Jeremy Wesley
"Once I have finished auditing you I will know everything"

A 22-Victory Seasoned Contractor played by jwesley123 in The Illumination

Jeremy Wesley is a Accountant who will risk their life to Bring down the IRS.

They are 26 years old, and often appears as 26.

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

Their journal has 13 entries.













3 Alertness

0 Animals

2 Athletics

4 Brawl

3 Crafts

4 Culture

1 Drive

0 Firearms

6 Influence

3 Investigation

2 Legerdemain

1 Medicine

1 Melee

3 Occult

0 Performance

2 Science

2 Stealth

1 Survival

3 Technology

2 Jetpack Flight

2 Mixology

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


(Jeremy Wesley is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Jeremy Wesley has no Battle Scars)

Body 7


9 Mind





  • Fear of Death

  • Source

    Assets And Liabilities

    +1 Ambidextrous: You suffer no dice penalties for using the "wrong" hand.
    +2 Tough: Dice penalties from pain are reduced by 2.
    +1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
    Field: Tennessee
    +0 Seen Things: You are at -1 Difficulty to all Trauma rolls. Requires Seasoned status (10 victories).
    +0 Imbued: After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indominable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
    +5 Iron Will: Any attempt to control your thoughts or actions suffers a -3 dice penalty, and even if you are affected, you may Exert your Mind to cancel the effect. This includes Possession and Suggestion Effects.
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Hearing
    +1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Sight
    +5 Gifted: Start with one Gift.
    +2 Database: You have access to one type of confidential information
    Access to: Irs Database
    +4 Rich: You have access to $1,000,000 (or equivalent currency) per Game. Note that moving vast sums of money quickly or discreetly is not always possible.
    -3 Fragile: You must choose four Limits at character creation instead of three.
    -2 Vengeful: You may exert your Mind in order to curb your impulse for revenge, but otherwise you must respond in kind to any action taken against you. This does not have to be disproportionate, and does not apply to extremely trivial slights (unless of course you want it to).




    Jeremy opened his mind and opened his inner chakara

    You gain the following benefits as long as you are engaged in unarmed combat.

    Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is reduced to 1/4, rounded up against this damage.

    You also gain the following effects:

    • Armored Fist: You cannot take damage from attacking a dangerous material (such as steel armor, a spiked carapace, or an acidic blob). You may Clash with or Defend against any melee weapons or arrows.
    • Bullet Catcher: You may React to and Defend against firearms and other projectiles.
    • Fight Circle: Only one opponent may engage you at melee range each Round.

    • If an enemy attacks you at melee range, you may only attack them that Round (unless they are defeated). Likewise, if you attack an enemy at Melee range, only they may attack you that Round (unless your attack defeated that enemy). Essentially, use standard kung-fu movie rules.
    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.
    • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

    Jeremy started in cold calls and now he is handling business meetings and all in between. However now he skips numbers and simoly calls people by name.

    Exert your Mind and 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. You must actively and obviously use Cellphone to activate this Effect.

    You open up a line of conversation to your target, and may continue speaking with them without any additional Exertion cost for as long as you maintain Concentration

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

    • 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.

    Jeremy has allowed the entity to remain for awhile the entity beleives Jeremy is just a simple pawn. However that is not who Jeremy is at the least he demands partnership he doesn't work for three others he works for himself and sometimes he has others that coincide with his intentions. Now Jeremy can take back control almost exactly like a hostile takeover Killa can stay but only as a partner not as a boss Jeremy is demanding a promotion.

    You gain the following benefits as long as you have your Prostetic Eye.

    Your Intellect rating is increased by 3. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

    Possession of this Power grants the following Trauma at all times: Jeremy fears something else controlling his mind must roll mind if he knows someone messed with his mind.

    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:

    • Never Forget: You have a perfect photographic memory, and can recall or recreate even complex and detailed things. If you forget something you had previously seen or noticed, you may ask the GM and they will remind you.
    • Remarkably Self-Aware: You may roll Intellect at Difficulty 7 to “scan” yourself for abnormalities; any outside influences on your thoughts/mind will be detected, as well as Traumas, etc. If your Outcome is 3 or higher, you may Exert your Mind to cancel the effect.

    • If your Prostetic Eye 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).

    Spectral money swarms around Jeremy as he stares down the man with the gun.

    Exert your Mind (unless you win a coin flip) and spend an Action or Reaction to activate. You must actively and obviously use Some form of money to activate this Effect. Roll Brawn + Alertness at Difficulty 6.

    If you succeed, you create a Barrier around yourself, which absorbs the next Outcome Damage. The Damage reduction from the Barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.

    You must maintain Concentration while using this Effect. The Barrier will fall if you are interrupted, or if it absorbs the full amount of damage. When a Barrier falls, you cannot use this Effect again for a minimum of 2 Rounds. As long as it does not fall, the barrier regenerates back to full strength at the end of each Round of combat.

    Sometimes not everyone agrees to Jeremy's selling tactics. That is when he husts out the emotions and trys to finish out the sale.

    Exert your Mind and spend 2 Actions to activate. Select a Sapient, Living target within arm's reach. Roll Intellect + Influence at Difficulty 6.

    If you succeed, a specific period of time (up to 1 week long) from your target’s memory is either replaced with new memories or forgotten entirely. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

    The period is chosen either by time (i.e. “last friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, etc.

    The the target is confronted with compelling evidence that contradicts their memories, they may roll Mind at Difficulty 8. If their Outcome exceeds your Outcome on the initial roll, they realize that their memory for that period was manipulated, but they will not regain their old memories. If they fail, they will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.

