Viper
The Snakelike Spear Dancer

A 11-Victory Seasoned Contractor played by Iamangelofwar in The Illumination

This character is dead. RIP

Viper is a Genetically Unstable Hero who will risk their life to protect the other contractors who aren't as capable to protect themselves.

They are 18(20 aged up) years old, and often appears as A 5'2 androgynous person with a soft, angular face and red hair and large green slit eyes, their face marked with flecks of gold.

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

Their journal, Tattered Patchwork Notebook, has 12 entries.

Attributes

Brawn

3

Charisma

2

Dexterity

5

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

3 Brawl

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

3 Investigation

0 Legerdemain

2 Medicine

6 Melee

3 Occult

2 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

4
Swiss cheesed
3
Gunshot
1
Branded neck
5
Tree
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Mutation: Gills (You can breathe water as you do air)
  • Branded Neck - You can only extend your neck 10 feet. This affects the range of your Snakebite Power.
  • Body 7

    Penalty

    6 Mind

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

    Limits

    Atrocities
    Murder
    Anguish

    Traumas

  • Trauma: Doll People - They Could be Anyone!
  • Trauma: Librarians - Anxiety around scholarly people

  • Tenacity


    Assets And Liabilities

    Assets
    +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: American Sign Language, Gaelic, British Sign Language
    +4 Jack of All Trades: When making a roll that utilizes a Primary Ability you do not possess, you do not suffer the standard +1 Difficulty penalty, and your dice pool has +1 die.
    +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.
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Touch
    +5 Gifted: Start with one Gift.
    +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: Sight
    +2 Tough: Dice penalties from pain are reduced by 2.
    +3 Trained Reflexes: +2 dice to all Initiative rolls.
    +4 Daredevil: You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
    Liabilities
    -1 Uncanny Echoes: Must be consistent with your Character Concept
    Echo: All reptiles get an urge to flee from them
    -3 Mute: You may communicate with the GM and describe your actions, but cannot talk to a player character or an NPC unless everyone concerned uses sign language or you write things down.
    -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).
    -5 Dark Fate: Your character will almost certainly die within 10 games. Once per game, the GM can arbitrarily turn one of your successful rolls into a Botch.
    -5 Outsider: You do not have citizenship in any country, and you have no official identity or license of any sort. You may or not speak a relevant language as your one "given" language (perhaps you only speak an alien tongue or a dead language). You cannot start with any Abilities that your background would not allow. You begin each game with 1d10 x10 in cash, max.

    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
    Fingerprints melted into arm Fingerprints melted into their arm from their benefactor
    Realm of mysteries
    Watched ??? Permanent 1 mind damage in the realm of mysteries
    Aged Aged up two years
    Curse Screaming Deaf while in the realm of mysteries, +2 difficulty in hearing outside of Realms of Mysteries)
    Project *******
    Noir sucks Vendetta against Noir
    Curse of the Moon When the moon is full you take a bestial aspect, during which time all living creatures appear to be Meat for the Beast. You remain in this state until you consume half your weight in raw, dripping flesh or until the sun rises, whichever comes first. You may exert mind to stall the transformation for 1 minute after Moonrise - once complete, replace all Limits with the following Custom Limit - Must Feed: Make a Trauma roll whenever you pass an opportunity to feed. You are particularly drawn to feed off people you know: +2 to Difficulty on Trauma rolls if you know a potential target. When this effect ends, you reduce the level of any injuries sustained by -2 & have no recollection of what occurred in that time.

    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

    There is blood in your veins that is not your own. And yet, your body has embraced it, making it yours, and changing itself to fit. Your skin can stretch beyond its limits, and your bones can break themselves, to create new vertebrae in their place, the skin and meat around them changing to be more muscular and lithe, even going as far as fusing together limbs. 𝘚𝘯𝘢𝘬𝘦𝘭𝘪𝘬𝘦. That is the only word for what you've become, aside from maybe monstrous. The good part is, normally, only your eyes betray your nature, large and green and slit.


    You gain the following benefits at all times.

