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Edward Marlov
Occult nerd

A Newbie Contractor played by JustBen201 in Maelstrom

Edward Marlov is a Super-Natural Geek who will risk his life to become a Shadowmancer and find what lies beneath the shadows... In some style.

He is 26 years old, lives in an old apartment somewhere downtown that seems to requieres some maintenance, and often appears as a slim and puny man in his mid-twenties, with dirty-blond hair down to his neck, and some dark bags under his olive eyes.

Edward Marlov lives in Maelstrom, a setting where videos of the supernatural go viral every day.

Attributes

Brawn

1

Charisma

2

Dexterity

3

Intellect

4

Perception

2

Abilities

2 Alertness

2 Animals

2 Athletics

0 Brawl

2 Crafts

3 Culture

1 Drive

1 Firearms

2 Influence

3 Investigation

2 Medicine

1 Melee

4 Occult

3 Performance

2 Science

3 Stealth

1 Survival

3 Technology

2 Thievery

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

Injuries

(Edward Marlov is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Edward Marlov has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Edward Marlov has no Traumas)


Source


Circumstances

Circumstances describe your situation.

Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

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

Conditions

Conditions describe your state of being.

Examples of Conditions include curses, diseases, and impactful personality quirks.

Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.

From Assets and Liabilities
Oblivious You frequently fail to notice the soul shattering horrors that drive others mad. As long as your Perception rating is 1, all Trauma rolls and defensive Mind rolls are made at -2 Difficulty. Does not affect any Trauma rolls made as an additional cost to Gift activation.
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.
Anti-Social You struggle with engaging in social interaction. In order to start a conversation with someone you have known for less than an hour, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must succeed a Self-Control roll or Exert your Mind to avoid fleeing or shutting down.
Nightwalker You find the daylight unbearable. You suffer a -3 dice penalty as long as you are exposed to sunlight. This stacks with any other penalty you have.
Additional Language: Latin You are fluent in an additional language You can speak, read, and write in the chosen language. You may be given a roll to decipher some amount of meaning from a related language at the GMs discretion.
Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
Deep Sleeper You require more sleep than most people, and are quick to fall asleep but slow to wake up. All attempts to put you to sleep succeed automatically. A full restful sleep requires at least 10 hours of sleep. Attempts to wake you up while sleeping, as well as Perception checks you make while you’re sleeping, are at +2 difficulty.

Loose Ends

Loose Ends will cause problems for you if you don't tie them up.

Examples of Loose Ends include enemies, debts, evidence, and promises.

All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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Contractor Timeline

0 Victories - 0 Failures
Remaining Exp: 0 (Earned: 150 - Spent: 150)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

Journal
Edward Marlov has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Edward Marlov has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-1 Additional Language
Language: Latin
-15 Gifted
-0 Finances: Average
-3 Nimble Fingers
-3 Oblivious

Liabilities

+3 Deep Sleeper
+3 Nightmares
+6 Anti-Social
+9 Nightwalker