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Ted Westwood
"This ain't no Rodeo"

A 7-Victory Novice Contractor played by shotgunwizard22 in Maelstrom

Ted Westwood is a Wild West Superfan who will risk his life to become the ultimate Gunslinger and bring back the days of the old west, and become a celebrated gunslinger.

He is 21 years old, lives in an apartment in Los Angeles, California, and often appears as a handsome man with a squared jaw with a thin layer of stubble.

Ted Westwood lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 12 entries.

Attributes

Brawn

3

Charisma

4

Dexterity

5

Intellect

2

Perception

2

Abilities

2 Alertness

1 Animals

4 Athletics

2 Brawl

2 Crafts

2 Culture

2 Drive

5 Firearms

2 Influence

3 Investigation

0 Medicine

0 Melee

1 Occult

0 Performance

0 Science

3 Stealth

1 Survival

1 Technology

2 Thievery

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

Injuries

(Ted Westwood is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Ted Westwood has no Battle Scars)

Body 7

Penalty

7 Mind

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

Limits

Anguish
Betrayal
Near-Death Experience

Traumas

  • Foodish Roll self-control to eat something that someone has given you or that you are unsure what it was made with
  • Fear of the Dark You are utterly terrified of darkness. You must succeed a Self-Control roll in order to leave a well-lit area. If you fail, you may Exert your Mind to face your fear. Take a Mind damage if you are ever surprised while it’s dark.

  • Plot

    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.

    Loose Ends

    Powers

    Ted pulls out his tools and checks over the target machine, swapping out parts, repairing damage, and making sure everything is in working order.

    In a fit of emotional turmoil, Ted Westwood awakened a superhuman ability to repair technology, his despair and love of his companion fuelling his ability to fix the machine.


    Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. You must actively and obviously use Mechanic's tools to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Dexterity + Crafts at Difficulty 6.

    If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.

    • 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.

    Legendary Artifacts

    Stallion

    Created and held by Ted Westwood.
    A modified black MTT 420-RR, with a Monoracer cabin and a gold sheriffs star painted on the side.

    A modified black MTT 420-RR motorcycle, Stallion appears to balance itself, and moves about on its own, independent of its riders actions. Stallion seems able to get a grip on numerous surfaces it really shouldn’t be able to, up to and including water. Stallion can vanish, leaving behind a whistle capable of calling it in its master’s hand.

    A motorcycle empowered by the spirit of the Old West, Stallion is a loyal beast with a heart of gold.


    This Artifact can be used as a Motorcycle. It is roughly the same size as a Motorcycle but can be collapsed into A Whistle and concealed. Collapsing or expanding it costs a Quick Action.

    This Motorcycle has a Monoracer Cabin. Any roll to pilot this vehicle receives +2 dice.

    You also gain the following effects:

    • Amphibious: Your vehicle may move on and under water at its normal speed. If your vehicle includes an enclosed space, it will function as an airtight, pressurized cockpit.
    • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
    • No Muffler: Any stealth rolls made to hide your vehicle automatically fail, and any rolls made to notice your vehicle automatically succeed.

    • If there is not enough free space to expand the object, it cannot be expanded.

    Stallion bonds to its owner, their sense for their owners location now extending the other way, allowing the Gunslinger to find them even in the wild.


    This Artifact cannot be broken.

    This Artifact's creator is always aware of the direction and distance to this Artifact.

    • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

    Lucky

    Created and held by Ted Westwood.
    A Silver-barrelled Revolver with a well-worn but carefully maintained Rosewood Grip, the word "Lucky" inscribed onto the left side of the barrel. There is a single notch on the barrel.

    The Gunslinger gets lucky, real lucky. Bullets miss, guns misfire or jam, switchblades break or get caught on their sheathe, the thug with a lead pipe swings too soon, whatever happens, the Gunslinger makes it out with only minor injuries to show for their misadventure.


