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Vergil Arrior

A 9-Victory Novice Contractor played by leonvanderblight in Maelstrom

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

He is 22 years old, lives in A catholic convent in Vermont, 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 Maelstrom, a setting where videos of the supernatural go viral every day. His journal has 13 entries.

Attributes

Brawn

3

Charisma

6

Dexterity

5

Intellect

2

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

0 Brawl

0 Crafts

0 Culture

2 Drive

1 Firearms

4 Influence

3 Investigation

2 Medicine

4 Melee

4 Occult

0 Performance

0 Science

3 Stealth

1 Survival

1 Technology

2 Thievery

(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

    9 Mind

    0
    Miffed
    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

  • Heroic Valor

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Respected Expert: Christian Church
    From Assets and Liabilities
    You are highly respected and influential within a given field or industry. Just about anyone in _____ will know of you and respect your status and ability within that field. Social rolls made against anyone in your chosen field receive +2 dice.
    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 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
    From Maelstrom
    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.
    From Assets and Liabilities
    Beautiful You're quite the specimen! Rolls where your good looks could help are at -2 Difficulty, and social interactions should be role-played accordingly.

    Loose Ends

    Group of Enemies: Orthodoxy of Ruin

    Imminent Deadly Given by a Liability
    Your antics have attracted the attention of a powerful group of beings, and they are willing to commit whatever collective resources they have towards destroying you.

    Powers

    Gifted with an incredibly kind disposition, Vergil's natural charisma has been boosted by Odessa who has made him quite literally radiant. His general honesty, kindness, and decency now naturally incline people to trust him. His efforts have brought him no small amount of fame however, and his friends tend to swarm him when he's in public.


    You gain the following benefits at all times.

    Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).

    You also gain the following effects:

    • Honest Eyes: Your word is accepted as honest so long as you are speaking the truth as you understand it. You can always tell if someone telling a lie without making a roll, though you may not know what they are concealing
    • No Choice But To Stan: If someone speaks or acts against you socially, anyone observing it must roll Mind, with the difficulty equal to your Charisma, in order to not defend you.
    • The Price Of Fame: Any sightings or recordings of your activity can easily be traced back to you. Even when disguised or using an alias, people always get a Perception check to recognize you.

    • Being forced to Stan will not force someone to violate any of their Limits or to engage in violence of any kind (though they may still do so of their own volition).
    • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

    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.

    You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7. The nature of their Trauma will still be revealed to you if you treat them successfully, though they may not tell you directly.

    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 (including permanent Traumas which were recorded as Conditions). 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.

    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. Affected targets 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 -2 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.

    When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.

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

    With a little practice, the hero is able to use their dreams to help them store the many precious artifacts given to them by the goddess. After all, it'd be unfortunate if you lost them! As an added bonus, prolonged contact with these artifacts seems to be having strange effects, but surely they're all positive!


    Spend an 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 only stash targets which are in your possession, grappled, or otherwise controlled by you.

    You may store Objects 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.

    Vergil's eyes glow blue as he focuses intently for a moment and green energy swirls about him as he focuses intently on the item and connects it with dream space to feel the echoes of the user left behind on them item. Learning how they used the item, and echoes of information that about the person who used it last as well.


    Spend a minute to activate. Select a target Object within arm's reach. This Effect cannot be used unless Only works if the item would fit inside his stash. You must actively and obviously use A green gemstone to activate this Effect. At the end of your investigation, roll Charisma + Occult at Difficulty 6.

    You learn all the following information about your target:

    • You receive A blurb of flavor text about the individual and how they tended to use the item telling you who has used this object recently.
    • 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.

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

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

    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.


    Expend a point of Battery and spend an Action to activate. The area within 25 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 25 feet of you with Damage equal to your Outcome + 4. Armor is fully effective against this damage. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.

    • You can target yourself if you qualify as a valid target by the other requirements.
    • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

    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.

    +2 dice to all rolls with Swords.

    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:

    • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
    • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
    • Fancy Footwork: You may move your full Dash distance and attack in the same Round without penalty. You may also split your movement before and after your attack.
    • Finesse: You may limit the Severity of any Injury you inflict or determine a maximum Wound Level to inflict on the target, including Incapacitated.
    • Sheathing the Sword: When you would Clash with an opponent, before the dice are rolled, you may opt to have both sides deal full damage. If you do, your attack roll is at -2 Difficulty.

    • 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.

    Gem of Thalassa Goddess of Wind

    Created and held by Vergil Arrior.
    A glimmering emerald gem set on a necklace of a strange golden material.

    A glimmering energy flows from the gem into Vergil, and a gust of wind carries the voices of those in need on the wind to him. In addition, the goddess within the gem can detect other beings of divine origin or those imbued with divine power. Allowing him to know when the agents of the orthodoxy of ruin are nearby. If he needs more specific information, he calls on Odessa to unite her powers with the goddess of the wind, and dispensing the sand of sleep onto the wind it flows in a trail that directs him to the person in need.

    Odessa's closest friend, and a goddess trapped in a similar situation to her own. Luckily Odessa and her had known of each other's locations before they were sealed into crystal form to protect the world from the powers of ruin, yet now with ruin having infiltrated the world the Goddesses are returning to imbue their chosen hero with the power to set things to right!


    Exert your Mind and spend at least two Actions performing the following ritual: A prayer to Thalassa the Goddess of Wind to activate. You must use up Sand in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

    You automatically detect all Beings imbued with divine power and Beings in dire need of help within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby and their direction, but you are not aware of their exact locations.

    Even while this Effect is not active, if any Beings imbued with divine power or Beings in dire need of help come within 300 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.

    Even if there are no Beings imbued with divine power or Beings in dire need of help within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

    Consumables

    2

    A gift from those in the space between worlds, allowing those who scatter it about themselves to fade between dreams and reality. When one tosses it into the air about themselves their form begins to shimmer for a moment before nearly completely dissipating, becoming translucent and seeming to blend the with the colors of the world around them in a sort of psychedelic haze that lulls the viewer into believing they saw nothing at all.


    Use up this A bag of blue sand (unless you succeed on 1d10, Difficulty 7) and spend an Action to activate.

    You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 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 hour.

    • This consumable is destroyed when used and cannot be used again.

    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
    • Lock picks

    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
    • A fire axe
    • Three bags of sand
    • Small Riot Shield

    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.

    Stash

    • Tranquility
    • Gem of Thalassa the Wind Goddess
    • His bags of dream faerie dust
    (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.


    Consumable Crafting Gifts

    A gift from those in the space between worlds, allowing those who scatter it about themselves to fade between dreams and reality. When one tosses it into the air about themselves their form begins to shimmer for a moment before nearly completely dissipating, becoming translucent and seeming to blend the with the colors of the world around them in a sort of psychedelic haze that lulls the viewer into believing they saw nothing at all.


    Use up this A bag of blue sand (unless you succeed on 1d10, Difficulty 7) and spend an Action to activate.

    You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 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 hour.

    • This consumable is destroyed when used and cannot be used again.

    Contractor Timeline

    9 Victories - 1 Failure
    Remaining Exp: 0 (Earned: 233 - Spent: 233)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Vergil Arrior has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in Maelstrom can post Moves for Vergil Arrior.

    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 Blanc: 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.

    Assets And Liabilities

    Assets

    -3 Respected Expert
    Field: Christian Church
    -15 Gifted
    -3 Beautiful

    Liabilities

    +12 Group of Enemies
    Name of Group: Orthodoxy of Ruin
    +9 Outsider