    You are permanently and visibly transformed: Mutated Accumulation. You are considered to be a Sapient, Living Creature when targeted..

    No single organ in your body is critical for life. If any body part is separated, it lives and can take Actions for one hour. Attacks do not get bonuses from targeting specific body parts. You cannot suffer an Injury with Severity greater than 6.

    Your appendages can reach an additional 30 feet.

    You can squeeze through any cracks and passageways a cat would be able to.

    • If you become split into multiple pieces, the Player controls the "main" piece, while the GM controls the others. Only the main piece can activate Effects.

    When in danger your coat or jacket can sprout crossed layers of thorns, creating a thick armor around your upper body, your head if you are wearing a hood, or anywhere the article may cover. In even greater moments of desperation, it can form a loose wall of them extending from your forearm, creating almost a tower shield of brambles.


    You gain the following benefits at all times. You must actively and obviously be using A jacket, cloak or coat that has been embedded with thorns to gain the benefits of this Effect.

    You have 2 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.

    When you take damage from a source which is within 5 feet of you, your Armor deals 2 back to them.

    Your graceful movements with a spear are almost dancelike, flowing like velvet and striking like a snake.


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

    Your attacks with Spears deal +1 Bonus Damage. Armor is fully effective against this damage.

    You also gain the following effects:

    • Bullet Parry: You may React to and Defend against firearms and other projectiles with Spears.
    • 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.
    • Shredder: If you successfully hit your target, the value of any armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
    • 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.

    A hoard of trophies and trinkets, stored just outside the boundaries of this world, but permanently at your side. Not just anything can go in, but anything that does can only be pulled on your command, when you need it.


    Spend a Free Action to activate.

    You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may store Trophies(Items won, stolen, or otherwise gained from playing a contract or side game) in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

    • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
    • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
    • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

    Biting into the apple, a memory surfaced. It was small, and the memory felt… safe. They were in a forest, a figure, which only remains a shadow in their memory, watches over them.
    A sparkling effect drips from Viper as they are lifted into the air, their form flattening slightly. They can now move by sliding and wiggling through the air, leaving trails of the glittery patterns. Even while not in effect, their freckles glimmer in the sunlight.


    Exert your Mind and spend an Action to activate.

    You may levitate off the ground at three times your normal walking speed. The effect lasts for the next hour, and while it is active, you cannot choose to end the effect early, or come closer than 5 feet to the ground.

    • If something pushes or forces you down towards the ground, your buoyancy will automatically push you back upwards to a height of at least 5 feet off the ground.
    • 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.

    You strike your foes with your teeth and injure them with a powerful acid, that while neutralizes quickly, still does incredible damage to the bitten and inflicts terrible suffering.


    Spend an Action to activate. Select a target within arm's reach. Roll Dexterity + Brawl 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 1. Armor is fully effective 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.

    If the target takes damage from this Effect, they will receive at least a Minor Battle Scar regardless of the Severity of their Injury. The specifics of the scar are up to GM's discretion.

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

    Instead of dealing damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per round until it reaches the Severity it would have otherwise been.

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

    Energy is all around us. In powers, in people, in the air we breathe. Now those electromagnetic and thermal subtleties are obvious to you, up to a certain range. Disturbances ringing through the air, now as obvious as words on a page.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • 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.
    • Thermal: You are able to "see" heat signatures up to 50 feet away.

    • When you are within 25 feet of range, your electroreception sense is sufficient for aiming.
    • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

    Dragons, naga, fey, and creatures of all types tend to collect and hoard. The problem is knowing about what is in your hoard, what they do, and what other beasts lay claim to your wealth. Now you can intuit that information by spending time with new pieces, studying and examining its exterior and underlying powers.


    Exert your Mind and spend a minute to activate. Select a target Object within arm's reach. You cannot investigate the same target more than once per hour. At the end of your investigation, roll Perception + Investigation at Difficulty 6.

