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Chamael
"Gods will? I don't see God here. This is Chameael's will."

A 16-Victory Seasoned Contractor played by Redchigh in Maelstrom

Chamael is a Fallen Destroying Angel who will risk his life to become the ultimate Archangel of War and Kill the Devil and kickstart Armageddon.

He is 32 (5000+) years old, lives in A militant camp in Texas with devotees, and often appears as A casually-dressed (probably homeless) manual laborer with a calm, stoic persona but a passion burning in his eyes.

Chamael lives in Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 13 entries.

Attributes

Brawn

3

Charisma

4

Dexterity

6

Intellect

3

Perception

3

Abilities

4 Alertness

0 Animals

3 Athletics

3 Brawl

2 Crafts

1 Culture

0 Drive

0 Firearms

5 Influence

3 Investigation

0 Medicine

6 Melee

3 Occult

0 Performance

0 Science

3 Stealth

2 Survival

0 Technology

2 Thievery

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

Injuries

(Chamael is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Stiff Neck from dog bites (-1 to things that involve flexibility in neck, including visual perception if I'm not facing the right direction.
  • Body 7

    Penalty

    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

    Near-Death Experience
    Submission
    Failure
    Injustice

    Traumas

  • Delusion Snakes are the 'Great Deciever'
  • To know the monster, is to hate it: Monstrous, Evil targets that are learned about via your investigate individual inspires intense hatred that requires a self control roll to avoid escalation.
  • Burning Hate The heretic fears the searing flame of gods chosen, you must employ it judiciously to ensure they remain dead. Roll self control to refrain from setting the corpses of those you kill on fire in a glorious blaze.

  • Ruwach (Hebrew for 'Holy Breath of Life'

    Whenever , regain one Source. Cooldown: one hour

    Circumstances

    Polyglot: Ancient Aramaic and Hebrew (Biblical language)
    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.
    Status: Abrahamic Fundamentalist Leadership
    Given by TheSuperChrisb
    Chamael has given visions of his coming to a good number of fundamentalist religious leaders. Cham must demonstrate his holiness to these leaders in order to gain their true favor, but they are already likely willing do to his bidding, within reason, if the command is sent to them in a Message Effect.
    Organization: The Gospel of Sacrifice
    Given by TheSuperChrisb
    Chamel has shown his true angelic form to the leader of a fundamentalist Christian congregation in Nevada. They are loyal to him, but they do not have a terribly far reaching influence. Trust: Loyal. Total Membership: 95 People. Total Militants: ~30 People. Skill: 4d.
    Plucked wings
    Given by jwesley123
    +1 difficulty to difficult flying rolls Lasts 1 game

    Conditions

    From Dark Mirror
    Must keep my word when deals are made Drank fae mead
    Enemy: Xyster the Cowrie Killed a fox faerie, guess it was his buddy or som' cause he wants some crispy angel wings
    From Assets and Liabilities
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Iron Will When you are determined and your mind is set, nothing can sway you from your goals. You get +3 dice to resist any attempt to control your thoughts or actions, and even if you are affected, you may Exert your Mind to cancel the effect. This includes the Possession and Suggestion Effects.
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
    Clear Conscience You have a special knack for shrugging off traumatic experiences. Penalty does not apply to Trauma rolls you make, and you may Exert your Mind to automatically succeed.
    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.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.

    Loose Ends

    Group of Enemies: Sons of Stoughton

    Moderate Deadly Given by TheSuperChrisb
    Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

    Powers

    The sight of a hulking angel with wings is only a glimpse at a Archangel's true form, a shapeless one of pure destructive force, sent to vanquish enemies of God.
    An archangel's apocalypse is feared in every realm that knows of it, and this is a tiny glimpse into its raw power. Though he is hard to look at, he burns with the raging inferno of the purging energy of the sun, flaming white coronae lashing out 20 feet into every direction from a nuclear-hot core
    Vanquished foes from this power are burned with a holy fire, reducing them into a column of salt, as Sodom and Gomorrha was.


    Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless Alternate Form only. Make a Trauma roll when you activate this Effect. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Influence at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

    If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 1. Armor is reduced to 1/2, rounded up against this damage.

    For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of the chosen Location. The damage decays by 2 each Round.

    • Any visual cues from the initial blast which indicate imminent danger will remain in place during the following three waves of new blasts.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Angels are fueled by faith and the blessed host, with an innate ability to heal much faster than a human.


