Vergil Arrior

A 6-Victory Novice Contractor played by leonvanderblight in The Illumination

Vergil Arrior is a Disaster Survivor and Wanna Be Hero who will risk his life to Discover the source of what happened to his town, and purge the world of it's evil.

He is 22 years old, and often appears as 6'1" man with short black hair, blue eyes wearing a dress shirt with a armored vest over it and black pants.

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

His journal has 11 entries.

Attributes

Brawn

3

Charisma

5

Dexterity

4

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

0 Brawl

0 Crafts

0 Culture

2 Drive

0 Firearms

3 Influence

2 Investigation

1 Legerdemain

0 Medicine

1 Melee

4 Occult

0 Performance

0 Science

3 Stealth

0 Survival

1 Technology

4 Blade master

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

Injuries

(Vergil Arrior is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty
  • Augment Other: Hyper flexible ligaments and padded joints ((+2 to sneaking rolls))
  • Body 7

    Penalty

    8 Mind

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

    Limits

    Atrocities
    Murder
    Anguish

    Traumas

  • No man left behind: Roll mind at difficulty 8 to attack any innocent or go along with any plan involving attacking innocents

  • Goddess's blessings


    Assets And Liabilities

    Assets
    +1 Status: Your social interactions with people in your selected field will be positively affected by your Status, and the GM will role-play NPCs to reflect this.
    Field: Christian Church
    +5 Gifted: Start with one Gift.
    +1 Acute Sense: The Difficulty for all Perception rolls utilizing this sense are reduced by 1.
    Sharpened Sense: Sight
    +1 Beautiful: Rolls affected by physical appearance are at -2 Difficulty, and social interactions should be role-played accordingly.
    Liabilities
    -4 Group of Enemies: Your enemy is a specific organization, agency, cult, or other group of multiple people, and thus will generally have access to far greater resources and far deadlier talents than you. They will make some sort of attempt to assault you every 2-3 Contracts or so, possibly more often at GM’s discretion.
    Name of Group: Orthodoxy of Ruin
    -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.

    Project *******
    Monthly Stipend Earned During Non-Consensual Arbitration Eliminates The Poor Component Of Outsider
    Bought Alias Through negotiation with a wealthy mogul, he has obtained an identity. Functions as a fully functional alias, breaks once used once and cannot be used again
    The Illumination
    Algernon's Flower Infected creatures gain a perfect, photographic memory & +1 to Intelligence when they reach Infection level 1+. Increase the Intelligence bonus to +2 at Infection 5, & +3 at 8+ Each Month that passes, the Infection rating increases by +1. At the end of a Month with an Infection score greater than +1, roll 1d10 – if the roll is below the Infection number, they must roll Body (Diff: 6) With 4+ successes, the parasite dies With less than 4, their Infection rating reduces by one On a failure, they die & the flower blossoms from their skull, scattering infectious spores in the area. If the Parasite dies, all bonuses are immediately lost & their Infection rating will decline by -1 each Month. Each time this happens, they suffer -1 to their Intelligence. This attribute loss is permanent. If reduced to “0” in this manner, they enter a vegetative state, effectively brain dead. Symbiosis If a PC expends a Gift to purchase one of the Algernon's Flower Powers, they reset their Infection score to “0” as they are becoming a symbiotic host. Once 5 such powers have been gained, they lose the Infection score entirely, becoming a single creature.

    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

    The dream goddess can bring true, restful, sleep to all. Though those who experience her touch at not always the most willing, the goddess is not one to take no for an answer once she's been pointed at a target and her spiritual means are often quite difficult for some to resist. Though after a brief journey to the shrine of tranquility, and with a little help from the heroes sword, Vergil was able to free her from her gemstone prison and now with her freed from the gem the only thing he needs to wield the goddesses power now is a blue rock to remind him of her presence and their connection. Since obtaining Tranquility, he has obtained the ability to manifest this through his sword, a swipe of the blade catching most in it's path and ensuring they find a more peaceful end.


