┌NAME──────────────────────────────────┬────────────────────┐
│ Fergus                               │                    │
├BACKGROUND────────────────────────────┤                    │
│ Kettlewright                         │                    │
├ABILITIES┬─────────┬─────────┬────────┤                    │
│         │         │         │        │                    │
│         │         │         │        │                    │
│         │         │         │        │                    │
│      13 │      10 │       9 │ HP:  1 │                    │
├─────────┴┬───┬────┴──┬───┬──┴───┬────┤                    │
│ DEPRIVED │   │ ARMOR │   │ GOLD │  9 │                    │
└──────────┴───┴───────┴───┴──────┴────┴────────────────────┘
┌TRAITS────────────────┬─────────────────────────┬──────────┐
│ Physique: Flabby     │ Speech: Blunt           │ Age: 32  │
│ Skin: Rosy           │ Clothing: Filthy        ├──────────┤
│ Hair: Wavy           │ Virtue: Courageous      │          │
│ Face: Sharp          │ Vice: Vain              │          │
├BONDS─────────────────┴─────────────────────────┴──────────┤
│ You found a wounded beast in the forest, but chose to     │
│ ignore it. You see it everywhere now, but only when       │
│ you’re alone. It looks sad, but not angry.                │
│                                                           │
│                                                           │
├OMENS──────────────────────────────────────────────────────┤
│ The songbirds of The Woods have fallen eerily silent as   │
│ of late. Hunters claim that a spectral figure has been    │
│ spotted wandering the forest, gazing longingly at anyone  │
│ it encounters.                                            │
│                                                           │
└───────────────────────────────────────────────────────────┘
You are known by the smell of molten metal and the jingle of tin. You are not a mere merchant, but an artisan of fire and metal.
─────────────────────────────────────────────────────────────
What is your trade?
As a convict, the Oath was simply a means of avoiding punishment. Take Lockpicks, and the key to a safehouse (petty).
What never fails to get you out of trouble?
Oath Compass Points not towards North, but instead to the nearest member of the Guard. It also lets you know when they’re getting close.
─────────────────────────────────────────────────────────────
Pincers, Roll of tin, Tent (fits 2), Hammer (d6)
| Cairn 2nd Edition by Yochai Gal | © Script Wizards — scriptwizards.org