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Paul Appleseed
The Lumberjack

A Newbie Contractor played by ChitinCuddler as a Free Agent

Paul Appleseed is a Lumberjack who will risk his life to become a Were-Beaver and end the extinction of animals.

He is 26 years old, lives in a hut by the woods, and often appears as a generic looking lumberjack.

Attributes

Brawn

5

Charisma

2

Dexterity

2

Intellect

1

Perception

3

Abilities

0 Alertness

3 Animals

2 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

5 Melee

0 Occult

0 Performance

0 Science

0 Stealth

3 Survival

0 Technology

0 Thievery

5 Brawl

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

Injuries

(Paul Appleseed is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Paul Appleseed has no Battle Scars)

Body 8

Stress

4 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Paul Appleseed has no Traumas)



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.

Finances: Average
From Assets and Liabilities
You can live stably off your money. You have access to $2,500 (or equivalent currency) per Contract.

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
Lycanthropy You are possessed by an impulsive aspect that physically and mentally transforms you on the full moon and the surrounding nights. At the start of each Contract, roll a d10 and multiply the result by 2 to determine how many nights until the full moon. On the two nights leading up to the full moon, you experience minor physical changes and all Mind rolls are +1 Difficulty. On the night of the full moon, you transform fully into an obviously unusual creature and all Mind rolls are +2 Difficulty.
Lanky You are particularly tall and have long limbs. Your "touch" range is ten feet instead of the standard five.
Tough You can function under intense pain. Stress from Injuries is reduced by 2.
Pack Beast You're built to carry and haul. You can carry 25 pounds per point of Brawn without being encumbered instead of the usual 15.

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: 2
(Earned: 150 - Spent: 148)
An itemized record of every Contract, advancement, and more

Journal
Paul Appleseed has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

Paul Appleseed has made 0 Moves.
Contractors must have participated in at least one Contract before they can make Moves.

Assets And Liabilities

Assets

-0 Finances: Average
-6 Tough
-3 Lanky
-6 Pack Beast

Liabilities

+6 Lycanthropy