Theodore Jeong
All is visible within the kings domain

A 5-Victory Novice Contractor played by shotgunwizard22 in The Illumination

Theodore Jeong is a Goblin King who will risk his life to Claim his rightful throne and become completely attuned to nature.

He is 23 years old, and often appears as an asian man with dyed blue hair wearing a tough jacket and jeans, along with a blue and white striped shirt, hiking boots, and a straw hat.

Theodore Jeong lives in The Illumination, a setting where videos of the supernatural go viral every day.

His journal has 10 entries.













5 Alertness

1 Animals

2 Athletics

0 Brawl

0 Crafts

0 Culture

1 Drive

0 Firearms

2 Influence

3 Investigation

2 Legerdemain

0 Medicine

2 Melee

2 Occult

0 Performance

0 Science

2 Stealth

3 Survival

2 Technology

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


(Theodore Jeong is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Theodore Jeong has no Battle Scars)

Body 7


7 Mind



Near-Death Experience


(Theodore Jeong has no Traumas)


Assets And Liabilities

+1 Polyglot: You are completely fluent in these languages, and your proficiency can be useful when deciphering similar languages even if you are not fluent in them.
Language: Korean, Chinese, Japanese
+1 Citizenship: You are an official citizen of the specified country.
Countries: South Korea
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Hearing
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Smell
+1 Contortionist: Reduce the Difficulty of any Dexterity roll involving flexibility by 2.
+1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
Sharpened Sense: Sight
-4 Glass Jaw: Any time you suffer an Injury to your head, you have a 50% chance of being knocked out for 1d10 minutes. Take heart; if your allies abandon you to be eaten by monsters, you won't feel a thing.


Conditions are GM-assigned status effects.

Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.


Circumstances describe your Contractor's situation in various Playgroups.

Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.


The Goblin King channels their power through their Bangmangi (a type of spiked club that acts as a wand) and calls upon nature to create a bolt of lightning, striking their foe

Exert your Mind and spend an Action to activate. Select a target within 45 feet. You must actively and obviously use Club to activate this Effect. Roll Perception + Alertness Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much damage plus 3. Armor is reduced to 1/2, rounded down against this damage.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

The Goblin King has an incredible range of senses, allowing him to learn about his surroundings in great detail and track things over long distances.

After pushing his senses to the limit for an entire Contract, Theodore managed to access a whole new level of his gifts, his senses breaking past human limits and revealing a whole new layer to the world, accessed through his sensitive horns

You gain the following benefits at all times.

Your senses are enhanced in the following way.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 25 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

  • When you are within 25 feet of range, your electroreception sense is sufficient for aiming.

The winds blow, the earth shifts, plants grow, nature itself bends to achieve the goals of the Goblin King, its power channelled through his Bangmangi to potentially devastating effect

You gain the following benefits at all times. You must actively and obviously be using Club to gain the benefits of this Effect.

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Reactions: You cannot use a Reaction telekinetically.
  • Multiple Items: You can only interact with one thing or take one action at a time.
  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

The Goblin King was born with an additional supernatural layer to their perception, allowing them to see the true nature of things, as well as enhancing their natural perception of the world around them.

You gain the following benefits as long as you have your a pair of small, straight horns protruding from the forehead.

Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (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:

  • Clear-Sighted: If you see an illusion, disguise, or other false reality, you recognize it as such but cannot immediately see through it.
  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.

  • If your a pair of small, straight horns protruding from the forehead 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).

The Goblin King taps a lock or lockable structure with his bangmangi, causing it to open or close.

Spend an Action to activate. Select a door, lock, or locked target within arm's reach. Cannot be used on Alien technology. You must actively and obviously use Club to activate this Effect.

You may lock, unlock, and/or open your target.

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

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.

The Goblin King calls upon the power of nature to empower plant life, causing it to grow into long, powerful vines that bind his foes, and continue to grow larger and more powerful.

Exert your Mind and spend an Action to activate. Select a target within 20 feet. This Effect cannot be used unless Area is accessible to Plantlife or Fungi. You must actively and obviously use Club to activate this Effect. Roll Perception + Survival at Difficulty 6. The target] may contest by Defending or Dodging.

If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.

The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • You can target yourself if you qualify as a valid target by the other requirements.


Max Encumbrance: 0 pounds.

Track your current equipment here. You may start with anything your Contractor would reasonably have access to.

