Use the "PDF / Print" option under the "Download or Print" dropdown at the top of the character sheet to print this Contractor

Victor Green
The child rejected by the village

A 5-Victory Novice Contractor played by shotgunwizard22 in The Illumination

This character is dead. RIP

Sought to conquer hell, probably there now. May his manor be put to good use, and his Grimoire be given to worthy hands.

Victor Green is a Withdrawn Demonologist who will risk his life to Open the gates of Hell and seize power.

He is 20 years old, and often appears as a pale, skinny young man on the shorter side with dark hair, large brown eyes and wears black suit trousers, a black dress shirt, smart black shoes, a black overcoat and black leather gloves.

Victor Green lives in The Illumination, a setting where videos of the supernatural go viral every day. His journal, Research Logs, has 12 entries.

Attributes

Brawn

2

Charisma

2

Dexterity

2

Intellect

4

Perception

3

Abilities

2 Alertness

0 Animals

2 Athletics

0 Brawl

2 Crafts

3 Culture

0 Drive

2 Firearms

0 Influence

3 Investigation

2 Medicine

0 Melee

4 Occult

0 Performance

3 Science

0 Stealth

0 Survival

3 Technology

0 Thievery

4 Demonology

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

Injuries

4
Impaled
1
Lodged Spear
4
impaled
1
Vines
(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Spinal Injury (-5ft of free movement, limp)
  • Body 6

    Penalty

    7 Mind

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

    Limits

    Near-Death Experience
    Atrocities
    Anguish

    Traumas

    (Victor Green has no Traumas)


    Oathblood


    Circumstances

    Polyglot: Heiroglyphs
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Polyglot: Latin
    From Assets and Liabilities
    You can speak, read, and write in the chosen languages. You may be given a roll to decipher some amount of meaning from a related language at GMs discretion.
    Rich
    From Assets and Liabilities
    You are absolutely loaded. You have access to $1,000,000 (or equivalent currency) per Contract. Note that moving vast sums of money quickly or discreetly is not always possible.

    Conditions

    From The Netherworld
    Summon Three Demons within a Year Victor made a bargain with three soon to be demons that, within a year, he would summon all three of them into the world in their new demonic forms take +1 permanent damage every day you do not actively work towards fulfilling this goal, to dissipate upon completion
    From Assets and Liabilities
    Anti-Social You struggle with engaging in social interaction. In order to attempt to get someone's attention, or to speak to someone you have known for less than a day, you must succeed a Self-Control roll. If you become the center of attention in a large group, you must Exert your Mind to avoid fleeing or shutting down.

    Loose Ends

    Lost Legendary Artifacts

    The Dark Grimoire

    Created by Victor Green, given to Gulliver Archer.
    A black leather book, large enough to only barely fit into a backpack

    The Demonologist has made a contract with the mysterious book known as the Dark Grimoire, and now they are bound together for the rest of their days. The Dark Grimoire is an ancient black book with a blank cover, with the inside written in what appears to be Latin, along with a series of complex ritual diagrams. Somehow, the book always seems to have room for additional information to be written.


    This Artifact cannot be broken.

    If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.

    This Artifact's creator is always aware of the direction and distance to this Artifact.

    This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.

    • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

    The Demonologist draws from the power contained in their Dark Grimoire to hurl a bolt of deep crimson Hellfire at their foes, effortlessly burning through armour, flesh and bone.

    Uses Demonology


    Spend an Action to activate. Select a target within 300 feet. Roll Intellect + Occult 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 3. Armor is reduced to 1/2, rounded down against this damage.

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

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

    The Demonologist performs an elaborate ritual to summon and bind a winged lesser demon. during the ritual, the summoning circle glows a deep crimson, until a winged demon is dragged up through the circle, bound in glowing red chains, and forced into the Demonologists service, only to be released when it is slain and returned to Hell.

    Uses Demonology


    Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    Summon a single ________ at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

    Minions have 6 Body and can make melee range attacks with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.

    Your minion is able to Manual Labour with a 4-dice pool.

    The Demonologist performs an Arcane Ritual to summon an Imp and bind it to the mortal plane. It takes the form of a small, red-skinned humanoid creature with wings and short, stubby horns, and possesses the ability to hurl bolts of fire short distances.

    Uses Demonology


    Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    Summon a single ________ at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.

    Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.

    Your minions can fly at their normal movement speed.

    The Demonologist calls upon the power of their Dark Grimoire to heal their wounds, knitting them shut as Demonic Energy writhes around the injury


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

    Any Injury you receive heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.


    Equipment

    Max Encumbrance: 0 pounds.

    On Person

    • Cane
    • Reinforced Overcoat (+2 armour)
    • Black Leather Gloves
    • Clothes
    • Wallet
    • Keys
    • Chalk
    • Smartphone
    • Penknife
    • Lighter
    • Fountain Pen
    • Dog Tags (https://www.thecontractrpg.com/powers/view/history/p/1911/)

    In Bag

    • Dark Grimoire
    • Handgun
    • 3 spare Handgun magazines
    • Scented Candles (cinnamon)
    • 30 ft rope
    • 20 Magic(?) Butterscotch Tranquilisers
    • Advanced First-Aid Kit
    (Click to toggle Weapons reference)

    Trophies

    Trophies are special objects and equipment.

    Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.

    Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.


    Contractor Timeline

    5 Victories - 0 Failures
    Remaining Exp: 24 (Earned: 181 - Spent: 157)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Victor Green has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in The Illumination can post Moves for Victor Green.

    Biography

    Victor was always a smart kid. He was also quiet, awkward, and generally struggled in social situations, which, as expected, drew bullies. Maybe that was why, after his uncle, Albert Green, died and left him a book known only as the 'Dark Grimoire', he fell into an obsession with all things Occult. After years of struggling to tease out the secrets of the Dark Grimoire, Victor received an offer. Maybe this would be what he needed to finally unravel the books secrets?

    Assets And Liabilities

    Assets

    +1 Polyglot
    Language: Heiroglyphs
    +1 Polyglot
    Language: Latin
    +1 Cipher
    +5 Rich

    Liabilities

    -2 Anti-Social