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A 3-Victory Newbie Contractor played by honeylendri in Maelstrom

Sketch is a new-age art major who will risk their life to win the affection and love of their distant and disapproving parents.

They are 21 years old, and often appears as a disheveled and paint-smeared young adult with a fluffy cloud of blonde hair and strange green eyes.

Sketch lives in Maelstrom, a setting where videos of the supernatural go viral every day. Their journal has 1 entry.













4 Alertness

3 Animals

2 Athletics

1 Brawl

5 Crafts

1 Culture

1 Drive

0 Firearms

3 Influence

2 Investigation

3 Medicine

0 Melee

2 Occult

2 Performance

0 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


(Sketch is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Sketch has no Battle Scars)

Body 6


7 Mind





  • Compulsion to panic whenever eating anything with a face When faced with a new opportunity to act on your compulsion, you must succeed a Self-Control roll to resist.
  • Claustrophobia When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.

  • Source


    Given by Strazhari
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.


    From Assets and Liabilities
    Glass Jaw You are easily knocked out. Whenever you take an Injury that is Severity 4 or higher, or if you take any blow to your head, you pass out for the next Round. When you pass out, you drop what was in your hands, fall to the ground, cannot move, and cannot take any Actions.
    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.
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    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.
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    Nightmares 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.
    From Maelstrom
    Wormwood You have been exposed to the Wormwood Gas If killed, you will rise as a mindless, flesh eating zombie within a minute. You do not suffer penalties, & can only be killed by a called shot to the head. You will attack all living things around you until destroyed.

    Loose Ends


    When Sketch needs something, it's easy for them to get it. Direct eye contact for a moment, a glow about their eyes, and poof. Their target is in love. For an hour, at least.

    Sketch has never wanted anything more than their parent's love. Or, well, any type of love, really. So, now that they can do nearly anything? Don't they deserve a little love?

    Exert your Mind and spend an Action to activate. Select a Living target within arm's reach. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.

    If you succeed, for the next hour, your target will do things they otherwise wouldn’t have done, inspired by Love. They will not necessarily display their emotions in an obvious way.

    Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

    Both attacking someone and being attacked will end the Effect.

    This Effect is not obvious, and the only sign you are using an Effect is An intense period of eye contact, along with slightly glowing eyes. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

    • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
    • You can target yourself if you qualify as a valid target by the other requirements.

    When an ally is about to be hit, Sketch can't look away, and a wave of energy escapes them, coalescing as a glowing green gold shield around their ally.

    Exert your Mind and spend an Action or Reaction to activate. Select a Animate target within 20 feet. You cannot target yourself. Roll Perception + Influence at Difficulty 6.

    If you succeed, you create a barrier around your target, which absorbs the next Outcome Damage. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

    You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

    • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Sketch holds their hands over a wound and concentrate, a greenish gold aura surrounding them and the injury, and it knits itself back together.

    Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. You cannot target yourself. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Medicine at Difficulty 8.

    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.
    • 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

    • Jeans
    • Green sweater
    • thick jacket
    • scarf
    • hightop converse
    • Wallet
    • Keys with flashlight and compass keychain
    • Flip-phone
    • paracord bracelet
    • A pocket knife
    • Lighter
    • simple gold chain necklace
    • 1/8 stone gauges for ears (usually snowflake obsidian, but has others)
    • Glasses
    • pocket flask
    • herbal cigarettes (mint, usually)
    • Monkey's paw blessed totem

    Hiking backpack

    • Rain jacket
    • Metal water bottle
    • Toiletries kit (includes tampons and pads in case anyone asks)
    • Sketchbook and pencil case
    • Small first aid kit (gauze, bandages, tourniquet, pain medication, nausea medication, superglue, saline, hydrogen peroxide, laminated four-leaf clover taped to lid)
    • Deck of Tarot cards
    • Pouch of crystals
    • Container of herbal tea
    • thermos
    • change of clothes
    • container with extra plugs for ear piercings
    • extra socks and underwear
    • water filter
    • jetboil and pocket stove
    • several bags of trailmix
    • rabbit's foot charm
    • plushie opossum charm
    • 5 small plastic jars
    • ziplock bags
    • reusable grocery bag
    • noise-cancelling headphones
    • Tarp
    • Nintendo switch
    (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 - 0 Failures
    Remaining Exp: 1 (Earned: 170 - Spent: 169)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move
    Latest 1 of 1 entries


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


    Sketch is an intermittently homeless college student who was abandoned by their parents as a teenager. They've spent several years couch surfing and camping while integrating into the world after their parents sent them across the country to live with an aunt who turned out not to exist. Between school and survival, Sketch has been trying to find their parents to ask why ever since.

    Assets And Liabilities


    +1 Contortionist
    +1 Nimble Fingers
    +1 Lanky
    +1 Cat-Eyes
    +2 Born Runner


    -1 Nightmares
    -4 Glass Jaw