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Dr. Emma Grayson

A 2-Victory Newbie Contractor played by Kamulis in Maelstrom

This character is dead. RIP

Dr. Emma Grayson is a Cyberneticist who will risk her life to discover the power of the arcane to aid in cybernetic enhancements.

She is 37 years old, and often appears as tall slender woman with dark hair and eyes. wears a dress under a lab coat.

Dr. Emma Grayson lives in Maelstrom, a setting where videos of the supernatural go viral every day. Her journal has 1 entry.

Attributes

Brawn

2

Charisma

3

Dexterity

2

Intellect

5

Perception

3

Abilities

2 Alertness

0 Animals

4 Athletics

1 Brawl

4 Crafts

0 Culture

0 Drive

1 Firearms

2 Influence

0 Investigation

3 Medicine

1 Melee

1 Occult

0 Performance

3 Science

0 Stealth

0 Survival

4 Technology

0 Thievery

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

Injuries

5
claws
1
wrench
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Dr. Emma Grayson has no Battle Scars)

Body 6

Penalty

9 Mind

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

Limits

Murder
Betrayal
Capture
Anguish

Traumas

(Dr. Emma Grayson has no Traumas)


Nanites


Circumstances

Financially Comfortable
From Assets and Liabilities
Your finances are in-order, and you can afford to spare some for your Contracting. You have access to $35,000 (or equivalent currency) per Contract.
Polyglot: Spanish, Latin and Russian
From Assets and Liabilities
You are fluent in three additional languages. 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: Cybernetics
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 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.
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.

Loose Ends

Powers

Dr. Grayson has developed cybernetic devices to "upgrade" the human body. Given the time and tools she can add a special ability to a person.


Exert your Mind and spend eight hours to activate. Select a Living target within arm's reach. You cannot target yourself. 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.
  • Maws and Claws: Your unarmed attacks do +2 Weapon Damage instead of -1.

The augmentations you provide are not outwardly visible nor obvious.

  • 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.

Crafted Artifacts

Prosthesis

Created and held by Dr. Emma Grayson.
A cybernetic appendage designed to replace a missing limb. Utilizing nanites it can be configured to accommodate any missing appendage.

Dr. Grayson is an experienced cyberneticist. She can create and cure many ailments associated with lost limbs. After an hour of surgery most limbs can be replaced. The addition of the replaced body part can possibly be rejected by the patient and can be quite traumatic to their homeostasis.


Exert your Mind and spend an hour 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 immediately.

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.

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

Consumables

2

A small vial of what appears as a moving mass of greyish liquid. Upon drinking the nanite compound they begin to treat the wound.


Use up this Vial of Nanites and spend 15 minutes to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + 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.

  • This consumable is destroyed when used and cannot be used again.
  • 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

  • Reinforced Red Prada Dress and high-heel shoes (2 Armor)
  • Expensive watch and jewelry
  • Expensive Sunglasses
  • Lab coat
  • Caulder Tech ID
  • Wallet ($400 USD)
  • Keys
  • Smartphone
  • A pocket knife
  • Pepper spray
  • Taser

Gucci Messenger Bag

  • Rain jacket
  • Metal water bottle
  • Toiletries kit
  • Encrypted Laptop
  • Blouse, jeans and sneakers
  • US Passport
  • Taser Gun
  • Sample of Poldahk goop

2023 Silver Audi A6

  • Mechanics Tools
  • Medical Kit
  • Flares
  • Flashlight
  • Thermal Blanket
  • 3 Gallons of Gas
  • Winter coat, gloves and snow boots
(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

Dr. Grayson is an experienced cyberneticist. She can create and cure many ailments associated with lost limbs. After an hour of surgery most limbs can be replaced. The addition of the replaced body part can possibly be rejected by the patient and can be quite traumatic to their homeostasis.


Exert your Mind and spend an hour 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 immediately.

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.

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

Consumable Crafting Gifts

A small vial of what appears as a moving mass of greyish liquid. Upon drinking the nanite compound they begin to treat the wound.


Use up this Vial of Nanites and spend 15 minutes to activate. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + 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.

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

Contractor Timeline

2 Victories - 0 Failures
Remaining Exp: 1 (Earned: 159 - Spent: 158)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Moves

Dr. Emma Grayson has made 1 Move.
Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Dr. Emma Grayson.

Biography

Emma was always very intelligent. She surpassed her class mates from an early age. She graduated high school at 15. Achieved dual doctorates from MIT in bio-engineering and robotics at 22.

After college Emma was offered a job as a researcher at a growing tech firm. She spent a decade making breakthroughs in cybernetic prothesis. Eventually the military caught wind of her skills. She was recruited to head Project Titan, a project designed to upgrade soldiers with cybernetics.

Over the years she developed and installed thousands of upgrades. When whispers of magic and the supernatural started to appear she wondered if that could aid in the cybernetic upgrades. The military had no plans to incorporate the arcane and Emma left the project.

Going back to the private sector she currently works as a senior researcher for Caulder Technologies in Chicago, IL. She's desperately waiting for a chance to gain access to the arcane to continue her own research.


Voided Deaths
You should probably know about these. . .

  • Feb. 4, 2023, 10:57 a.m. - None

Assets And Liabilities

Assets

-3 Polyglot
Language: Spanish, Latin and Russian
-3 Respected Expert
Field: Cybernetics
-3 Beautiful
-6 Finances: Comfortable

Liabilities

+9 Fragile
+12 Glass Jaw