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John Doe (Patence Zehro)
"Nothing will remain except for our regrets."

A 3-Victory Newbie Contractor played by Perthro in Maelstrom

John Doe (Patence Zehro) is a Fugitive Biochemical Scientist who will risk his life to return to and save his original reality from the apocalypse by any means; and if he can't, he'll purify this one.

He is 24 years old, and often appears as A grizzled-looking scruffy man in his younger years wearing a black labcoat with red accents, a BoB bat pin, a dark dress shirt with a maroon pinstripe neck tie, and black dress bottoms. He seems to be perpetually lugging around a rather large suitcase and clipboard.

John Doe (Patence Zehro) lives in Maelstrom, a setting where videos of the supernatural go viral every day.













3 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

4 Firearms

0 Influence

2 Investigation

5 Medicine

0 Melee

0 Occult

0 Performance

4 Science

3 Stealth

2 Survival

3 Technology

0 Thievery

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


gunshot wound
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Ballistic Brain Damage (-3 penalty from mind, at all times)
  • Body 7


    6 Mind



    Near-Death Experience


  • door of entrapment
  • phasmophobia
  • Traumatized Germaphobe - John is incredibly germophobic and paranoid of germs due to his origin in the apocalypse, he believes that anyone displaying symptoms of sickness and/or near-death can and will turn into a zombie. Roll mind in order to dismiss this delusion.

  • Quitessence


    Polyglot: English, Spanish, 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.
    Alias: Patence Zehro A researcher / blood doctor working at the BoB (Brothers of Blood) group as an assistant in blood drives; and a researcher of blood-diseases / welfare.
    From Assets and Liabilities
    You have an officially established alternate identity. Your alias has all proper legal documentation and will hold up to the highest scrutiny. If it is exposed, you may make a Move to replace it.
    Point of Contact: Contact: Brothers of Blood (Medical Blood) (Philanthropy) (Corporation)
    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.


    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.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Nightmares: zombies Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind damage.
    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

    Dark Secret: John Doe is from an alternate reality where he had a hand-in accidentally starting an apocalypse of the undead.

    Distant Dangerous Given by a Liability
    You have a secret which, if it got out, would lead to immediate and significant consequences for you.


    A white glow develops in users mouth as long as the disease would last.

    You gain the following benefits at all times.

    You are immune to all non-Alien diseases, even if modern medicine has no known treatment for them.

    Legendary Artifacts

    P-1 Purifier

    Created and held by John Doe (Patence Zehro).
    Pocket sized Pepper Spray can unmarked with P-1 in red lettering

    Pressing the red button on top of the pepper spray bottle.

    Exert your Mind and spend an Action to activate. Select a Living target within 20 feet. Make a Trauma roll when you activate this Effect. Roll Dexterity + Firearms at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

    If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

    • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every hour that passes, they will obtain a new Major or Minor Battle Scar.
    Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is contagious and will spread to new targets. Anyone who comes within 20 feet of afflicted person must roll Body, Difficulty 7, and if their outcome is lower than your initial Outcome, they become afflicted.

    The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by Intense Heat/Fire.

    • Successfully diagnosing an affliction also includes information about the treatment method.
    • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • 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

    BoB Labcoat (BoB Pin) (Black with Red Accents) * Pen (Black pink) (Ballpoint) * Wallet (ID) (Licenses) (ETC) * Blacklight (Filled / Charged) * Flashlight (Mini) * Phone (iPhone 7) * Earbuds (Apple) (Lighting) * Clipboard

    Dress Shirt (Black) (Red Maroon Pinstripe Tie)

    • Clear Visored Safety Goggles
    • Ballpoint Pen

    Black Slack Bottoms

    • Keyring (Home, Car, ETC ETC)

    Handcuffed Suitcase

    • M1911 (Loaded) (.45)/
    • 3 M1911 Magazines (.45)/
    • Heavy Duty Medkit
    • Suppressor (Thread-on) (M1911 / .45) /
    • Journal (50 Pg) (Hand-size) (Filled with Scientific Theory / Ramblings)
    • 3 contamination bottles
    • 5 sets of rubber gloves
    • 1 gas mask
    • bottle of water
    (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

    3 Victories - 1 Failure
    Remaining Exp: 4 (Earned: 170 - Spent: 166)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    John Doe (Patence Zehro) has not written in his journal yet.


    John Doe (Patence Zehro) has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for John Doe (Patence Zehro).


    John Doe was born in an alternate reality, as a child he was always a germaphobe so deeply afraid of germs and disease. It was so bad to the point that John Doe was a shut-in child, he had zero friends and he never really had an opportunity to socialize with anyone at all in a meaningful way; leading to a significant lack in social skills and etiquette. Thankfully as John grew up his intellect grew to rival his lack in charisma, and he eventaully wound up working at a Research / Development firm for Medical technologies and experimental.

    However John Doe and this Research Team had become too ambitious, and their project soon became a government-concern as they were working on a cure for cancer; the government in his reality had wanted to weaponize it. Very quickly this got out of hand, an outbreak occurred, and it wasn't long before the people of his reality were eating each other in the streets; a classic zombie apocalypse. John Doe survived for years on-end both due to his own will to survive and due to assistance from people who eventaully weren't so lucky, however one day as John Doe was attempting to make his way back to his lab in the city to try and engineer some way to cure this disease; he was pulled out of this reality.

    John Doe found himself in a new world, it was much like his own before the apocalypse except the languages were so much different; it was like everyone had changed everything down to the street signs and the presidents and the nations of the world. John learned how to speak English, and a few other languages due to his incredible intelligence, and eventaully he crafted a fine alias for himself; finding work at the BoB as a Blood Doctor / Researcher in developmental, this organization was rather weird and strange as he had to sign an NDA apon beginning work there and they seemed to have some rather... Pecuilar folk going in and out of the facilities, but he learned to keep quiet.

    John now spends his time theorizing and rationalizing possible ways in which he could return to his own reality; and fix the problem, however as time goes on he seems to also accept the possibility that he may be stuck here and maybe its for the better? If John is stuck here, perhaps instead of returning to his world, if even possible, he would just purify this one and make sure this world never got to the point that his did.

    Assets And Liabilities


    +1 Avoidance
    +1 Polyglot
    Language: English, Spanish, Russian
    +2 Alias
    Name: Patence Zehro A researcher / blood doctor working at the BoB (Brothers of Blood) group as an assistant in blood drives; and a researcher of blood-diseases / welfare.
    +2 Point of Contact
    Contact: Contact: Brothers of Blood (Medical Blood) (Philanthropy) (Corporation)
    +4 Jack of All Trades


    -1 Dark Secret
    Secret: John Doe is from an alternate reality where he had a hand-in accidentally starting an apocalypse of the undead.
    -1 Nightmares
    Subject: zombies
    -1 Defective Sense
    Affected Sense: Smell
    -1 Traumatized
    Trauma: Germaphobe - John is incredibly germophobic and paranoid of germs due to his origin in the apocalypse, he believes that anyone displaying symptoms of sickness and/or near-death can and will turn into a zombie. Roll mind in order to dismiss this delusion.
    -3 Fragile