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Faer Teller

A Newbie Contractor played by Author in Earth Unveiled

Faer Teller is a turtle man who will risk their life to become the ultimate magic merchant (tbd) and form a merchant empire where he and his family are secure.

They are 218 years old, live in his highly mobile (and strangely secure) merchant cart, and often appears as a hunched over old turtle man wearing a coat alongside a wide variety of baubles.

Faer Teller lives in Earth Unveiled, a setting where a supernatural cold war brews.

Attributes

Brawn

1

Charisma

1

Dexterity

1

Intellect

1

Perception

1

Abilities

0 Alertness

0 Animals

0 Athletics

0 Crafts

0 Culture

0 Drive

0 Firearms

0 Influence

0 Investigation

0 Medicine

0 Melee

0 Occult

0 Performance

0 Science

0 Stealth

0 Survival

0 Technology

0 Thievery

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

Injuries

(Faer Teller is unharmed)

(Tap for Severe Injury reference)

Battle Scars

Dice penalties from Battle Scars do not stack with Stress

(Faer Teller has no Battle Scars)

Body 6

Stress

3 Mind

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

Limits

Anguish
Atrocities
Murder

Traumas

(Faer Teller 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.

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.

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

Journal
Faer Teller has not written in their journal yet.

Questionnaire

Latest 0 of 0 answers

Moves

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