    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 do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
    • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Legendary Artifacts


    Created by Prototype, given to Jeremy Wesley.
    Masterfully crafted by Kody Creighton, these exquisitley made metal and leather shoes bear swirling, molten designs of fiery kinetic energy. The heels hold the Creighton trademark (Fire Hazard)

    The power of Hephaestus forges Talaria once more! Jeremy Wesley commissioned Kody Creighton for these- masterfully made metal and leather shoes flowing with power, swirling, molten designs of fiery kinetic energy that allow Jeremy to leap into the air like the god who owns the original set. Million dollar shoes for a billion dollar man.

    Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically.

    You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.

    You may activate this effect while in free-fall, as long as your target Location is a surface on which you can land.

    • If you are Encumbered, the maximum range is cut in half. If Encumbrance has reduced your total movement to 0, you cannot activate this Effect.
    • Rolls to land safely will generally be Athletics, but GMs may call for a different roll at their discretion if it makes sense for the specific circumstances.
    • You may only use this Effect once per round of combat, regardless of any enhancements you have taken.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Jeremy's Prostetic Eye

    Created and held by Jeremy Wesley.
    A Prostetic Eye

    Jeremy points his eye at a device and his iris begins to show one and zeros as he uploads a backdoor into the machine.

    Exert your Mind and spend 2 Actions to activate. Select a Device within arm's reach. Can be used on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.

    If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.

    You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously.

    If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.

    After successfully using this Effect, you may choose to add the target to your own personal "network." You may use this Effect on any target on your network at any range. You can have up to 3 targets on your network.

    • When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Jeremy has begun utilizing an friend to begin hacking into any form of technology.

    Exert your Mind and spend an Action to activate. Select a Location within 10 feet.

    You place a ward, which is fixed to its initial location. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.

    The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

    Jeremy analyzes an object for an hour using his intelligence he optimizes the object forcing it to realize it fullest potential.

    Exert your Mind and spend a minute to activate. Select a Device within arm's reach. Can be used on Alien technology. You must use up 50,000 dollars cash in order to activate this Effect. Can be used on Armor.

    For the next three months, your target receives 1 extra dice to all actions taken with its intended use. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up.

    You may choose a second valid Device target while activating this effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 1 extra dice to those actions for the next three months.

    After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.

    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.

    • After the effect ends, spliced items become un-spliced and return to being separate items.

    Jeremy is a wolf in human form now he leads a pack.

    Exert your Mind (unless you win a coin flip) and spend an Action to activate. You must use up Cash or similar currency in order to activate this Effect. Make a Trauma roll when you activate this Effect.

    Summon a A Pack of Wolves at your location, plus enough additional minions to bring you up to your maximum of 3 minions. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.

    Minions have 6 Body and can make melee range attacks with 6 dice to attack and +2 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 8 dice.

    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.

    When Jeremy dies his conciousness will uploaded into his prostetic eye where he can obtain a second life. He does not hope this will ever occur.

    This Effect activates whenever Triggered on death. It does not require an Action or Exertion.

    You transform into ________ for one minute. While transformed, you cannot move or take Actions, and you cannot perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.

    If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

    Jeremy has figured out how to move himself like he were just any regular piece of data and he moves through the air like a phone signal. Arriving at his destination 1s and 0s appear.

    Exert your Mind (unless The user is looking through their ward) and spend 2 rounds to activate. Select a Location within your line of sight.

    You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.

    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.

    Jeremy is tired of being blind so he commissioned some eyes.

    You gain the following benefits as long as you are wearing this Artifact.

    Your senses are enhanced in the following way.

    • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
    • 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.
    • Sight: You can see things that are up to a mile away as though you were only standing twenty feet away, provided your view is unobstructed.

    Any senses which have been heightened cannot be overloaded. Any Effects or supernatural abilities which would suppress one of these senses are rolled at +2 difficulty.

    • When you are within 25 feet of range, your electroreception sense is sufficient for aiming.
    • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.

    Jeremy has been a politician for awhile now and he can now put weight behind his words that he couldn't before. When he calls someones brain he has a direct link to their synapses and can make changes freely as long as they are on call.

    Exert your Mind (unless The Command is sent over Jeremys Cold Calling) and spend at least one Action to activate. Select a Sapient, Living target at any range. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

    If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the 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.

    • 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.

    Fine Suit

    Created and held by Jeremy Wesley.

    A nice suit tailors too all your needs.

    You gain the following benefits as long as you are wearing this Artifact.

    You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

    Your Armor applies to Mind damage, reducing each instance to a minimum of 1.

    When you take damage from a source which is within 5 feet of you, your Armor deals 3 back to them.

    Legacy Powers


    Max Encumbrance: 0 pounds.

    On Person

    *cellphone * Clothes * Wallet * Keys

    • Rugged no-metal belt that can be used as a pair of nunchucks *A pen
    • A Sharpie
    • 10 diamond tipped Buisness cards (reflavored shurikens) (optomized)
    • A thermos *Reinforced Suit (optimized) *His briefcase containing 1 million dollars in 10,000 bills *cellphone (optimized) *concealed carry permit
    • 1000 basic business cards *Tree branch telephone
    • Diamond Ring
    • Cellphone
    • Black and White gloves 4 pairs
    • Prostetic Eye (Optimized)
    • Talaria (Optimized)

      In Bag

    • Fava Beans

    • Chianti
    • A clipboard *25 sheets of lined paper
    • Cologne
    • 4 red bulls
    • notepad and pencil
    (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

    22 Victories - 0 Failures
    Remaining: 1 Exp. (Earned: 306 - Spent: 305)
    An itemized record of every Contract, Gift, Improvement, and Experience changes