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

A 15-Victory Seasoned Contractor played by Redchigh in The Illumination

Chamael is a Fallen Destroying Angel who will risk his life to Kill the Devil and destroy evil.

He is 32 (5000+) years old, 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 The Illumination, a setting where videos of the supernatural go viral every day.

His journal has 13 entries.

Attributes

Brawn

5

Charisma

5

Dexterity

6

Intellect

3

Perception

3

Abilities

4 Alertness

0 Animals

3 Athletics

3 Brawl

2 Crafts

0 Culture

0 Drive

0 Firearms

5 Influence

3 Investigation

2 Legerdemain

0 Medicine

6 Melee

3 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

(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 8

    Penalty

    9 Mind

    0
    Miffed
    Annoyed
    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

  • Compulsion to hunt and judge monsters
  • Delusion Snakes are the 'Great Deciever'
  • Cotards delusion: Delusion he is a doppleganger of himself, a fake dead version....

  • Ruwach (Hebrew for 'Holy Breath of Life'


    Assets And Liabilities

    Assets
    +2 Concentration: Any Mind Penalty you have is reduced by 2.
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Vision
    +2 Code of Honor: You gain +2 dice to all Mind rolls when acting in accordance with your code or when attempting to avoid situations that might force you to violate your code. You must still roleplay your Code outside of these circumstances.
    +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.
    +3 Trained Reflexes: +2 dice to all Initiative rolls.
    +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: Ancient Aramaic and Hebrew (Biblical language)
    +2 Clear Conscience: You have +2 dice on all Trauma rolls.
    +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.
    Liabilities
    -1 Dark Secret: Discovery of your secret may cause legal issues, a curse, a new enemy, or generally used to gain leverage over you.
    Secret: He's a fallen angel, easily exhausted, and vulnerable as human.
    -3 Fragile: You must choose four Limits at character creation instead of three.
    -1 Uncanny Echoes: Must be consistent with your Character Concept
    Echo: Constantly bleeding stumps where my wings were, that I have to keep bandaged.
    -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).

    Conditions

    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.

    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

    Circumstances

    Circumstances describe your Contractor's situation in various Playgroups.

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

    Powers

    Angels are untaintable by mortal means.


    You gain the following benefits at all times.

    You are immune to all non-Alien diseases, as long as they can be treated in some way by modern medicine. If there is no known treatment, you must Exert your Mind to cure yourself.

    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. Select a human or Dead target within arm's reach. Dead targets must have died within the past week, and you must have their remains in your possession. This Effect cannot be used unless Alternate Form.

    The target can communicate in your language for the next ten minutes.

    • The target of "human" refers to any target that speaks a human language.
    • You can target yourself if you qualify as a valid target by the other requirements.

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


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

    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.

    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.

    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.

    There is no mundane hint that the target is marked for death- this is a taint on the soul.


    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 ________ until it is removed or until you choose to end the Effect. The mark cannot be detected through mundane means. If it is somehow detected, removal will give the target a Severity-1 Injury.

    You are aware of the marked target's direction and distance from you. You can have up to 1 mark active.

    You receive +2 dice to any rolls made against a marked target.

    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.

    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. 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 Object is Alien in origin or whether it has any Alien energy or outside influences.
    • You determine how many creatures 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 wound penalties 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.

    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 and must resort to other means of communication.

    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 50 feet of you as though there were no walls or obstacles blocking your view. Any Perception rolls made through obstacles are rolled at +1 Difficulty. You must maintain Concentration to keep up the effect.

    • 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 Sapient target at any range. Communicate a command to your target. Roll Charisma + Alertness 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 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.

    You are equally bound to follow any command you issue.

    • 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.

    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 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, including ones which cannot ordinarily be dodged, such as bullets.
    • 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).

    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 as long as Archangel form and you are engaged in combat with Weapons built of heaven's style.

    Your attacks with Weapons built of heaven's style deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.

    You also gain the following effects:

    • Bullet Parry: You may React to and Defend against firearms and other projectiles with Weapons built of heaven's style.
    • 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 with your Melee weapon 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.
    • Whirlwind: You may Exert your Mind to apply your next attack to any number of targets who are within melee range.

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

    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.

    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 the Outcome of your Mind resistance roll is greater than the attacker’s Outcome, you may reflect the attack back at them, or to another valid target within an appropriate distance.

    • 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.

    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

    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

    15 Victories - 2 Failures
    Remaining: -3 Exp. (Earned: 297 - Spent: 300)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Journal

    Latest 2 of 13 entries

    The Broken God...

    I was so excited- It seemed I was getting the recognition I deserved, as a worldwide destroyer of evil..

    We took an airship- wood, steam, and sails.. The others were impressed, but I was.. saddened. Reminded of the wind in my face before.

    We were briefed on a plan- a good one. Kudos to the tacticians, the soldiers who gave their lives to transport intel across enemy lines... Pull strings at just the right time, like an elaborate web..

    I knew I would have their head, and prepared myself for battle, as we snuck through a tunnel under the castle. The others.. seemed cowardly, hesitant.. The levers were obvious! I purged the tunnel, unbeknownst to us, purging a foul beast up ahead.

    Was a shame. It could have been incredible mounted- perhaps a worthy opponent for once, but no, just more disappointment as the smouldering remains bairly twitched as I plunged the sword into its spine.

     

    We timed our travel well, and located him with ease. On the count of three- we unleashed out power on him- and he was put to sleep before we'd made it through the door... I dragged him with us back into the tunnels, dropped him.. and.. 

    It didn't feel right. I consulted the book on him to be sure, and he was certainly deserving.. 

    But..

    The others had lost all of their previous inhibitions, and were ready to dispatch him. I held up my sword, as another leveled a gun at his chest and pulled the trigger.

    He was dead before my sword even touched him. The head rolled, expecting his head to sprout crab legs and escape, or grow another one- or .. 

    His blood pooled, and I picked up the head, and tucked it in a bag to bring it back. I handed the head over to the revolutionary leader, and went through the pleasantries... 

    I then went out on the deck, and stood. Concentrating on the wind, and thinking about how it would be to take flight again.

    Relaxing... almost.

    Grace and Cham spent most of their time together close in proximity, though mostly quiet-

    They did seem to have the same sort of curiosity, though for him, it came from a different place so to speak. 

    The days were usually filled with him keeping watch from a nearby tree, and the nights, she would sing some sort of tune that did wonders for his mind..

    After, he would usually go on trips  into town for supplies, without her knowledge.

     

    His moment came when she was called to a game. A van pulled up and threw her in the trunk, but she had just said it was a game, so he managed to hold himself... It was probably for show. Those harbingers were dicks, every one.

     

    Cham lifted the heavy frame of wood, and hammered long nails into the soft earth of Grace's home.

    He was determined to have her upgrades done when she got back. He had a hastily scribbled list.

    ---------------------

    lights

    door

    water storage

    pink shit

    stuffed animals?

    -----------------------

     

    He lifted the door onto the frame, tapped the hinge nails into place, and closed it. It was crooked, stained, and had peeling green paint- 

    Its how it looked when he dragged it off a construction sight last week. He considered repainting, but decided it would blend in better with moss or something on it, so left the paint for now.

    He hesitated to call her a friend, though to others it would certainly seem that way. The way he viewed it, is had found a place that needed him, and that he also needed. He was well aware, Idle hands are the devil's playthings, and in a way, was happy to be here. A place with work to do.