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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

2 Medicine

6 Melee

3 Occult

2 Performance

0 Science

2 Stealth

2 Survival

0 Technology

0 Thievery

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

  • Tenacity


    Circumstances

    Polyglot: American Sign Language, Gaelic, British Sign Language
    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.
    Outsider
    From Assets and Liabilities
    You are not an accepted member of society. You have no citizenship in any country or nation, and have no legally recognized forms of identification or licenses, making many elements of modern life impossible for you to attain. Making Moves to gain new Circumstances is significantly hampered by your outsider status, and in some cases may be completely impossible. Your Outsider status may occasionally cause GMs to give you new Loose Ends, at their discretion.

    Conditions

    From Dark Mirror
    Fingerprints melted into arm Fingerprints melted into their arm from their benefactor
    From 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)
    From 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.
    From Assets and Liabilities
    Daredevil You have a penchant for taking wild, unnecessary risks, and somehow manage to survive them. You get +3 dice when attempting an action that is especially risky, and may ignore a single 1 on that roll.
    Trained Reflexes Your life has been filled with tight situations and violent encounters, so when the fighting starts, you act quickly. You get +3 dice to all Initiative rolls.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Jack of All Trades You are naturally capable of most things, even without any training. When making a roll which utilizes a Primary Ability that you don’t possess, you do not suffer the standard +1 Difficulty penalty, and you receive +1 dice to the roll.
    Mute You cannot speak. 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.
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
    Dark Fate When things go wrong for you, they go very wrong. Any time you roll an Outcome of 0, it counts as a Botch (-1). You cannot use Will to Survive to reduce the Severity of incoming Injuries.

    Loose Ends

    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

    From 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
    From 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 Exp: -7 (Earned: 226 - Spent: 233)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

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

    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…

    Assets And Liabilities

    Assets

    +3 Daredevil
    +3 Trained Reflexes
    +2 Tough
    +1 Acute Sense
    Sharpened Sense: Sight
    +2 Focused
    +5 Gifted
    +1 Acute Sense
    Sharpened Sense: Touch
    +0 Imbued
    +0 Seen Things
    +4 Jack of All Trades
    +1 Polyglot
    Language: American Sign Language, Gaelic, British Sign Language

    Liabilities

    -1 Uncanny Echoes
    Echo: All reptiles get an urge to flee from them
    -2 Mute
    -2 Vengeful
    -5 Dark Fate
    -3 Outsider