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Captain Dave Burrow

A Newbie Contractor played by BCRG24 as a Free Agent

Captain Dave Burrow is a Navy Captain who hasn't turned yet who will risk his life to protect himself.

He is 55 years old, and often appears as a Navy Captain.

Attributes

Brawn

4

Charisma

2

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

0 Crafts

0 Culture

1 Drive

4 Firearms

0 Influence

0 Investigation

2 Medicine

3 Melee

0 Occult

0 Performance

0 Science

0 Stealth

3 Survival

0 Technology

0 Thievery

3 Brawl

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

Injuries

1
Shook
2
Grapple
(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Captain Dave Burrow has no Battle Scars)

Body 7

Stress

6 Mind

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

Limits

Capture
Injustice
Sin

Traumas

  • Traumatized PTSD

  • Source


    Circumstances

    Circumstances describe your situation.

    Examples include enemies, wealth, notoriety, social status, contacts, fame, and imprisonment.

    Because each Playgroup has its own setting, Circumstances record the Playgroup they were acquired in.

    Conditions

    Conditions describe your state of being.

    Examples of Conditions include curses, diseases, and impactful personality quirks.

    Conditions are granted by Assets and Liabilities or by GMs based on the events of Contracts and Downtime activities like Moves, and Loose Ends.

    Because Conditions may have GM-created systems, they also record the Playgroup they were acquired in.

    From Assets and Liabilities
    Vengeful An insult to or an attack on your person simply cannot be tolerated. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
    Paranoia You have a natural distrust of everyone around you, and are always on edge looking for threats. You must roll Self Control in order to let another person remain in a position where they could easily hurt you, or to allow someone else to perform a task which is necessary to keep yourself safe. If you fail, you may Exert your Mind to overcome your fear.
    Swimmer's Build You are built for the water. +2 dice to any rolls relating to swimming. Actions performed in water have their penalty reduced by 1.
    Tough You can function under intense pain. Dice penalties from pain are reduced by 2. This includes Body penalty.

    Loose Ends

    Loose Ends will cause problems for you if you don't tie them up.

    Examples of Loose Ends include enemies, debts, evidence, and promises.

    All Loose Ends have a Cutoff that counts down each time you attend a Contract. When it hits zero, the Threat of your Loose End manifests, causing issues for your Contractor.

    You cannot see the current values of your Loose Ends' Cutoffs, but you can take initiative and make Moves on your Downtimes to deal with them before time runs out.

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    Advancement

    Newbie
    0 Victories - 0 Failures
    Remaining Exp: 1
    (Earned: 150 - Spent: 149)
    An itemized record of every Contract, advancement, and more

    Journal
    Captain Dave Burrow has not written in his journal yet.

    Questionnaire

    Latest 0 of 0 answers

    Moves

    Captain Dave Burrow has made 0 Moves.
    Contractors must have participated in at least one Contract before they can make Moves.

    Assets And Liabilities

    Assets

    -15 Gifted
    -6 Tough
    -3 Swimmer's Build

    Liabilities

    +3 Traumatized
    Trauma: PTSD
    +6 Vengeful
    +6 Paranoia