    You gain the following benefits at all times.

    Any Injury you receive from a source other than Demonic (Christian Hell) heals quickly, reducing its Severity by one level every three days, starting once it becomes stabilized. Battle Scars caused by your Injuries are also healed when the Injuries that caused them regenerate.

    At last, after much training, his primary wings are functional for flight.


    Exert your Mind (unless Alternate Form) and spend a Free Action to activate.

    You may levitate off the ground at three times your normal walking speed. The effect lasts for the next minute, though you may choose to end it at will.

    • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
    • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

    Archangels have the ability to appear to distant mortals and relay messages.

    Thanks to the harbingers and some.. clever interpretations, Chamael can appear to a target he is familiar with in a flash of white light, and deliver a message.
    The closest analogy, is 'tapping' into the Angels existing abilities and network.

    Though the sound the illusion makes is that of Chamael's tongue, it carries with it a temporary understanding of the words spoken. He can't pay good attention around his body while he's having a conversation with someone far away.


    Spend an Action to activate. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless alternate form.

    You may send a single message to your target. It cannot be longer or more complex than a couple short sentences.

    The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

    This Gift's level is capped at 2 Gifts and cannot be increased further.

    • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
    • Generally you cannot communicate with Contractors who are not in a Contract with you.
    • You can target yourself if you qualify as a valid target by the other requirements.

    This is an alien blade, positively radiating an otherworldly aura of authority- similiar to the one used to banish Adam and Eve from Eden, and used to guard the tree of life.
    When drawn, it the blade is engulfed in a heatless white flame (that's not 'holy', not exactly...)


    You gain the following benefits as long as Archangel form and you are engaged in combat with Swords.

    +2 dice to all rolls with Swords. You may Defend against firearm attacks from any range using Swords.

    You also gain the following effects:

    • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
    • Dismember: If one of your attacks causes a Battle Scar, you may choose for it to be some form of dismemberment, depending on the Severity of the Injury you caused.
    • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.
    • Riposte: If you successfully Defend against a melee or unarmed attack, you deal damage equal to your excess Outcome plus Weapon Damage back to your attacker.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    Cham's head will glow as regeneration is imminent, as a halo would.


    You gain the following benefits at all times.

    If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.

    If, while you are unconscious, your wound level rises above your rating in Body + Dex, or if you take an Injury with Severity greater than your rating in Dex, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.

    Chamael's head glows, ever so slightly. His halo pulses with light when it resists an effect or ability.


    You gain the following benefits as long as Alternate Form is active.

    You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:

    • Instant Karma: If you successfully resist an Effect with your Mind, you may reflect it back to another target as though you had cast it.

    • When reflecting an Effect, its Activation Outcome is equal to your resistance Outcome. If you reflect it back at the target who cast it originally, they do not receive a resistance roll.
    • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

    Cham stares at the target, his eyes burdened, his arms limp at his sides.
    He looks.. mortal.

    His eyes glaze over, and blood drips from invisible wounds in his palms and ankles.


    Exert your Mind and spend an Action to activate. Select a target within arm's reach. This Effect cannot be used unless Alternate Form.

    Your target is marked with stigmata (Invisible spliritual wounds on the targets palms and ankles) until it is removed or until you choose to end the Effect. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.

    You are aware of the marked target's direction and distance from you. You can have up to 3 marks active.

    You may use any Awareness Powers on a marked target at any range.

    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.

    With his memory of thousands of battles, and creation itself beginning to return, he maintains the grace he had before-
    Though he often just knows, subconsciously, how things will turn out as his omnipotency grows, enabling him to be in the right place at the right time.


    You gain the following benefits as long as Alternate Form and you have your Wings.

    Your Dexterity rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Dexterity (Cannot be used on combat rolls or Power activations).

    If you are witnessed actively using this Effect, whoever sees it can make a Perception + Alertness roll at Difficulty 6. A complete success reveals the source of your power.

    You also gain the following effects:

    • Bullet Time: Exert your Mind and spend an Action or Reaction to make a single dodge roll that applies its full Outcome to any attacks made against you that Round. You may also React or Defend against firearms and other projectile attacks without Exerting.
    • Heightened Reflexes: You may make a single Reaction each round as a Free Action.

