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Dill 'Stupid' Parker

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

Dill 'Stupid' Parker is a beetle mutant who will risk his life to become the ultimate rat catcher and make new friends and find a safe place for them all to live.

He is 13 years old, lives in New York City, and often appears as a young teen boy with four arms, long hair and beetleish features, with segmented eyes and patches of chitin, typically wearing an oversized t shirt and sweatpants (Born 29th June, 2013)).

Dill 'Stupid' Parker lives in GA5-1921, a setting where the paranormal work for the government. His journal has 3 entries. His Questionnaire has 9 answers.

Attributes

Brawn

1

Charisma

2

Dexterity

5

Intellect

1

Perception

6

Abilities

5 Alertness

2 Animals

2 Athletics

2 Crafts

0 Culture

2 Drive

5 Firearms

0 Influence

0 Investigation

2 Medicine

3 Melee

3 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

2 Thievery

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

Injuries

(Dill 'Stupid' Parker is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Dill 'Stupid' Parker has no Battle Scars)

Body 6

Stress

4 Mind

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

Limits

Capture
Anguish
Animal-Lover
Atrocities

Traumas

  • Sensory Intolerance: Natural Insecticides There are particular chemicals and scents which you find unsettling. When encountering a mild instance (Difficulty 4) or intense instance (Difficulty 8), you must make a Mind roll. On a failure, you are must use your Movement to move away from the source of the scent, and must make a Difficulty 5 Body roll each Round you are close to it to avoid gagging and being overwhelmed. If overwhelmed, you have a -2 dice penalty to all physical rolls.

  • Weird

    Whenever , regain one Source. Cooldown: one day

    Circumstances

    Poor
    From Assets and Liabilities
    You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
    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.
    Illicit Supplier: Explosives
    From Assets and Liabilities
    Through some illegal means, you have reliable access to a certain type of material others don’t. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside)
    Illicit Supplier: Armory
    From Assets and Liabilities
    Through some illegal means, you have reliable access to a certain type of material others don’t. Choose drugs (narcotics, prescriptions, poisons), explosives (grenades, dynamite, c4), or armory (any firearms or armor, even if illegal where you reside)

    Conditions

    From Assets and Liabilities
    Cat-Eyes Your eyes catch the light in the dark like a cat or dog's, granting low-light vision. You suffer no penalty to rolls in low-light situations. You cannot see in pitch blackness.
    Born Runner You are built specifically for running. +5 feet of free Movement, +2 dice to all-out sprint rolls.
    Lizard Brain You are so unintelligent, you're accustomed to acting on instinct alone. Being reduced to 0 Mind does not incapacitate you. You are able to continue performing Actions in such a state, though you are limited to dog-like level of intelligence, and Penalty still applies in full. Only works if your Intellect rating is 1.
    Pathetic You are so pathetic, no one takes you seriously as a threat. Opponents must succeed a Difficulty 7 Mind roll in order to attack you instead of other opponents in combat. Only works if your Brawn rating is 1.
    Attuned Autoimmune Your background has exposed you to a wide variety of toxins and diseases, and you have adapted to resist. +2 dice to resistance rolls against any diseases or toxins.
    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.
    Illiterate Your reading and writing are rudimentary at best. If you are capable of reading or writing at all, it is restricted to 5-6 year old level.
    Fairy Rules You must abide by the major social conventions of the fae. You cannot lie and must keep any promises you make.
    Supernatural Condition You have some unique supernatural affliction or curse due to your heritage or background. Metamorphosis: Details in Background
    Focused You are able to remain focused despite your circumstances and surroundings. Any Mind Penalty you have is reduced by 2.
    Imbued After accepting your first Invitation to a Contract, you are Imbued, altering the manner in which you learn. After completing a Contract, your learning and conditioning improves rapidly. However, you require the Contracts to advance. You have an indomitable Will to Survive. You may Exert your Mind to improve the Outcome of your Actions. You are highly receptive to therapy and may "cure" your Traumas with counseling on a Downtime.
    Light Sleeper You are able to function with less sleep than most people. You need only four hours of sleep per night, and any supernatural attempts to put you to sleep are rolled at +1 Difficulty.
    Sensitive You're emotionally fragile, and very likely to be mentally and emotionally scarred by your experiences. You have four Limits, instead of the usual three.
    Ugly A hideous disfigurement makes your appearance disturbing and memorable. Any rolls that involve physical appearance in some way are at +2 difficulty. Social interactions should be roleplayed with this Condition in mind.

    Loose Ends

    Individual Enemy: The Rat King

    Moderate Dangerous Given by a Liability
    Whether through misfortune or deliberate provocation, you have made a lifelong enemy out of someone, and they will stop at nothing to take you down.

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    Advancement

    Novice
    6 Victories - 0 Failures
    Remaining Exp: 0
    (Earned: 197 - Spent: 197)
    An itemized record of every Contract, advancement, and more

    Moves

    Dill 'Stupid' Parker has made 0 Moves.
    Only GMs who have permission to run Contracts and post World Events in GA5-1921 can post Moves for Dill 'Stupid' Parker.

    Biography

    Metamorphosis: Once every 4 years, or once every 6 Contracts (whichever comes first), the pangs of transformation begin to take root within your body. Only the first half of the year (or the first 4 Contracts each cycle), you can spend Gift points, experience, and heal as normal. At the end of the Cycle, (the final Contract, or the last 3 months of the year)

    You have a Cycle of Metamorphosis, with each stage having different effects. Stage 1 (Larval): No effects, act as normal. 4 Contracts, or 3 years. Stage 2 (Preparation): Injuries take twice the time to heal, and you cannot spend Experience or Gift points. 2 Contracts, or 1 year. Stage 3 (Change): End of stage 2. You have a minimum of -2 Stress at all times, and have half movement speed. Lasts for 1-3 days, as your skin hardens. At the end of this period, you find a dark, damp place, and shed skin rapidly, as your body mostly melts down to the skeleton and begins to reknit itself together. The chrysalis has 4 Armor, 6 Body, and takes half damage from heat and cold, and electricity, healing 1 Severity level every day. After 3 days, you emerge changed. Your features become more beetle-like, and you may spend the Experience and Gift points gained in the meantime, and if so must choose at least one physical gift related to your transformation. In addition, you may change Physical Assets and Liabilities, and 1 Asset or Liability of another type.

    Your personality changes as well to become more inhuman. This may be a change in Limits from the standard human 3 (Atrocities, Anguish, Murder), the gaining of a Trauma, or a background connection... Or the gaining of a Hunger, or other Condition without gaining the EXP from it.

    As a reward, your transformation may allow you to spend EXP to remove physical conditions, remove two levels worth of Scarring. (Major to None, 2 Minor, Severe to Minor etc), and gain the benefits of 3 Downtimes worth of healing (your healing rate having returned to normal).

    Assets And Liabilities

    Assets

    -15 Gifted
    -3 Pathetic
    -6 Focused
    -3 Cat-Eyes
    -6 Illicit Supplier
    Stockpile Type: Armory
    -6 Illicit Supplier
    Stockpile Type: Explosives
    -12 Jack of All Trades
    -6 Light Sleeper
    -6 Born Runner
    -6 Attuned Autoimmune
    -0 Imbued
    -3 Lizard Brain

    Liabilities

    +6 Finances: Poor
    +9 Sensitive
    +3 Illiterate
    +3 Ugly
    +9 Outsider
    +6 Individual Enemy
    Name of Enemy: The Rat King
    +9 Supernatural Condition
    Supernatural Condition: Beetle: He is slowly becoming more like a beetle.
    +9 Fairy Rules