    You learn a single specific piece of information, chosen from the following list, about your target:

    • Determine if this Object is Alien in origin or whether it has any Alien energy or outside influences.
    • You learn the object's intended function and how to use it for its intended purpose, though not necessarily the ability to do so.
    The quality and specificity of information gained depends on your Outcome.

    After the long and grueling road to get here, Viper finally has control over their physical mutations. Horns, claws, webs, gills, all new possibilities to allow for for utility and accessibility. With a short minute of discomfort as their body changes, they can adapt to almost any situation


    Exert your Mind and spend an hour to activate. Select a Living 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.

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

    • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.

    Fire is not the only thing that burns, and nothing burns more than poison inside of a basilisk. Myths say that if you speared one while sitting atop a horse, the toxins would run up the spear, killing not only the rider but also the horse he rides upon. Burning, crawling acid fits such a description.


    This Effect activates whenever Taking a severity two or greater injury. It does not require an Action or Exertion. Select a Living target within arm’s reach. Roll Dexterity + Melee at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

    If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:

    • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every day that passes, they will obtain a new Major or Minor Battle Scar.
    Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

    The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.

    • Successfully diagnosing an affliction also includes information about the treatment method.
    • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Lost Legendary Artifacts

    You write your message on a piece(or several pieces) of paper, then draw an intricate and elaborate spell circle on the ground, using a variety of runes and diagrams found in the book used in it's casting. Upon completion, you can use this circle to send letters through the void between worlds, and the person can send them back, without a delivery nexus of their own.


    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 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 may be intercepted while in transit, and may be overheard, read, or otherwise understood by anyone near either you or the 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.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Noir’s Letter
    • Ring of Mind (6/10)
    • Belt
    • Grey sweatshirt
    • Red knee-length dress with pockets
    • Gloves
    • Sunglasses
    • Heat resistant socks and shoes

    Trophy Case

    • Celtic Spear
    • Trenchcoat embedded with brambles
    • Book of The Spectator

    Canvas Sack

    • Gas Mask
    • A 75page wide rule notebook 66/75 Pages
    • A golden Cross
    • Fire resistant clothes
    • Metal water bottle
    • Toiletries kit
    • 50 feet of rope
    • A bedroll
    • 5 pencils
    • 30 pence
    • 5 USD
    • A roll of duct tape
    • Night Vision Goggles

    In Garage

    • One Brick of C4 and Detonator(foundation has other 2)
    • Breastplate

    At Foundation

    • Peasant Clothes
    • A small gas stove
    • Leather Jacket
    • Suit coat embedded with thorns
    • Book of The Scholar of Yore
    • Celtic Knot Necklace
    • Battle Thornwall Coat
    • Battle Kilt
    • Battle Gloves
    • White Undershirt
    • Tattered Patchwork Notebook
    • Two multi-tool pocket knives
    • Hand drawn paper tarot cards
    • Little guide to the meaning of the cards
    • Pocket Full of Sand
    • Ball Bearings
    • Caltrops
    (Click to toggle Weapons reference)

    Trophies

    Project *******
    Ring of Mind (6/10 uses left) A gold ring You can expend a charge of this ring to gain +1 dice to mind rolls
    The Illumination
    The Spear of Sanctuary An indestructible obsidian tipped spear with the handle carved with depictions of the Wild Hunt Magic slicing, subject to dm approval


    Contractor Timeline

    11 Victories - 2 Failures
    Remaining: 2 Exp. (Earned: 226 - Spent: 224)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Biography

    To wake up one day, alone, naked in the woods seems like a horror, one that could never actually happen to someone. Yet there I was, unharmed, physically at least, on a bed of moss, lying in the woods. It was peaceful for a minute, until I realized I didn’t know how I was there… I didn’t know anything. It was as if I was created in that instant I awoke, able to process the world with the mental capacity of someone my age, but unable to put memories to anything, because there were no memories to connect. Even when I got to the city I realized I could understand only the most basic words of the language. Not like I could speak any. All I knew I could do were hunt, fight, and survive.

