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.
Conditions are GM-assigned status effects.
Examples of Conditions include supernatural curses, enchantments, and diseases. Conditions are created by GMs and Playgroup leaders and are not subject to any standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained. For example, lycanthropy may be contagious in one Playgroup, but not another.
Circumstances describe your Contractor's situation in various Playgroups.
Enemies, wealth, notoriety, status, contacts, fame, and imprisonment are all examples of potential Circumstances.
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, choose an Animate target within Arm's Reach, and spend 1 Minute warping their form. You roll Dexterity + Brawl6, which the target may contest by rolling [[defensive-roll]], provided they are not restrained, unconscious, or incapacitated. Difficulty
If you are successful, you may change their body in a way that ranges from a mere aesthetic difference to something inconvenient. Alterations cannot cause a dice penalty of more than -2 to any given Action.
Your alteration counts as a new Battle Scar and is affected by Powers that interact with Battle Scars.
All beings with heavy supernatural energies flowing through them are bound to them, able to see them in ways most humans and mundane creatures can't. You can see those that target your powerful aura, and it shoots back into theirs, tangling them in your grasp, granted they stay in reach. While tangled this way, you can see the forces radiating from them, and them you, until either break the grasp by escaping range. You may even occasionally pick up magics not targeting yourself if your senses are keen enough. Though, it is unrefined, and requires something to concentrate the abilities...
Spend an Action and Exert your Mind to activate this Power for one minute. While this Power is active, all Beings using supernatural abilities within 50 feet are detected, including those who enter its range after activation and those behind walls. You get a rough sense of how many, but not exact number.
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 at [[speed-multiplier]] your normal walking speed for 1 Hour. Any penalties to dice or movement from encumbrance are applied as normal.
You may activate this Power to slow and survive any free fall.
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.
This Power is passive and always in effect. Bonuses to Attributes and Abilities take the form of additional dice on the relevant rolls and do not affect Experience costs. As always, bonuses to the same dice pool from multiple sources do not stack, and the largest bonus is used.
Any Enhancements you take must be germane to the specific augmentation you've chosen.
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, target an Object within Arm's Reach and spend 1 Minute examining it. At the end of the cast time, roll Perception + Investigation6. The quality of the information you receive depends on your outcome, and the nature of the information depends on the Enhancements you have chosen. Difficulty
The number of information-revealing Enhancements attached to this power is limited to 2 for Novice Contractors, 4 for Seasoned Contractors, and 7 for Veteran Contractors. You may still take any number of other, non-informational Enhancements.
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 have 3 Armor, which reduces incoming damage from physical attacks. Armor from multiple sources does not stack. Passive, always in effect.
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.
You may hold up to 5 Objects in your stash, each no larger than something which Fits Inside A Messenger Bag (10 liters).
Storing or withdrawing items from your Stash requires an Action but has no Exertion cost.
Containers of multiple objects may be stashed only if the objects 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 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 and Exert your Mind to send a message to a target within 10 miles. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
The message can be no more complicated than a multi-page letter or long email. The message can only be seen/heard/read/felt by the intended recipient, but you must share a language.
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, making fire the perfect analogy.
Exert your Mind and spend an Action to create or extinguish a fire as large as A torch's flame (2 Damage per round) at a Location or on any target within Arm's Reach. These fires are mundane, and require fuel and oxygen to burn. Fires the size of a lighter or candle flame can be created or extinguished without Exerting your Mind.
Lighting a creature on fire deals A torch's flame (2 Damage per round), starting the round after the first. Armor reduces this damage, but is likely to be damaged or destroyed after one or two rounds. Fires may be extinguished by the target if they spend an Action and roll Wits + Athletics, Difficulty 8.
You spit or strike your foes with your teeth and injure them with a powerful acid, that while flushes quickly throughout their system, still does incredible damage to the bitten.
Spend an Action, Exert your Mind, choose a target within Arm's Reach, and roll Dexterity + Brawl6. The target may defend by rolling to dodge or parry (as for an attack with a thrown weapon) as a Reaction. Difficulty
Damage dealt equals the difference between your attack roll's Outcome and the defensive roll's (if one was made), plus 2.The target's Armor is Fully Effective.
You can now hear like a snake! This power was given to Viper in the event they ever have to return to the realm of mysteries. Screw the realm of mysteries
Passive. You will always have access to your sense of Hearing, unless it is suppressed by a supernatural effect.
This protects against losing a sense through injury, suppression, darkness, or sensory overload. It does not protect against physical barriers such as blindfolds, earmuffs, etc.
Your graceful movements with a spear are almost dancelike, flowing like velvet and striking like a snake.
Passive, always in effect. Attacks with Spear will do +2 more damage. The target's Armor is Fully Effective.
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
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…
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.
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
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.
Hound of Fulgrim (also known as Sefirah Castle Keeper) pair of eyes.
One Demonic Wolf of Fog’s transformed heart.
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.
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.
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.
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)
"you mean a spear can't go through the TSA"
Pulled a "John Wolf"(c)
`slurp` Tasty arrows
running around at the speed of sound
Viper extends their middle fingers in a message that doesn’t require asl to understand.