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Anderson Morris

A Newbie Contractor played by Noralius in The New West

Anderson Morris is a Merchant who will risk his life to become a Arcane Commerce and to uncover the secrets to eternal life.

He is 65 years old, lives in New west heading to the nearest city out south, and often appears as a old mean in heavy clothing looking like a worn out suit he is 5.9 feet tall wears a cowboy had red glasses and has a Bag nearly to full to carry.

Anderson Morris lives in The New West, a setting Where The West Has Returned To Its Primal Form.

Attributes

Brawn

2

Charisma

3

Dexterity

3

Intellect

3

Perception

3

Abilities

3 Alertness

0 Animals

3 Athletics

1 Crafts

2 Culture

1 Drive

3 Firearms

3 Influence

3 Investigation

0 Medicine

2 Melee

0 Occult

0 Performance

0 Science

3 Stealth

1 Survival

0 Technology

2 Thievery

4 Selling

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

Injuries

(Anderson Morris is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Anderson Morris has no Battle Scars)

Body 6

Stress

7 Mind

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

Limits

Anguish
Betrayal
Capture
Old-Fashioned

Traumas

(Anderson Morris 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.

Illicit Supplier
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

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
Short Fuse You have major issues controlling your temper. Whenever tensions run high or someone disrespects you, you must roll Self-Control not to escalate the situation or have a violent reaction.
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.
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.
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.

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: 0
(Earned: 150 - Spent: 150)
An itemized record of every Contract, advancement, and more

Journal
Anderson Morris has not written in his journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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

Assets And Liabilities

Assets

-9 Trained Reflexes
-6 Illicit Supplier
-6 Pack Beast

Liabilities

+7 Short Fuse
+9 Sensitive