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Kaerym Yasura
Here we go.

A 9-Victory Novice Contractor played by Demonic in Maelstrom

Kaerym Yasura is a Aeromancer who will risk her life to Learn more about herself and her abilities so that she can use them to fight the evils of the world and protect those who she loves.

She is 18 years old, and often appears as a white young adult girl with flowy white hair and sky blue eyes who seems to be wearing a light blue jacket over a black tank top with shorts and sneakers, not what you'd expect someone who can control the air would look like.

Kaerym Yasura lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal, The Journey, has 16 entries.

Attributes

Brawn

3

Charisma

3

Dexterity

4

Intellect

5

Perception

3

Abilities

3 Alertness

0 Animals

4 Athletics

1 Brawl

2 Crafts

2 Culture

2 Drive

0 Firearms

3 Influence

2 Investigation

2 Medicine

0 Melee

5 Occult

0 Performance

2 Science

2 Stealth

0 Survival

2 Technology

1 Thievery

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

Injuries

(Kaerym Yasura is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Kaerym Yasura has no Battle Scars)

Body 7

Penalty

9 Mind

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

Limits

Betrayal
Animal-Lover
I Cant do it
True Comradery

Traumas

(Kaerym Yasura has no Traumas)


Ether

Whenever , regain one Source. Cooldown: one day

Circumstances

Average Finances
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

Conditions

From Assets and Liabilities
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.
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

You have been noticed by Pagnanelli (Ignore Threat Level)

Imminent Fateful Given by Riley
Jonathon Pagnanelli has adopted a new worldview from his father concerning the supernatural. He chooses to be more cordial and as a result, his approach will be gentler.

Powers

A strange white mist begin to conceal the wound, when it dissipates, it is healed.


Exert your Mind and spend 1 minute to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Occult 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.

  • Unstabilized wounds do not degenerate during treatment.

She points her hand forward as bursts of wind tear through the target like blades.


Spend an Action to activate. Select a target within 45 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

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

You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.

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

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

Build up Air Pressure before releasing it launching yourself into the sky


Exert your Mind and spend an Action to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically.

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.

  • 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.

Her left eye is gray while her right eye is still blue like normal

"This is all so much bigger than you could imagine, the kaleidoscopic infinity of the storm that flows through this world. words aren't enough."


You gain the following benefits at all times.

You are permanently and visibly transformed: Left Eye Is now Silver Coloured (Heterochromia). You are considered to be a Sapient, Living being when targeted. Your Intellect is increased by 1.

No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.

  • If you become split into multiple pieces, the Player controls the "main" piece, while the GM controls the others. Only the main piece can activate Effects.

For as long as the winds blow and the rain falls, I too shall live on to fulfill what the skies sought


You gain the following benefits at all times.

You may go five times longer than a normal human without food, water, and air. You no longer age naturally, and supernatural attempts to age you fail.

Did that bullet just ricochet off of her?


You gain the following benefits at all times.

You have 5 Armor, which only reduces damage taken from Bullets. Any armor piercing effects from Bullets are ignored. Armor from multiple sources does not stack.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

My Sword Bounced off of nothing!!


You gain the following benefits at all times.

You have 5 Armor, which only reduces damage taken from Attacks from Melee Range. Any armor piercing effects from Attacks from Melee Range are ignored. Armor from multiple sources does not stack.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

The wind is but an extension of my body and mind, storms akin to my soul, I feel only the storms.


You gain the following benefits at all times.

Your Body Penalty is reduced to 0. Does not reduce Mind Penalty.

Sparks of Lightning and streams of Wind begin to form and swirl around you before you're met with the impact of a descending Storm, Slashed by Bolts of Lightning and Struck by the Force of a Hundred Gales


Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 1. Armor is fully effective against this damage.

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

The Injured Area is covered in a thick cloudy fog that soothes the pain and heals the wound, form..Limitless.


Exert your Mind and spend an hour to activate. Select a Battle Scar on yourself to treat.