On Person

  • Reinforced Jacket and Jeans (+2 armour)
  • Facemask
  • Leather Work Gloves
  • Straw hat
  • Wallet
  • Smartphone
  • Expandable Baton
  • Lighter
  • Pocket Knife
  • Pepper Spray
  • Flower Garland
  • Sister Mary Catherine's Cross
  • Holy Cross
  • Christian Knick-Knacks

Purple Jansport backpack

  • 4 package wrapped Burritos (Chicken Tika)
  • Metal water bottle (1.25 Litre)
  • Duct Tape
  • Blanket
  • Binoculars
  • 30 foot Rope
  • Flashlight
  • Notepad
  • Pen
  • Sleeping Pills
  • Bag of Marbles
  • The Talent Burner Phone
  • True Brand Training Treats - Peanut Butter Flavour
  • Obedience Biscuits
(Click to toggle Weapons reference)


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 Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.

Contractor Timeline

5 Victories - 0 Failures
Remaining: 0 Exp. (Earned: 192 - Spent: 192)
An itemized record of every Contract, Gift, Improvement, and Experience changes


Latest 3 of 10 entries

Studies in Survival

After the fiasco of my last job, I decided I needed a bit of practical experience with the natural world. I already work in a flower shop, so it wasn't hard to get some reading material on plantlife, but sitting through all those books was just so boring. Let me tell you, reading through every variation of the bajillion plants around New York alone is a real slog, and the worst part is, most of them are pretty much the same damn plant! I could feel my brain leaking out my ears by the end, and honestly, the only parts I really picked up were the useful stuff, some edible plants, some I could use for kindling, that sort of thing. Honestly, who gets this wrapped up in names, anyway? Nature isn't some hard construct you can put a label on, it changes all the time! Stupid humans, and their stupid scientific method...

Where was I? Oh, right, after that I did a bit of research on animals, mostly stuff I could grab from a local library. Doubt it'll help me much beyond recognising what features these animals should not have, though I like to think I could recognise most of those on my own, but there were a few bits and pieces I probably would've had an issue finding out. Or at least I would've before my new power kicked in. Yeah, I can sense people nervous systems or something like that in an area around me, about twenty five feet, if my measurements are right. Not just that, I can smell like a damn bloodhound, which is not fun in New York. This is definitely the sorta thing that'll keep me alive though, after what happened with the last job, being able to sense anything hiding near me will be a real lifesaver.

The Key

New power, nothing flashy this time. I was messing around with my baton, hoping for something as cool as last time, but no such luck. Instead of something on the level of a bolt of lightning appearing out of nowhere, or the winds bending to my will, or plants rising from the ground at my command, I can now open locks with a tap. I'm actually pretty ok with this, nothing incredible, but it's the sorta thing to come in handy, and it doesn't leave me feeling like I just tried to solve five hard algebra equations in ten minutes when I use it too much, like with the more impressive stuff.

In other news, I've been getting the hang of controlling plant growth, to the point where I can keep it going without having to focus on it, which is gonna be a great card up my sleeve the next time I have to run away while something horrific tries to eat me. Seriously, three times cannot be a coincidence, and why is it always basements!?! What is it with man eating monsters and basements, do they go for cheap on AirBNB or something? Maybe I could ask the next time one of them tries to eat me? Sure would beat the kinda rent I have to pay living in New York, and who knows? Maybe I'll be able to save up some money, get a loan for a car or something? Ain't that the dream, even with all this.

Power of Nature

I got back fine from the job, my boss at the flower shop didn't even bat an eye when I showed up like nothing had happened and got back to work. Actually being able to pay for stuff is great, even if it's not the line of work I imagined myself getting into. Ah well, if I keep going on jobs I'll move on up in the world eventually. Right on up to where I belong. In other news, my new powers from the latest job have kicked in, and it's a pretty sweet upgrade on what I could already do. Normally when I tap into natural forces, it's pretty much just me finding them and dragging them out to amp up something that would already happen naturally, like making plants grow faster, or causing a spontaneous lightning bolt, but now I can make it more... controlled. It loses all that oomph it has when I just chuck power around, but it's not as taxing, and the best part, I can pick stuff up with it. Nothing like making the wind blow some papers you need from a desk to your hand, or having the flowers in a flower vase get you your morning coffee. Still working on those pesky 'range limitations', but I'm finally seeing some real return on the whole 'freak and social pariah' thing. Thanks for that, Dad.

As a side note, I'm gonna have to be careful to put things back the way they were, I can only blame moles for shifted earth so many times before people start getting suspicious.