    You gain the following benefits as long as you are wearing this Artifact.

    You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

    Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.

    A Silver-barrelled Revolver with a well-worn but carefully maintained Rosewood Grip, the word "Lucky" inscribed onto the left side of the barrel. It has a tendency to hit weak points in armour and particularly vulnerable sections of the body through pure, blind luck. It can fold into an old western belt buckle, a gold leaf four leafed clover on the front.

    Originally left to Ted Westwood by his grandfather, Jeb Westwood Senior, the mystic revolver, "Lucky", possesses supernaturally enhanced accuracy and power, and the ability to morph its form due to the spirit of the Old West inhabiting it, the collective subconscious of the idealised form of the time period crystallising into the weapon of the ideal Gunslinger, one who took the law into their own hands and brought their own brand of justice.


    This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into Old West Belt Buckle and concealed. Collapsing or expanding it costs a Quick Action.

    Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage.

    You also gain the following effects:

    • Infinite Ammo: This weapon never runs out of its standard ammunition.

    • If there is not enough free space to expand the object, it cannot be expanded.
    • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
    • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

    The Gunslinger gains a bond with their weapon, causing it to seek to find it's way back to them on its own. The weapon also becomes unbreakable by any means.


    This Artifact cannot be broken.

    If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

    • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

    The Gunslinger seems to ignore all wounds and exhaustion, sheer grit allowing them to power through and do what needs to be done.


    You gain the following benefits as long as you are wearing this Artifact.

    Your Body and Mind Penalties are reduced to 0.

    If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

    Consumables

    3

    The Gunslinger has learned to make high quality beef jerky, capable of accelerating the consumers recovery.


    Use up this Beef Jerky and spend 15 minutes to activate. Roll 7 dice Difficulty 6, penalty does not apply.

    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.

    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.
    1

    This charm glows brightly, as your luck is pushed to its absolute limits, making you bang your head on the table one second, but the next you are dodging bullets by sheer happenstance by tripping and slipping and hilarious luck.


    Use up this good luck charm and spend an Action to activate.

    You phase out of reality for 4 Rounds. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.

    You leave yourself, bumbling comedically at your location.

    • This consumable is destroyed when used and cannot be used again.
    • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Trousers
    • Shirt
    • Cowboy Hat
    • Ammo Belt
    • Silver Bullets
    • Wallet
    • Private Investigator License (Los Angeles)
    • US passport
    • Keys
    • Smartphone
    • Lucky (Belt Buckle)
    • Bandana
    • Golden Dagger
    • Respirator

    Purple Jansport backpack

    • Trail Mix (Large)
    • Metal water bottle
    • Lasso (60 feet)
    • Torch
    • Lighter
    • Kindling
    • Bandages
    • Antiseptic
    • Camcorder
    • Dehydrated Food
    • Fleece Blanket
    • Bag of Salt
    • Lockpicks
    • Mechanic's Tools (Wrench, Screwdriver, nuts and bolts, screws)

    At Home

    • Wetsuit
    (Click to toggle Weapons reference)

    Trophies

    From Maelstrom
    The Golden Dagger
    Given by Strazhari
    A sacrificial dagger - the blade is forged from meteoric iron, the hilt is gold This weapon cannot be broken. Attacks from it count as both Magical & Cold Iron if relevant

    Consumable Crafting Gifts

    The Gunslinger has learned to make high quality beef jerky, capable of accelerating the consumers recovery.


    Use up this Beef Jerky and spend 15 minutes to activate. Roll 7 dice Difficulty 6, penalty does not apply.

    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.

    • This consumable is destroyed when used and cannot be used again.
    • Unstabilized wounds do not degenerate during treatment.

    Contractor Timeline

    7 Victories - 0 Failures
    Remaining Exp: 8 (Earned: 204 - Spent: 196)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    Assets And Liabilities

    Assets

    -0 Finances: Average
    -3 Beautiful