The treated Battle Scar will heal immediately.


Equipment

Max Encumbrance: 0 pounds.

On Person

  • Tactical Trauma Vest
  • Lighter
  • Airpods and case
  • A Pencil and a Pen
  • Apple Watch Ultra
  • Sun Glasses
  • iPhone X (Inside a waterproof Phone Case)
  • Wallet (ID, Cash, Card, ETC)
  • Keyring (Keys and Stuff)
  • Compass
  • Pocket Knife

Dark grey backpack

  • First Aid Kit
  • Duct Tape
  • Gorilla Glue
  • Copy of the Quran Holy Book
  • Spiral Journal
  • Pencil Pouch
  • Marine Octant Reflecting Instrument
  • Heavy Duty Rubber Gloves
  • Jumper Cables
  • Satellite GPS device
  • Crank Rechargeable flashlight
  • Empty Metal Container
  • Wire Cutters
  • Bolt Cutters
  • Box Of Disposable Face Masks
  • Heavy Duty Climbing Rope
  • Pain Killers
  • Water Bottle 1 L
(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

9 Victories - 0 Failures
Remaining Exp: 0 (Earned: 211 - Spent: 211)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

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

Biography

The sounds of Hounds barking chasing after a scent, A group of angry armed men yelling and shouting, all of them searching for someone, the last remaining member of a supposed family of "witches and wizards", who they were looking for was a lone mother with an infant in her arms, this is where the story begins.

Kaerym's mother had been on the run from a bloodthirsty cultist group for several days until she was finally cornered in a small dead end neighbor hood she'd found herself in, she knew there was no escape for her, but maybe her newborn daughter could still have a chance at life.

she started frantically knocking at every door step pleading for one of the residents to open the door before she was caught, the barking blood hounds were getting louder and louder until finally, Kaerym's soon to be parents opened the door, the mother handed them the infant and warned them that there will be people who will want her dead, with tears going down her face she gave them her name, said goodbye to her daughter.

Then the witch hunt had finally caught up to her, she closed her eyes and accepted her fate knowing that her daughter was safe.

Kaerym grew up relatively ordinarily in Oregon, the only difference is that she grew up with not-so-ordinary parents. Kaerym's parents were incredibly strict and incredibly anxious, she never learnt how to drive because they were to afraid for her safety, and she was never allowed to be in a relationship growing up because her parents were always afraid of what the guy might do, she was sheltered. Because of this Kaerym grew up into a shy-and-somewhat sheltered and softhearted girl, she was exceptionally pretty aswell.

As Kaerym neared into adulthood she realized she had this innate ability, occasionally she could fly off-up the ground for short distances and almost control the direction of the wind, further experimenting into her newfound abilities, sometimes during track-and-field she could even use it to win competitions or beat people in practice. Kaerym assumed it was some form of wind magic she'd awakened or some strange fantasy concept like that, as she was very into reading fantasy novels and webtoons on her spare time, but little did she know that she came from a family of mages and was taken in and adopted by her current parent's, this is why her parents are so afraid for her, they were handed a newborn infant by a weeping woman and then told that people would be after her. Kaerym's parents gave her a bunch of self-defense weapons to carry around, such as a stungun, a stunbaton, and a Taser, all of which she's never allowed to leave home without, due to their incredible anxiety and concern for her well being as she reached college-age.

Kaerym has aspirations to further and awaken her abilities and learn to do more with them so that she'll be able to help those in need and put those who would do harm to the good and innocent away, just like all those heroes in the novels she reads. she's a genuinely good-meaning girl with a soft heart, but she'll be faced with many hardships along that journey.


Voided Deaths
You should probably know about these. . .

  • Aug. 5, 2022, 7:45 p.m. - Tortured to death for information

Assets And Liabilities

Assets

-0 Finances: Average
-3 Beautiful
-15 Gifted

Liabilities

+6 Anti-Social
+9 Fragile