    • If your Wings is damaged, destroyed, or lost, you lose all benefits from this Effect for the next two months, or until you can recover any relevant missing items (which may involve a side-game and requires a GM to approve whatever process is used).

    Cham can recite a prayer in the angelic language, while focusing on a target within arms reach. As they perceive Cham's alien-sounding chitters and screeches, they gain the ability to speak it back to him.


    Exert your Mind and spend an Action to activate. This Effect cannot be used unless Alternate Form.

    You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.

    • The target of "human" refers to any target that speaks a human language.

    By reciting/ whispering an intricate prayer only known to Archangels, a book containing the sins of every creature on the planet appears in his hands, and magically flips to the page. Cham's eyes turn white, as he instantly relives the targets worst recent sins, and whether it was of free will. Unfortunately, the process is traumatic, usually leaving him rattled, at best as the book vanishes.


    Exert your Mind and spend at least two Actions performing the following ritual: Its an intricate prayer in an angelic language not meant for human ears.. to activate. Select a Sapient target within 20 feet. This Effect cannot be used unless Alternate Form. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Make a Trauma roll when you activate this Effect. At the end of your investigation, roll Charisma + Influence at Difficulty 6.

    You learn all the following information about your target:

    • Determine if this target is Alien in origin or whether it has any Alien energy or outside influences.
    • You determine how many living beings the target has killed, what sorts of creatures they were, and how long it has been since they last killed.
    • You learn the target's name, nicknames, screen names, and aliases.
    • You determine any major weaknesses that the target might have.

    The quality and specificity of information gained depends on your Outcome.

    • Weakness Must be things that are systemed around. For example, silver for a werewolf. Not general like "she's bad at fighting".
    • You can target yourself if you qualify as a valid target by the other requirements.

    In a flash of bright white light, Chamael's wings regrow in the course of a second, billowing with pearly white feathers, and his body transforms with them into a glimpse of his true form- a 7ft Archangel bathed in light, with 12 ft open wingspan, (The Archangel Chamael) This power is temporary, and he relives his traumatic punishment when the power wears off- as his wings incinerate away, leaving bloody stumps. He reels from the loss, but has become accustomed to it- no longer rolling trauma every time.


    Exert your Mind and spend a Quick Action to activate.

    You transform into a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction for 3 minutes. You have access to all of your Powers while you are a 12 foot, armor clad archangel with arching wings and a flaming sword that radiates destruction, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately. While transformed, your Brawn is increased by 2 and your Charisma is increased by 1.

    You do not suffer any Penalty while in your Alternate Form.

    While transformed, instead of your normal clothes and equipment, you are equipped with: Archangel blade longsword, Silver version of leather armor (with the same armor rating 2), 3 clay pots of holy oil, 1 clay pot of holy water

    While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

    You cannot speak any coherent verbal language while transformed and must resort to other means of communication.

    Angels are untaintable by mortal means.


    You gain the following benefits at all times.

    You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

    • Survivor: You are immune to all non-Alien diseases.

    • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

    Cham closes his eyes, says a short prayer, and unfolds and expands his omnipotency over the area, turning his head in directions as if he is looking at things, while his eyes glow white.

    He will gain intimate knowledge of things in range as if he observed with the senses directly, but it's more accurate to say this power temporarily lifts a mortal limitation from him, unleashing his natural angelic knowledge.


    Exert your Mind and spend an Action to activate. This Effect cannot be used unless Alternate Form.

    You may perceive things within 75 feet of you as though there were no walls or obstacles blocking your view for the next five minutes. You must maintain Concentration to keep up the effect.

    Any Perception rolls made through obstacles are rolled at +1 Difficulty.

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

    Charisma + Influence difficulty 7

    Mind diff 6 to resist

    Due to their ability to grant orders to mortals on behalf of the heavenly host, Chamael has the ability to issue simple commandments. When used outside of alternate form, a image of his alternate form shimmers over his body, wings outstretched, like a ghost-
    A glimpse at his true self.


    Exert your Mind (unless Alternate Form is Active) and spend at least one Action to activate. Select a number of Sapient targets equal to your Charisma at any range. Communicate a command to your targets. Roll Charisma + Alertness at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.

    If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.

    They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.

    Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Commands can put the target into a potentially self-endangering scenario, including Combat, though you cannot force a target to directly attack themselves. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.

