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Murdoch
The King Snake

A 8-Victory Novice Contractor played by Strazhari in Maelstrom

Murdoch is a psychotic tweaker who will risk his life to become the ultimate Snake Oil Salesman and Bring his Snake Oil to the world.

He is 70 years old, lives in an armored APC, typically between Mexico & the USA, and often appears as a scraggly, drug addicted wastelander.

Murdoch lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal, "The Truth is out there...", has 15 entries.

Attributes

Brawn

3

Charisma

3

Dexterity

6

Intellect

4

Perception

2

Abilities

1 Alertness

2 Animals

3 Athletics

0 Brawl

5 Crafts

0 Culture

2 Drive

5 Firearms

0 Influence

1 Investigation

2 Medicine

1 Melee

0 Occult

0 Performance

3 Science

3 Stealth

3 Survival

0 Technology

3 Thievery

4 Mad Raving

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

Injuries

(Murdoch is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Murdoch has no Battle Scars)

Body 7

Stress

8 Mind

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

Limits

Capture
Monsters
Addiction

Traumas

  • All Children are Fish Monsters Roll Self Control to not assume children are fish monsters
  • Phobia of Spiders 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.
  • Delusion that all Conspiracies are true You must succeed a Self-Control roll in order to not believe your delusion, even when confronted with compelling evidence, or in order to act in a way that is contrary to your delusion.

  • The Rush

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Point of Contact: Smugglers
    From Assets and Liabilities
    You know someone in a specific industry or area of influence, and can lean on them for assistance. Once per Contract, and once per Downtime, you may call in a favor from _____. Your contact is not brainwashed or supernaturally compelled, and they may refuse to do things which are unreasonable or absurd. You may attempt to call in additional favors beyond the first one, but these are not guaranteed, and over-use of your contact may cause you to lose them, as well as create potential Loose Ends.
    Polyglot: Spanish, Vietnamese, Navajo
    From Assets and Liabilities
    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: The Lunatic Fringe
    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.
    Stockpile: Drugs
    From Assets and Liabilities
    You have a stockpile of a specific type of weaponry or hard-to-find items. During a Downtime, you may obtain up to three items from your stockpile.
    Average
    Given by Strazhari
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Cash (spent on Casa de Murdoch)
    Given by ShadyTradesman
    Profits from selling 5 consumables to Offr $375,000 USD
    Offr Red membership
    Given by ShadyTradesman
    You are a proud Offr Red member. Lucky you! Sales associate: Mandy

    Conditions

    From Assets and Liabilities
    Forgetful Your mind is a sieve, and while you can recall broad strokes, committing anything more detailed to memory is quite difficult. You must roll Mind Difficulty 6 in order to remember any details (locations, names, address, where you left something that you set down, physical descriptions of things, bits of information you were told, etc…) If you fail the roll, you may Exert your mind to remember, but if you botch the roll, you are stuck.
    From Maelstrom
    Ate the Firebird Yum! May re-roll one Botch one time.

    Loose Ends

    Dark Secret: Composition of his "Snake Oil"

    Imminent Dangerous Given by a Liability
    You have a secret which, if it got out, would lead to immediate and significant consequences for you.

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    Contractor Timeline

    8 Victories - 0 Failures
    Remaining Exp: 7 (Earned: 256 - Spent: 249)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Questionnaire

    Latest 0 of 0 answers

    Moves

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

    Biography

    Drugs designed for human consumption have minimal positive mechanical Effects. 

    All drugs risk Addiction. If you would gain a Trauma while under the effect of a substance you are not already addicted to, that Trauma will be an addiction to the given substance. Onset Time

    No drug acts immediately. The quickest onset time available to a drug is 1 minute when administered intravenously (via IV or with carefully with a syringe directly into major vein). Drugs administered via snorting or muscular injection (i.e. a dart) have an onset time of 5 minutes. Drugs that are ingested have an onset time of one hour.  Recreational drugs

    Normal dose: Recreational drugs have no mechanical benefits. They give at least a -1 Penalty, which can increase depending on the specific drug and how much you consume, at GMs discretion.
    

    Truth Serums

    Despite what Vice News tells you about scopolamine and similar drugs, no effective truth serum exists. This is because effective doses for sufficiently reducing inhibitions also cause delirium, confusion, and memory loss, making the information gained extremely unreliable.
    

    Stimulants

    Normal dose: Reduce Mind Penalty by 2 for the next 4 hours, but during this time all Mind rolls are at +1 Difficulty. You cannot fall asleep while under the effects of a stimulant, and you cannot have restful sleep until 16 hours after the initial dose. 
    Overdose: You are affected by the following Traumas: hallucinations, paranoia, delusions of invincibility. All Wound and Mind Penalties are ignored. Mind rolls are at +3 Difficulty. 
    Massive Overdose: After 2 hours roll Body, Difficulty 9. If you fail, you suffer a heart attack (Severity 7 Injury that cannot be reduced with Will to Survive).
    

    Painkillers / sedatives

    Normal dose: Reduce Body Penalty by 2 for the next 4 hours, but you take 1 point of Mind Damage when you consume the painkiller.
    Overdose: Take an additional Mind damage. You must roll Mind, Difficulty 8 to avoid falling asleep whenever you sit still. All physical Actions are performed at a -2 Penalty that cannot be reduced. Body Penalty is ignored.
    Massive Overdose: Sleepless no longer prevents you from sleeping. If you fall asleep, you stop breathing. If you remain asleep for more than 3 minutes, you take a Severity 1 Injury that worsens every 30 seconds that you are not receiving artificial respiration.
    

    Assets And Liabilities

    Assets

    -6 Illicit Supplier
    Stockpile Type: Drugs
    -3 Respected Expert
    Field: The Lunatic Fringe
    -6 Point of Contact
    Contact: Smugglers
    -3 Polyglot
    Language: Spanish, Vietnamese, Navajo

    Liabilities

    +6 Forgetful