    Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Push Through It: When you Exert your Mind to ignore Penalty and gain +1 to your Outcome, it lasts for a number of rounds equal to your Intellect.

    • If your Heterochronatic Eyes is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

    Part of the void's makeup consists of collective unconscious memories of those both living and dead. It is a dangerous place to travel and Void Travellers such as Athena require a method or focus to safely sift through it. In Athenas case, she has taken to using mirrors as the medium as to not threaten her immediate person.

    However, occasionally, she oversteps her reach- to which the void demons and deities will tend to punish severely.


    Exert your Mind and spend a minute to activate. Select a Sapient target or a Creature within 20 feet. You may select a target at any range if you use up Blood of the target. You must actively and obviously use a reflective surface equal or greater to a mirror to activate this Effect. You cannot investigate the same target more than once per hour. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Intellect + Science at Difficulty 6.

    You learn a single specific piece of information, chosen from the following list, about your target:

    • You determine any medical or physiological issues they have, as well as their species and a general overview of their biology.
    • 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.

    • 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.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    Athena acquires a dead target. Using the collective nothingness as a medium, Athena forcefully reanimates the corpse by replacing any missing neurons, muscle, blood, or bone tissue with whatever is readily available from the Realm of Nothingness. The memories, or as close replicas as can be managed, are infused into the target to make way for what was missing. This allows the Dead target to retain their competence in the living dead as they did when they were deceased. Unfortunately, this has the unintended side effect of the body and mind rejecting the new parts, causing rapid degradation of the physique.

    The dead person's eyes seem to crack like broken mirrors and glow at the point of resurrection. If she fails the trauma roll, she will incur one of the traumas from whoever she's trying to revive. The revived individual's skin, where they were injured is made of different skin tones and may have adverse qualities according to the GM


    Exert your Mind and spend one minute to activate. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must actively and obviously use Surface as reflective as a mirror to activate this Effect. Make a Trauma roll when you activate this Effect.

    Your target rises as a Living being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.

    The creature lasts until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion. A day after being Raised, the creature will receive a Severity 1 Injury. Every day thereafter, this Injury worsens by 1 Severity until the creature dies again, at which point they are reduced to dust and can no longer be reanimated.

    Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.

    After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

    • 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

    Nihil's Blessing

    Created and held by Athena Rush.
    A rather mundane appearing amulet with a black silver chain and a pendant of a shimmering pool of a water that can be used as a defacto mirror.

    This power is specifically made to stabilize the energies that typically rack through the body following a resurrection event by harnessing and reorienting it to repair the body. This is best used in conjunction with Nihil's Resurrection, allowing those raised by it to maintain their forms so long as they carry the item, lay their hands upon it or grasp it and clear their minds of all thoughts.

    It is preferable that within 48 hours of resurrection, that the resurrectee would use this item, but up to 5 days following an absence from this item, the damage done by the rampaging energies and the rejection of the body parts can no longer be rectified by use of this power.


    Exert your Mind and spend 1 minute to activate. This Effect cannot be used unless the user has died and been resurrected. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Alertness at Difficulty 8.

    If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    You may treat Severity 1 Injuries without making a roll or paying the Exertion cost, so long as they were not self-inflicted as an activation cost for an Effect.

    • Unstabilized wounds do not degenerate during treatment.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Heavy Knee-Length Coat | Reinforced: +2 Armor
    • Black Jeans
    • Tank Top
    • Wallet with I.D. and Passport
    • Keys
    • Smartphone
    • Scalpel
    • Pen
    • Sticky Notes
    • Charger
    • Sunglasses
    • Pepper Spray
    • Lighter
    • 2x Doses of Non-Lethal Syringe of Morphine
    • Personally Photographed pictures of birds
    • Sculpture of a Bird
    • West Boro Pin

    Satchel

    • Advanced Medical and Trauma Kit
    • Field Surgery Kit
    • Snake Antidote
    • Dog Treats
    • Heavy Duty Bug Spray
    • Rain jacket
    • Metal water bottle
    • Toiletries kit
    • Cigarettes
    • Three pocketknives
    • Ibuprofen/Advil
    • Bear Mace
    • Flashlight
    • 1 Change of Clothes

    Other

    • Remote Island off the coast of New York
    (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.