    Exert your Mind and spend an Action to activate. Select a Living target within 30 feet. You must actively and obviously use A blade to activate this Effect. Roll Charisma + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

    If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -3 dice Penalty to all Actions. After this, they fall asleep for Outcome x 3 hours. Affected targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation.

    If the target successfully resists being put to sleep, they will still become drowsy for the next minute.

    • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.

    Vergil is nice to a literal supernatural degree, and through a combination of nearly invisible spores in the air that glow a light blue, and a healthy helping of empathy and emotional intelligence Vergil can ensure that the people he's around are in better mental health than any mental hospital in the world. Though blissfully unaware of its assistance by the mushroom parasite inside him, hey. What you don't know won't kill you... right?


    Exert your Mind to activate. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you On a critical failure inflict them with Algernon's Flower.. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Influence at Difficulty 6.

    If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.

    Your patient is required to assist at least one innocent in the next month in a meaningful way for the next month. If they violate this rule, your treatment is immediately reversed.

    Once per day per target, you may choose to use this Effect to stabilize a target's Mind. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.

    You may choose to use this Effect to temporarily relieve any number of the patient's Traumas. In this case, Treatment takes 30 seconds and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.

    • The treatment time may be broken up into multiple sessions if necessary.
    • You can target yourself if you qualify as a valid target by the other requirements.

    By focusing on a blue rock of any kind, Vergil has managed to go beyond simply allowing himself to allow Odessa to go into the realm of dreams. The colors resonation allowing him to delve deep into the dream state and connect himself to it in ways he'd once thought impossible. Though, with only partial success so far. melding his mind and body parts into the realm of dreams he can become nigh invisible, blending into the world around him and allowing him to evade standard detection methods and even operate in combat, stranger still the partial merging that he performs also seems to prevent any sound from escaping the dreamscape either.


    Exert your Mind and spend at least two Actions performing the following ritual: Mental prayer to Odessa via the rock to activate. You must actively and obviously use A blue rock to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You and any clothes or equipment you are wearing are partially obscured from sight for the next minute. All attempts to detect you using sight are rolled at a -3 dice penalty.

    Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 minute.

    • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

    Legendary Artifacts

    Tranquility

    Created and held by Vergil Arrior.
    The heroes sword, and a blessing from Odessa.

    A legendary technique passed down to the inheritor of the hero's sword. Giving them the ability to spin violently and create a current of spectral energy that banishes foes around them, though such violent spinning can often leave the hero rather dizzy.


    Exert your Mind and spend an Action to activate. The area within 20 feet of you immediately and obviously becomes imminently dangerous. immediately and obviously becomes imminently dangerous The area within 20 feet of you immediately and obviously becomes imminently dangerous. Roll Charisma + Athletics at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

    If the Outcome is positive, your blast hits everything within 20 feet of you with Damage equal to your Outcome + 2. Armor is reduced to 1/2, rounded up against this damage. If you botched the activation roll, you will also take full damage from the blast, otherwise it will not hurt you.

    Tranquility

    Created and held by Vergil Arrior.
    The heroes sword, and a blessing from Odessa.

    A true long sword in form, Tranquility is Odessa's answer to those who refuse to embrace peace by granting them the final one. Made of light blue metal and with a flared black hilt set with a glittering blue gemstone, this sword embodies the beauty and menace that is to be expected of a legendary sword. Those chosen by the blade, and pure of heart, can wield it with exceptional speed and grace, deflecting bullets and all other manners of evils from the air as easily as some draw breath.


    You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Swords.

    Your attacks with Swords deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.

    Possession of this Artifact causes the following Trauma to manifest over the course of a day: Cannot attack innocents without rolling mind. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

    You also gain the following effects:

    • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
    • Bullet Parry: You may React to and Defend against firearms and other projectiles with Swords.
    • 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.

    • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

    The Daimyo's Ring

    Created by Prototype, given to Vergil Arrior.
    This ring was supposedly forged from the shards of a cursed Masamune sword, shattered by Yamabushi monks to prevent it's power from corrupting a feudal daimyo.

    One of the demon Alpha's blood arts. Salvaged from his body after he was slain by supernatural forces, and given to Vergil by Sister Mary Catherine. Though Vergil is loathe to use such dark power, he understands that such things are better put to use in his hands than in that of evil, and if a little blood could save someone's life his morals are not something he will allow to stand in the way. The art itself creates a blood-colored cross and grants incredible sword skill as well as the ability to generate "wind blades" and when enhanced with a vial's worth of human blood allows it to deal devastating damage as it draws out the latent energy within the blood. In addition if it strikes them, the energy seems to corrode the target from the inside out as it seeps into any orifice it can find. A horrifying display to be sure, but given it's source Vergil finds it hard to be surprised.


    Spend an Action to activate. Select a target within 45 feet. You must use up A vial of blood in order to activate this Effect. Roll Dexterity + Melee 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 fully effective against this damage.

    Injuries caused by this Effect do not heal naturally. They can be Stabilized, but will not reduce in Severity unless they are healed through an Effect or some sort of supernatural ability.

    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.

    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.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • Slacks
    • Reinforced "hunters jacket"
    • Dream Goddess's Gem hidden in the weave of his jacket over his heart
    • Glove with a second gem in it, this one is fake but is keyed to LEDs to glow whenever he clenches his fist.
    • Tranquility the dream sword, hidden underneath his massive hiking backpack on his back.
    • Survivalists Kit
    • T-shirt
    • Wallet
    • Keys
    • Smartphone
    • A pocket knife

    Brown hiking backpack

    • Rain jacket
    • Metal water bottle
    • Toiletries kit
    • Flashlight
    • Road Flares
    • Induction Burner
    • Pots and pans
    • Spatula
    • Various seasonings
    • 1 lbs of cured lamb sausage
    • 2 gallon jugs of water
    • 60 ft of rope
    • Climbing Pitons
    • Firestarter Kit
    • Flare Gun
    • A blanket and a begging cup
    • 500 dollars cash stolen
    • Sony Vaio Laptop
    • Car Charger
    • Extra Battery

    Ford F150

    • Reinforced sides
    • 2 weeks food and water in one of those survival canisters in the back
    • 2 5 gallons gas cans strapped to the back
    • A grappling hook

    House in Minnesota

    • 1 Million Dollars in cash transferred from Darren from a Tech CEO's bank account. 100k of this is kept in the form of raw bills in his home.
    (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 Power system. Trophies are not subject to standardized balance. Therefore, their effects may be altered or ignored outside the Playgroup where they were obtained.



    Contractor Timeline

    6 Victories - 1 Failure
    Remaining: 3 Exp. (Earned: 195 - Spent: 192)
    An itemized record of every Contract, Gift, Improvement, and Experience changes

    Biography

    Vergil doesn't remember much of his old life, but he does remember the day it happened.

    The day he became pursued by the Orthodoxy of Ruin, and the day he became connected to the goddess of dreams.

    Organization:

    Leader:

    Anya Machembert: Wields a great axe in combat, able to parry bullets. Official title is Vestal of Ruin.

    Cardinals of Ruin:

    Darius Fain: Tech Expert of the group, manages the IT division and is rumored to be able to mind control people through screens. Fights primarily with a dagger and prefers to avoid direct conflict.

    Caleb Machembert: Brother of Anya, firearms expert and in charge of providing training to the organizations grunts.

    Louis Dupont: Face of the organization, able to phase in and out of existence as well as his talents in indoctrination. Explosives expert that prefers to send people at his targets to suicide bomb them.

    Journal

    Latest 3 of 11 entries

    A funeral for a friend

    Vergil's time between worlds had long since taught him to embrace the good in those around him for he never knew how much time he had with anyone he went on these jobs with.