    • When targeting multiple individuals simultaneously, they must all be issued the same command.
    • The target must be able to understand you and must receive your communication for the suggestion to work.
    • Allowed Commands
      • Direct Order: The target must take an immediate action (e.g. “Sit down,” "run away," or "tell me your password.")
    • You can target yourself if you qualify as a valid target by the other requirements.

    Legendary Artifacts

    Flaming Sword of Vengeance

    Created and held by Chamael.
    A thin sword of a gray-blue metal. Ornately engraved with the lords prayer, and radiating holy flame

    Angel sword go brrrr


    This Artifact can be used as a sword / axe. It is roughly at least twice as large as a sword / axe and cannot be concealed on your person or disassembled for storage.

    Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 7 Weapon Damage. The target's Armor is reduced to 1/2, rounded up against this damage.

    You also gain the following effects:

    • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.

    • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
    • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

    Consumables

    2

    Connor creates magical temporary tattoo paper that individuals can draw a picture on and enhance themselves with Conners brand new item for sale.


    Use up this A temporary Tattoo (unless you succeed on 1d10, Difficulty 7), Exert your Mind, and spend an hour to activate. Select a Living or Animate target within arm's reach. 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.

    The augmentations you provide are not outwardly visible nor obvious.

    Your alteration "heals" over the course of the next month, after which it is fully cured.

    • This consumable is destroyed when used and cannot be used again.
    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.

    Equipment

    Max Encumbrance: 0 pounds.

    CODE OF HONOR: As a Archangel of War, Chamael acted as a General. His philosophy is a General is nothing without soldiers, but any soldier is disposable, and insurrection will not be tolerated. His #1 Priority is destroying true evil. Among humans, all sins are equal and will have their judgement, but the murderers of innocents should be destroyed first.

    Equipment

    Worn/Carried: Slightly dingy gray laborers suit, gloves, sneakers, very worn but well-made leather armor, under the sweatshit (2 pts)

    Sweatshirt, long johns, coat, extra socks, boots,

    Belt/Pockets: Very basic smartphone (0.25 pound) Zippo fake ID

    2 days of food heavy coat Angellic knife, a blueish steel metal with a thin durable blade and engravings. 2 canteens (1 day of water) (8 pounds) $1,000 cash Floodlight flashlight

    Vinyl camouflage tarp (reversible, brown-grey stone and leaf camo)

    3 days of food (bread, smoked meat, and dried fruit) and 8 gallons water combat knife (1' long incl. 7” blade; 1 pound; Damage Bonus: +3) Tarp First Aid Kit Pain Pills

    Backpack (3 pounds): toiletry kit (0.5 pound) mess kit (bowl, cup, spork) (0.5 pound) Folding shovel Rope (50 feet, climbing rope, 50lbs) first aid kit (2 pounds) Wooden Stakes (12”, dogwood)

    (GONE)‘The Game of Ur’, an ancient middle eastern board game, uses sheep knuckles as dice. Looks occulty, but isn’t. It’s clay and absolutely ancient, but has been repaired, patched, and repainted so many times it has almost no archeological value.

    (Religious Materials) Incense, coals, (GONE)An old leather bible, written in the original languages, with a couple chapters on angelic lore, in angelic languages. If someone bothers to translate them (unlikely), its mostly from an anthropological/historical standpoint, but a high enough occult rating may find mistakes. An ornate wooden cup.

    PREVIOUS GAMES: +4 xp for running a game The Bone Dealer (run by Edward Terry, won) The Time Bender (run by Edward Terry, won) Swamp Bones (Run by Edward Terry (Lost seasoned test) Vernok (Run by Edward Terry, won)

    (Click to toggle Weapons reference)

    Trophies

    From The Netherworld
    Carved quartz flask
    A tiny, inpeccably carved quatz flask, as crystal clear as ice. Any water placed inside will become 'holy as the Mother Mary's tears herself'

    Contractor Timeline

    16 Victories - 2 Failures
    Remaining Exp: 0 (Earned: 306 - Spent: 306)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Chamael has made 2 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Chamael.

    Assets And Liabilities

    Assets

    -6 Focused
    -15 Iron Will
    -9 Trained Reflexes
    -3 Polyglot
    Language: Ancient Aramaic and Hebrew (Biblical language)
    -6 Clear Conscience

    Liabilities

    +9 Fragile
    +6 Vengeful