    Artifact Crafting Gifts

    This is one of the few safe ways that Athena was able to stabalize the volatile nature of the Void. In the form of this miniature dispensor that produces nutrient paste, put together as a result of the incredible energies working in harmony. It can only dispense enough paste for three people per day. When consumed, the void reverts part of the target to a previous state. Athena uses this to remove the damage of relatively recent battlescars and place it upon a shadowy construct, reverting the target to their state before they received that battlescar.

    Unfortunately, this does tend to give the target visions of the void which can traumatize them.


    Expend a point of Battery and spend ten minutes to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Select a Battle Scar on your target to treat.

    The treated Battle Scar will heal over the course of the next week. Your patient is required to The target can not be supernaturally healed other than Athena's Alleviate power for the next month. If they violate this rule, your treatment is immediately reversed.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see a tentacle black mass regurgitated from the target's mouth. It looks exactly like the target with the same battlescar and will attempt to immediately flee into the nearest body of water and dissappear.

    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • You can target yourself if you qualify as a valid target by the other requirements.

    This power is specifically made to stabilize the energies that typically rack through the body following a resurrection event by harnessing and reorienting it to repair the body. This is best used in conjunction with Nihil's Resurrection, allowing those raised by it to maintain their forms so long as they carry the item, lay their hands upon it or grasp it and clear their minds of all thoughts.

    It is preferable that within 48 hours of resurrection, that the resurrectee would use this item, but up to 5 days following an absence from this item, the damage done by the rampaging energies and the rejection of the body parts can no longer be rectified by use of this power.


    Exert your Mind and spend 1 minute to activate. This Effect cannot be used unless the user has died and been resurrected. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Alertness at Difficulty 8.

    If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    You may treat Severity 1 Injuries without making a roll or paying the Exertion cost, so long as they were not self-inflicted as an activation cost for an Effect.

    • Unstabilized wounds do not degenerate during treatment.

    Contractor Timeline

    10 Victories - 0 Failures
    Remaining Exp: 0 (Earned: 216 - Spent: 216)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Biography

    Athena was born within a well off family to a loving mother and a comparably distant father, buried headfirst in research of ancient primordial beings. Perhaps in some desperate search of purpose- kept sane by a worrywart of a wife. Athena was the second oldest of eight siblings, so her home life seldom had a moment of downtime. And oftentimes, it was just too much for her to deal with, especially once her father felt loke he was hitting strides and breakthroughs and resolved himself to download his findings and faith upon his children.

    Athena wound up hanging out with friends and killing time eye deep in books and movies to escape the crass, albeit interesting, drabble. Neither helped cure her awkwardness, but she was at peace with it and herself right up until the day her mother died in a car crash.

    Everyone was distraught, but nobody was more affected than Athena's father and luck would have it that Athena graduated and moved out when she got the chance, because a couple years later, she stopped receiving letters and texts from some of her family members.

    Athena's suspicions grew as to their whereabouts, eapecially after remembering some of her fathers words. Something about the void and how his bloodline traced back to a long line of those who worshipped and received gifts from the ancient primordial Goddess Khaos. And then she saw it- or them, rather.

    Her own brothets and sisters, trapped in a collidascope of colors never before seen, shapes never before taken form, and concepts long since destroyed at the hands of enigmatic deities. Their eyws glassed over and their bodies frozen in time. Athena realized it almost immediately. Her family was trapped within the deepest parts of the void and in a forbidden zone watched over by [Redacted] that not even the Greek Goddess Khaos or her constituents could even touch. But the icing was the sorry sight on the side. Athena saw the worn and exhausted visage that was her father- marred and maimed by his madness. Shouting a prayer of forgiveness, sorrow, and woe in the hopes of raising the dead. An obsession to resurrect her wife at the expense of his own children.

    ...

    That was the end of Athenas dream. A nightmare, so it seemed- of which thr outcome remains uncertain to this day. The practicing physician was prepared to write it off as nothing more than a nightmare until she received her first visit from a Harbinger. The actors of the powers that be. Their most trusted chosen. And they had come to herald Athena's ascension- her acceptance into the games.

    Why not. If there was even a small chance to save her brothers and sisters, it would be a disservice to not even try...

    https://imgur.com/a/M9ktRsG

    Assets And Liabilities

    Assets

    -6 Point of Contact
    Contact: Medical Community
    -3 Contortionist
    -6 Light Sleeper
    -6 Focused
    -3 Polyglot
    Language: ASL, Latin, Russian
    -3 Polyglot
    Language: Creole, Chinese, Hindi
    -3 Respected Expert
    Field: Well respected physician in the field of medicine
    -6 Tough