    So I did. For two years. Then another one, but this time in the games. And now I’m at a point where I don’t even know who I am. I’m changing so much, who’s to say my mind isn’t changing too? I know I still need to protect the young and the weak who can’t do it themselves. But beyond that, who even am I? Why do I even play these games, these contracts? Because some man who could slow time and stretch his arms branded me like cattle? If I can ever see him again, I’m going to need answers, even if it kills me…

    Journal: Tattered Patchwork Notebook

    Latest 3 of 12 entries

    Containment

    I am contained. The foundation said I broke a lot of rules, and the crocodile that the body hopper let free wasn't normal. It destroyed everything in its path. I hurt a lot of people with one small decision. Killed them even... I am... sad does not describe it. Angry? Confused? Alone... All of these and more. I did a horible thing, and now I must repent. A man calling himself Dr. Mauntak jr. claimed to be my "keeper". He called it "cross testing", and he was going to put me in a room with other weird things anomolies, and see how I reacted to to them. The first room had a table with a cage on it and a rabbit, and it seemed scared of me, so I sat and let it get close to me and sniff my hand, but it turned out to be evil, and it bit my finger off. I killed it, and a few seconds later, two more appeared in the middle of the room. I killed them, then thinking quickly, I closed the cage and put it in the place they kept coming from, so that now when they poofed real, they were trapped in the cage. The speaker came on and said I had passed, and guys with guns came to take the rabbit away, and then left me in the room with three beadles. They seemed harmless enough, but they turned into me, and I was removed from the room. I have a feeling this won't be my last doing this.

    Sequence 3: The Scholar of Yore

    New Abilities

    The main ability of a Scholar of Yore is to get help from history. This ability is divided into two parts. The first ability is the ability to borrow strength from their past self. They can borrow power any number of times as long as they have enough spirituality. To a certain extent, this is something that’s self-perpetuating, preventing themselves from ever being in a nadir until their spirituality is completely drained. Before their spirituality is drained, they can always borrow energy from their past self. There’s no limit to the number of times. The second ability is the ability to summon Historical Projections from the Historical Void. They can summon people or objects that existed in the past for a limited time. There are three factors that influence the probability of successfully summoning the target and the duration of the summoned target: The more detailed and the better the understanding one has of the corresponding piece of history and matters, the higher the chance of success is and the longer it will last. The lower the target’s level is, relative to the Scholar of Yore, the higher the chance of success and the longer it can be maintained. Increasing one's affinity with the target will increase the chances of success and the time it can be maintained. For a Scholar of Yore that has digested at least 80% their potion, if it’s the most ordinary item or something that was once theirs, they can maintain its availability for a maximum of 15 minutes. They can only summon 3 Historical Projections at one point in time, this includes those who are summoned by their Marionettes. Successfully summoned Historical Projections of a higher level than their summoner will only have a portion of the strength and quality of the original. Historical Projections do not have intelligence, and can only act upon orders from their summoner. They can only answer questions that the Scholar of Yore knows the answer to. This is because everyone is essentially unique, at one point in time there can only be one consciousness for each person. If the summoned target's true body hides in the Historical Void or gets into a Secret/Concealed state, they can send their consciousness to their Historical Projection, directly controlling it. The summoned target does not have to be of the Fool Pathway to do this. They cannot summon things directly related to a Uniqueness. This includes Uniqueness as objects, and Angels, and Gods who have successfully accommodated a/multiple Uniqueness within them. However there are ways to bypass this restriction to some extent, they can instead summon projections of objects/people which the Uniqueness can exert power on.

    They can enter The Gray Fog (Fog of History) and hide inside its gaps, also known as the Historical Void, as long as their spirituality allows. This allows them to temporarily avoid their enemy, but they would come out on the exact spot in the real world. While hiding in the Historical Void, they are able to send their consciousness back to their Historical Projection and control it by themselves. Should they attempt to borrow power from themselves or summon a Historical Projection inside the Historical Void, a prerequisite is that they have a corresponding projection within the history inside the gap they are hiding in. 

    The gaps they can hide inside The Gray Fog are limited to their understanding of the corresponding history.

