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Dill 'Stupid' Parker

A 2-Victory Newbie 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 11 years old, lives in New York City, and often appears as a small child with hair covering his eyes, a red shirt and a skirt down to his feet, as well as large shoes. As well as a pair of wings, antlers and additional limbs (Birthday 29th June).

Dill 'Stupid' Parker lives in GA5-1921, a setting where the paranormal work for the government. His journal has 1 entry.













5 Alertness

2 Animals

2 Athletics

0 Brawl

3 Crafts

0 Culture

1 Drive

5 Firearms

0 Influence

0 Investigation

1 Medicine

1 Melee

2 Occult

0 Performance

0 Science

2 Stealth

2 Survival

0 Technology

1 Thievery

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


(Dill 'Stupid' Parker is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Penalties from Battle Scars do not stack with Wound Penalty

(Dill 'Stupid' Parker has no Battle Scars)

Body 6


4 Mind





(Dill 'Stupid' Parker has no Traumas)



Arsenal: Heavy Weaponry
From Assets and Liabilities
You have an arsenal of a specific type of illegal weaponry or extremely rare and dangerous items. During a Downtime, you may obtain up to three items from your stockpile.
From Assets and Liabilities
You are completely incapable of holding onto money. You start each Contract with 1d10 x10 dollars in cash.
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.
Deleted Circumstances with active Assets and Liabilities
  • Average Finances


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.
Convenient Klutz Your manner of tripping over yourself is so unpredictable, it makes you difficult to target. When you are attacked, you may spend a Reaction to instead fall on your face and take a Severity-1 Injury, avoiding the attack. Only works if your Dexterity 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.
Short You are very short, 4’6” at most. You have difficulty reaching or manipulating objects designed for normal adults, and your move speed is reduced by half.
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. Beetle: He is slowly becoming more like a beetle.
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.

Loose Ends

Individual Enemy: The Rat King

Imminent 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.


Dill's paradoxically poor eyesight combined with sheer perception allows him to demolish enemies with pinpoint accuracy and brutality. He is unaware of this.

You gain the following benefits at all times.

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

You also gain the following effects:

  • Slow Time: You may substitute your Perception as the Attribute for any rolls made for Reactions.
  • Weak Points: You may use Perception in place of Dexterity on attack rolls.
  • Can't Unsee: Any Trauma rolls you make are rolled at +2 Difficulty.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Dill's enhanced senses allow him to smell the difference in many things, including cool snacks and the EM spectrum.

You gain the following benefits as long as you succeed on a Difficulty 7 Perception + Alertness roll before usage.

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.
  • Electroreception: You may detect electromagnetic fields, electric currents, and even neurological activity in a 50 foot radius from yourself at all times. When detecting neurological activity, you learn nothing but the creature's rough size.

  • When you are within 50 feet of range, your electroreception sense is sufficient for aiming.

Legendary Artifacts


Created and held by Dill 'Stupid' Parker.
A beat up shotgun covered in dents and scratch marks from tiny claws

The shotgun almost shudders with anticipation at the thought of spilling rodent blood.

This Artifact can be used as a shotgun. It is roughly the same size as a shotgun and just as difficult to conceal. Unless the enemy you are fighting is a rodent or rodent-associated, to which this weapon deal an additional +1 damage, this Artifact behaves as its mundane counterpart.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 5 Weapon Damage. The target's Armor is fully effective against this damage.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.
  • Keyhole: Any bullet that kills your target tumbles through their body and may strike a target in a 90 degree angle behind them. Any damage beyond that needed for the kill is applied to the secondary target.

  • Excess keyhole damage does not reapply the weapon's damage bonus and is affected by Armor as normal. The secondary target may React to the tumbled bullet if they have a Gift which lets them do so.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.


Max Encumbrance: 0 pounds.

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

On Person

  • 3 rocks.
  • Some croutons from an old salad.
  • Half a glue stick.
  • A small (living) beetle called Fork. (popillia japonica)
  • A sawn-off shotgun.
  • Grenade Launcher


  • A raincoat
  • A notebook full of scribbles
  • A large supply of shotgun shells.
  • 10 Grenades
  • Tear Gas Canister x 4
  • 3 plastic tupperware containers full of plants.
(Click to toggle Weapons reference)


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

2 Victories - 0 Failures
Remaining Exp: 5 (Earned: 167 - Spent: 162)
An itemized record of every Contract, Reward, Experience change, Condition, Circumstance, and Move


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.

Assets And Liabilities


-6 Light Sleeper
-0 Imbued
-6 Focused
-0 Finances: Average
-3 Lizard Brain
-3 Pathetic
-3 Convenient Klutz
-3 Cat-Eyes
-6 Born Runner
-6 Attuned Autoimmune
-12 Jack of All Trades
-12 Arsenal
Arsenal Type: Heavy Weaponry
-15 Gifted


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