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John Carmine

A 1-Victory Newbie Contractor played by gentleman_johnny in Maelstrom

John Carmine is a magnetic anarchist who will risk their life to become the ultimate Psychic Fiend and end all governments.

They are 45 years old, live in an all but forgotten Siberian gulag, and often appears as a haggard man in a grey jumpsuit.

John Carmine lives in Maelstrom, a setting where videos of the supernatural go viral every day. Their journal has 3 entries. Their Questionnaire has 9 answers.

Attributes

Brawn

3

Charisma

5

Dexterity

3

Intellect

4

Perception

3

Abilities

3 Alertness

0 Animals

0 Athletics

0 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

5 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(John Carmine is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress
  • Limp (Your movement speed is reduced by half.)
  • Body 7

    Stress

    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

    Anguish
    Atrocities
    Murder

    Traumas

  • Infernal Investment (Martyr) Implanted Tool: You have access to the functionality of a block of C-4: Targets within 5 feet take 15 damage, outside radius take 15 dice of damage, decays by 5 dice per 5 feet out
  • Infernal Investment (Devil's Luck) Specialized: You receive +2 dice to detect danger.
  • Infernal Investment (Hammerspace) Pouch: Part of your body functions as a hidden pocket. It can hold no more than a briefcase (15 liters).
  • Infernal Investment (Rasputin) You have 2 Armor at all times.

  • Hellfire


    Circumstances

    Imprisoned: Siberian Gulag
    From Assets and Liabilities
    You are trapped inside some form of prison or cage, and are only released temporarily to attend Contracts. At the end of each Contract, you will be returned to your prison. Your ability to do Crafting, make Moves, improve Abilities, and maintain a consistent inventory, are all significantly restricted, and you must get GM approval to attempt any of these things.
    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

    From Assets and Liabilities
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    From Maelstrom
    Eaten The Firebird One time, you may reroll a botch and use up this condition.

    Loose Ends

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    Contractor Timeline

    1 Victories - 1 Failure
    Remaining Exp: 7 (Earned: 171 - Spent: 164)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move
    Latest 1 of 3 entries

    Moves

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

    Assets And Liabilities

    Assets

    -0 Finances: Average
    -12 Jack of All Trades

    Liabilities

    +9 Imprisoned
    Manner of Imprisonment: Siberian Gulag