    They also gain the ability to produce fog and reduce the temperature of an area

     

    Strengthened Abilities

    Their previous abilities are enhanced:

    Flaming Jump: Its range has increased to 5 kilometers. It Is now able to transfer objects to them or their Marionettes.

    Air Bullets: It's now equivalent to coastal defense artillery and its power could be adjusted at will.

    Damage Transfer: It's now able to transfer a certain part of ailments, curses, prophecies, attacks and observations (gazes) to Paper Figurine Substitutes.

    Paper Figurine Substitutes: It has undergone several qualitative changes, to disrupt divination, prophecy powers, tracking, and observation (gazes). It can now also substitute certain parts of a target (like organs). Before one discovers that it’s fake, things can continue proceeding as per normal. The Beyonder ability to transform into an animal improves, now they can transform into any creature that is within a certain limit. Some the organs of the creature they transform to would work, others wouldn't.

     

    Strengthened Marionette Abilities

    Their ability to control Spirit Body Threads has been massively strengthened. The initial range for controlling Marionettes has also increased to 500 meters. The range of controlling Marionettes and exchanging positions with them has increased to 5 kilometer. The initial control time of a target is now reduced to just 2 seconds, and full control is achieved in 10 seconds. Historical Projections of Creatures can be turned into Marionettes.

     

    Mythical Creature Form

    The divine pattern on their Worms of Spirit become more complex and has become more expressive of the themes of the Fool Pathway. This change is a result of the acquired Beyonder characteristic and mythical knowledge contained in the potion. The pattern can differ from person to person because it also relates to personal traits. They can now split about 600 Worms of Spirit from their Mythical Creature form. After complete digestion of the potion, the Beyonder would be able to recover from having nearly 500 Worms of Spirit die at once. Losing all corresponding Beyonder characteristics wouldn't cause them to lose their status and level. They can slowly recover by absorbing Beyonder Characteristics of the Fool Pathway.

    As a Sequence 3 Beyonder, they can listen to prayers within a certain range. Worms of Spirit can individually respond to simple prayers and turn in the complicated ones to the main body. 

     

    Potion Formula

    Main Ingredients:

    Hound of Fulgrim (also known as Sefirah Castle Keeper) pair of eyes.

    One Demonic Wolf of Fog’s transformed heart.

    Supplementary Ingredients:

    100ml of Hound of Fulgrim blood.

    30 grams of White Frost Crystal of Demonic Wolf of Fog.

    a large amount of real ancient historical records.

     

    Advancement Ritual

    Be separated from reality for at least three hundred years and consume the potion after one becomes history and doesn’t belong to the present era.

     

    Acting Method

    Be a scholar from ancient times.

    Search for real ancient history, study it, and make new conclusions out of it.

    Witnessing fate, affecting the present, and the inability to reverse the past.

     

    Hounds of Fulgrim

    The Hounds of Fulgrim or the so-called Sefirah Castle Keepers, are a type of unique creature of the spirit world. They reside in the gray fog surround the Sefirah Castle. Even the Seven Pure Lights only know of them and are unable to interact with them unless they leave the Historical Void and attempt to hunt.

    It looked like a hound. Its entire body was covered in black short fur, and in its eye sockets were two balls of dark-red burning flames. The ends of its mouth extended to the back of its head. It clearly existed there in its corporal form, but it gave off an illusory feeling that felt surreal.

     

    Correcting Misdeeds

    I stayed behind. We had to fix what we had done, and stop the brewing storm. And by storm I mean the growing shadow full of eyes growing across the land. I went with Kurt before going home, and his boss had us go somewhere to grab something that could fix this. This something turned out to be a sleeping woman, and we carried her back to a safe house, since we were being attaked by an imvisibleinvisible monster. I accidentally broke the ward in the safe house by touching it with my spear, which seemed to turn off the magick and shatter the rune circle holding it, so we bailed and got the woman to  where she needed to be, and Kurts bosses woke her up, where she grew four arms and conjured a jiant wolf to fight off The Hanged Man/Fallen Creator.