The Snakelike Spear Dancer

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

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 world where videos of the supernatural go viral every day.

Their journal, Tattered Patchwork Notebook, has 12 entries.













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

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


Punctured lungs
(Click to toggle Complications reference)

Battle Scars

  • Branded Neck - You can only extend your neck 10 feet. This affects the range of your Snakebite Power.
  • Punctured lungs (Full sprint speed outcome cut in half, sprint speed cut in half.)
  • Beneficial Mutation: Noir’s Voice (The copied voice of the harbinger Noir)
  • Beneficial Mutation: People Eyes (Eyes are now aesthetically humanoid)
  • Beneficial Mutation: Gills (Can breathe under water)
  • Body 7


    6 Mind





  • Trauma: Doll People - They Could be Anyone!
  • Trauma: Librarians - Anxiety around scholarly people
  • Trauma: Depression - Depressive symptoms while more than 20 feet away from Grace’s Gauntlet

  • Tenacity

    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: 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 Game, your learning and conditioning improves rapidly. However, you require the Games to advance.
    +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.
    -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 obscure alien dialect, Latin, or some other useless language). You begin each game with 1d10 x10 in cash, max.


    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 *******
    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 describe your Contractor's situation in various Playgroups.

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



    Max Encumbrance: 0 pounds.

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

    On Person

    Trophy Case

    • Celtic Spear
    • Trenchcoat embedded with brambles
    • Book of The Spectator
    • Ring of Mind (6/10)
    • Breastplate

    Canvas Sack

    • Gas Mask
    • A 75page wide rule notebook 66/75 Pages
    • A golden Cross
    • Gloves
    • 1 Kilt
    • 1 T-shirt
    • Belt
    • Fire resistant clothes
    • Heat resistant shoes and socks
    • Metal water bottle
    • Toiletries kit
    • 50 feet of rope
    • A bedroll
    • 5 pencils
    • 30 pence
    • 20 USD
    • A roll of duct tape
    • Night Vision Goggles
    • One Brick of C4 and Detonator(foundation has other 2)

    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 Mage Thornwall Coat
    • Battle Mage Kilt
    • Battle Mage 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)


    Project *******
    Ring of Mind A gold ring You can expend a charge of this ring to gain +1 dice to mind rolls


    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…

    Tattered Patchwork Notebook

    Latest 3 of 12 entries


    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.


    11 Victories - 2 Losses
    Remaining: 2 Exp. (Earned: 226 - Spent: 224)

    12 Jul 2021

    • -0: Exp: removed asset True Grit
    • -6: Exp: purchased asset Tough
    • -3: Exp: purchased asset Contortionist
    • -3: Exp: purchased asset Acute Sense (Sight)
    • -3: Exp: removed liability Soft-Hearted
    • +9: Exp: took liability Mute
    • -6: Exp: removed liability Anachronism
    • +3: Exp: took liability Illiterate
    • -3: Exp: removed liability Speech Impediment

    13 Jul 2021

    • -10: Exp: Perception raised from 2 to 3
    • +10: Exp: Intellect lowered from 3 to 2

    14 Jul 2021

    16 Jul 2021

    17 Jul 2021

    21 Jul 2021

    23 Jul 2021

    25 Jul 2021

    27 Jul 2021

    29 Jul 2021

    • +2 Exp. from losing Aurora order: Infiltrate and retrieve
    • -0: Exp: developed Trauma Dolll People - They Could be Anyone!
    • -0: Exp: cured Trauma Dolll People - They Could be Anyone!
    • -0: Exp: developed Trauma Trauma: Doll People - They Could be Anyone!
    • -3: Exp: removed liability Shy
    • +3: Exp: took liability Defective Sense (Hearing)
    • -2: Exp: Crafts raised from 0 to 1
    • -2: Exp: Drawing raised from 0 to 1
    • +2: Exp: Crafts lowered from 1 to 0

    02 Aug 2021

    • +1 Exp. from writing a journal

    05 Aug 2021

    • -0: Exp: developed Trauma Trauma: Red Riding - Anxiety around small children in red hoods

    10 Aug 2021

    11 Aug 2021

    • -3: Exp: therapy for Trauma Trauma: Pod People - They Could be Anyone!
    • -0: Exp: developed Trauma Trauma: Librarians - Anxiety around scholarly people

    14 Aug 2021

    • +1 Exp. from writing a journal
    • -3: Exp: therapy for Trauma Trauma: Red Riding - Anxiety around small children in red hoods
    • +1 Exp. from writing a journal

    21 Aug 2021

    22 Aug 2021

    • +10: Exp: Perception lowered from 3 to 2
    • -10: Exp: Perception raised from 2 to 3

    23 Aug 2021

    • +6 Exp. from GMing Collect the Bandits

    26 Aug 2021

    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal
    • -10: Exp: Intellect raised from 2 to 3

    30 Aug 2021

    06 Sep 2021

    • +6 Exp. from GMing Open World Event
    • -0: Exp: purchased asset Imbued

    09 Sep 2021

    • +2: Exp: Drawing lowered from 1 to 0
    • -3: Exp: purchased asset Polyglot (American Sign Language)

    20 Sep 2021

    22 Sep 2021

    • -0: Exp: purchased asset Seen Things

    29 Sep 2021

    • -0: Exp: developed Trauma Depression - Depressive symptoms while more than 20 feet away from Grace’s Gauntlet
    • -0: Exp: cured Trauma Depression - Depressive symptoms while more than 20 feet away from Grace’s Gauntlet
    • -0: Exp: developed Trauma Trauma: Depression - Depressive symptoms while more than 20 feet away from Grace’s Gauntlet

    19 Oct 2021

    • +2: Exp: Occult lowered from 1 to 0
    • -12: Exp: purchased asset Jack of All Trades

    25 Oct 2021

    • +3: Exp: took liability Uncanny Echoes (All reptiles get a small urge to flee from them)
    • -4: Exp: Occult raised from 0 to 2
    • -0: Exp: changed Echo of liability Uncanny Echoes (from "All reptiles get a small urge to flee from them" to "All reptiles get an urge to flee from them")

    28 Oct 2021

    • -0: Exp: changed Language of asset Polyglot (from "American Sign Language" to "American Sign Language, Celtic, Scottish")

    30 Oct 2021

    • -0: Exp: changed Language of asset Polyglot (from "American Sign Language, Celtic, Scottish" to "American Sign Language, Gaelic, Scottish")

    07 Nov 2021

    08 Nov 2021

    • -3: Exp: therapy for Trauma Trauma: Clown People - They Could be Anyone
    • +1 Exp. from writing a journal
    • +1 Exp. from writing a journal

    19 Nov 2021

    • +6 Exp. from GMing The Championship
    • -4: Exp: Occult raised from 2 to 3
    • -10: Exp: Melee raised from 5 to 6

    14 Dec 2021

    • +4: Exp: Survival lowered from 3 to 2
    • -4: Exp: Brawl raised from 2 to 3

    02 Jan 2022

    • -0: Exp: changed Language of asset Polyglot (from "American Sign Language, Gaelic, Scottish" to "American Sign Language, Gaelic, Scottish Sign Language")
    • -0: Exp: changed Language of asset Polyglot (from "American Sign Language, Gaelic, Scottish Sign Language" to "American Sign Language, Gaelic, British Sign Language")
    • +15: Exp: removed asset Charmed Existence

    24 Jan 2022

    • -4: Exp: Tenacity raised from 2 to 3

    Gifts and Improvements

    Gift / Reward History