    It was why he made such efforts to get to know them, to protect them, to ensure that they'd be able to be there after he inevitably got called somewhere else to do some kind of job in a place that needed him a little more at that time. 

    Artemis Barclay's funeral was not a time for his usual optimism however, and staring at the grave of the first of his friends who he truly saw die up close and personal his memories would flash back to the orthodoxy. To the world that he knew they wanted, and the extremes they were going to go to for the sake of achieving their bleak recreation. 

    The young man's body in the casket being lowered down also reminded him of his younger brother. How they had both been on the edge of town when the destruction had begun, but that he had been just a few steps faster and those few steps had been the separating difference between making it that last step across the void to finally touch down on solid ground and failing to make the leap off that falling stone and in turn, being consumed by darkness.

    Darkness that would be all Artemis Barclay would know from now on, his body now separated from his soul as it began its journey into the eternal dream. 

    Vergil couldn't bring himself to say much at the funeral afterwards, and this time when the dream that would take him to the other world came he almost welcomed it. 

    This world hurt too much to be in right now. 

    A home away from home, for now.

    Well, not everything had to end badly. 

    Even if he did think that poor Trey definitely deserved better than he was getting. He never did understand why people got so hung up on sex and what kind of it people liked to have. What business was it of anyone else's what two consenting adults did within the confines of their home? Such a silly thing, but, he supposed that this had been treated as far more than a silly thing by many people and that meant.. well. That they had literally made a mountain out of that mole hill. 

    Still, Danielle was quite nice! She let him got to her house in the woods in Texas and he vastly preferred being out in the woods to being in the city. Much harder for the Orthodoxy to blow up his car when they had to drive two hours from the nearest town with it in their car to do so. 

    Though the other thing he liked was getting access to a true blue sparring partner! Danielle was clearly more experienced than him, but that just meant that every time they sparred he got to learn a lot about bladework and dealing with enemies who possessed superior reach. It was excellent training honestly in regards to running up on the enemy and learning how to deal with the sinuous winding whip attack patterns really helped him get better at movement in general. 

    As usual however, at the end of the month he went to sleep and woke up back in the strange other world. This really was starting to get confusing. 

    Nightmares.

    He didn't.. feel so good. 

    The burning in his heart was not a good sign either, the constant deluge of pain that coursed through his veins was probably also a really bad sign.

    It had just been a cough, and he'd always been a hale and hearty person. Someone who never got sick when everyone else does, but today was different.

    Today hurt. 

    Writhing in bed he heard the call of the goddess and it was all he could latch onto, muttering prayer after prayer as the nightmares of his brother plummeting into the abyss below swallowed his dreams, images of mushroom forests as tall as the pit itself swallowing him and his brother up alike as he dove in after to save him, but he held strong. He wouldn't be swallowed by the abyss, he would preserve, and as he did.

    He found he understood a little better, his vision a bit.. broader as he was able to process more of the world around him before and with it he was able to connect to Odessa just enough to finally understand her, and with a moment of supreme photographic clarity he was able to reverse engineer the ritual that had been used to seal her inside the gem. 

    It required some blood of course, and some sapphire dust, but a little pilfering got him what he needed, and then.

    She was free, at long last, thanks to the additional clarity provided to his mind he was able to understand what she'd been telling him the whole time in those repeated dreams of that night. The binding ritual had taken place there! He was such an idiot to have not seen it after so long. 

    With her freed at last, the true form of Odessa was made apparent. A fairy like woman with jade like skin, and translucent wings with streaks of blue and it was here that she thanked him for freeing her from her prison and guided him to the secret shrine that held Tranquility, the blade of final peace. For use against Odessa's strongest enemies, and though Vergil could not yet unlock it's power he was deemed pure enough of heart to wield it and with a new blade in hand he would set out. Eager for his next adventure.