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Frazier O’Neal

A 6-Victory Novice Contractor played by mmmsquid in GA5-1921

Frazier O’Neal is a souperhuman detective who will risk his life to Eat every hamburger in New York city, perhaps even the world.

He is 33 years old, and often appears as A lanky, bony, angular-limbed man of average height, average weight and average build. His eyes remind one of coal or weirdly coloured beans, his hair is matted and long, tied into a flowing braid. His clothes are mildly tattered, and are held together firmly by obvious stitches, each article is worn loosely on his body. His darker skin is freckled, and stare is harsh.

Frazier O’Neal lives in GA5-1921, a setting where the paranormal work for the government. His journal has 12 entries.

Attributes

Brawn

2

Charisma

2

Dexterity

4

Intellect

3

Perception

4

Abilities

4 Alertness

4 Animals

2 Athletics

3 Brawl

0 Crafts

1 Culture

2 Drive

2 Firearms

2 Influence

5 Investigation

0 Medicine

0 Melee

2 Occult

0 Performance

0 Science

2 Stealth

1 Survival

2 Technology

2 Thievery

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

Injuries

(Frazier O’Neal is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Frazier O’Neal has no Battle Scars)

Body 6

Penalty

6 Mind

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

Limits

Anguish
Betrayal
Failure

Traumas

  • Kleptomania Kleptomania, he has a compulsion to steal items in his vicinity, preferably forks, due to neglect and abuse at the hands of his parents at a young age, he learnt to take things away that he needed or wanted without causing trouble, however, later in life this compulsion has yet to fade despite how much he loathes himself afterwards.
  • Traumatized Once, during his transformation, someone opened the can and swallowed it’s contents. Later, Frazier awoke covered head to toe in blood. Behind him the half-exploded corpse from whom the blood came, forks piercing the skull, buttons embedded into the flesh.
  • Traumatized Roll Self-Control every time you must damage a fork (or other cutlery at -2 Difficulty.
  • Germanophobia When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.
  • Addiction Addiction to cocaine

  • Source

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Average Finances
    From Assets and Liabilities
    You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.
    Database: Crime and criminal archives, investigation archives and ongoing investigation information.
    From Assets and Liabilities
    You have access to a specific database of non-public information. As long as you have internet access or cell service, you may search for relevant information in your database. GMs may require you to make a roll and/or spend a significant amount of time for particularly complex or nuanced information requests, at their discretion.

    Conditions

    From Assets and Liabilities
    Nimble Fingers Your fingers are particularly long and slender. You receive a +2 dice bonus to any action that requires fine manual dexterity.
    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.
    Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
    Compulsive Liar You have trouble with honesty and generally find it much easier and safer to make things up. Any time you are asked about yourself, or are offering information about yourself, you must succeed a Self-Control roll in order to tell the truth. If you are ever caught in a lie, you must Exert your Mind in order to come clean; otherwise you must attempt to justify the initial lie with more lies.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. He bears a family curse). When scared/confused (but not necessarily transformed) parts of his body start to turn soupy (-1 dice to Body and Brawn rolls.

    Loose Ends

    Powers

    The detective has trained their eyes (and their nose) to notice the smallest of details.

    Subtle smells, small items and microscopic particles can be noticed due to this detectives keen senses.


    You gain the following benefits at all times.

    Your senses are enhanced in the following way.

    • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
    • Sight: You can see things that are normally invisible to the naked eye, such as fingerprints and bacteria.

    • Your microscopic vision requires a close look at a very small, specific area to use. It does not grant increased distance vision, it simply provides a higher resolution, allowing you to see finer and finer detail.

    The body crunches and shrinks or grows into a metal shell filled with organic lentil soup, a visceral transformation shocking to watch as the sound of broken bones is replaced by scraping metal and the slosh of delicious innards.


    Exert your Mind and Spend an Action to activate. This Effect cannot be used unless when scared or confused..

    You transform into a can of soup no larger than an SUV for one minute. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.

    If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.

    Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the flesh turn to metal as soup is revealed..

    • You cannot move in any way the object wouldn't normally be able to move. If you are a feather duster, you cannot float around, etc.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • If a character is inside of you when you revert to your original form, you take a Severity-5 Injury when they burst from your innards as you shrink.

    The many ants living inside the body of Frazier O’Neal may at times emerge, but when their host is particularly threatened they can enter the body of their victim and pour into their orfices-biting, pulling and otherwise causing damage upon their insides. They sound pretty antsy.


    Exert your Mind and spend an Action to activate. Select a Living target within 300 feet. Roll Brawn + Alertness 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. The target's material Armor is completely ignored.

    Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Many many ants, biting and crawling out from the insides..

    • "Material Armor" includes armor from equipment but not Armor from Mythic Brawn, barrier, or mystical armor.
    • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
    • You can target yourself if you qualify as a valid target by the other requirements.

    Frazier brings the milk to his lips and uses it to knit the damaged ingredients back together, and help them form organs once more.


    Exert your Mind (unless you win a coin flip) and spend 1 minute to activate. You must use up a glass of milk in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Investigation at Difficulty 6.

    If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

    This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

    You may only use this Effect once per day.

    • Unstabilized wounds do not degenerate during treatment.

    An occasional ant crawls over the body of Frazier O'Neal, belying the colony within.


    You gain the following benefits at all times.

    You are permanently and visibly transformed: Ant Colony. You are considered to be a Sapient, Living being 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.

    Any creature that consumes or is injected with your bodily fluids receives a Severity-1 Injury. Every minute, they must roll Body Difficulty 9. If they fail, the Injury worsens by 1 Severity. If they succeed, the Injury stops worsening.

    Possession of this Power grants the following Trauma at all times: You must roll Self-Control when attempting to drink alcohol or anything poisonous to ants. If you fail, you must get as far away from it as possible.

    • 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.

    Equipment

    Max Encumbrance: 0 pounds.

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

    On Person

    • white shirt
    • baggy pants
    • Wallet
    • Keys
    • 16 metal forks *GUN

    Briefcase

    • Rain jacket *18 metal forks
    • whisky filled water bottle
    • Toiletries kit *expired voucher for milk
    (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

    6 Victories - 1 Failure
    Remaining Exp: 6 (Earned: 197 - Spent: 191)
    An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move

    Moves

    Frazier O’Neal has made 1 Move.
    Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for Frazier O’Neal.

    Biography

    Frazier O’Neal’s early childhood was bittersweet, with a family that seemed nice enough on the outside and an average (at first) upbringing things seemed positive. However, Frazier had seemed to inherit a strange curse placed upon his family that his mother, the bearer of the genes, hadn’t. This, alongside the growing difficulties the family were facing lead to neglect for young Frazier, and as he realised his needs weren’t being met, he’d often confront his parents which inevitably led to yet more neglect and even occasional anger and abuse. As he grew older, he developed compulsions to deal with his situation, and his curse developed with him. Initially he had turned into a vague metal shaped cylinder as an infant, but over time this had changed shape into a soup can. A can of organic lentil soup. His goals and ambitions changed too as Frazier soon became obsessed with crime and crime solving media, soon absorbing his every free moment. From then onwards, Frazier vowed he would become a detective, the best one he possibly could, in order to solve the most difficult problems and help bring peace to others lives that he had never had.

    Assets And Liabilities

    Assets

    -6 Database
    Access to: Crime and criminal archives, investigation archives and ongoing investigation information.
    -0 Finances: Average
    -15 Gifted
    -3 Lanky
    -3 Nimble Fingers
    -9 Trained Reflexes

    Liabilities

    +9 Supernatural Condition
    Supernatural Condition: He bears a family curse.
    +3 Traumatized
    Trauma: Roll Self-Control every time you must damage a fork (or other cutlery at -2 Difficulty.
    +3 Traumatized
    Trauma: Kleptomania, he has a compulsion to steal items in his vicinity, preferably forks, He prefers forks due to his lost love, with a similar curse and their use as protection against being eaten.
    +3 Traumatized
    Trauma: Once, during his transformation, someone opened the can and swallowed it’s contents. Later, Frazier awoke covered head to toe in blood. Behind him the half-exploded corpse from whom the blood came, forks piercing the skull, buttons embedded into the flesh.
    +6 Compulsive Liar