13 has overspent Experience Remaining: -9 Exp. (Earned: 154 - Spent: 163)
They are 16 years old, and often appears as a person in a cloak and mask.
13 lives in Hunters world, a setting Where the asteroid never hit earth millions of years ago.
13 was always lonely but he also always had his best friend "Friend" a blue ram that is intelligence and a has a connection with 13 that allows them to communicate with Friend. Friend helps 13 with traveling, hunting and combat and just provides 13 with a feeling of comfort.
To create your companion, use a similar procedure to creating a new Character. Instead of 150 Experience, you may spend no more than 64. You may not take Assets or Liabilities. Companion creatures have one Limit. You may spend any experience you earn on your companion's stats, if desired.
Regardless of your chosen Attributes and Abilities, the Actions available to any creature depend on the creature itself. For example, an elephant will not be able to make much use of the Stealth Ability.
Companion creatures cannot use tools or human technology.
Companions are capable of general communication skills and know one language. Your companion is controlled by you, though if you are separated, the GM may take some liberties to preserve drama and suspense.
Any roll to locate your companion (or vice-versa) is rolled at -2 Difficulty.
Track your current equipment here. You may start with anything your Contractor would reasonably have access to.
13's earliest memory is waking up next to a blue Ram knowing nothing but that their 6, their birthday and that the Ram is here to help. When they went on a walk after they came to they saw a structure that had something written on it that they could somehow read and it read 13 which they decided would be their name from now on and then decided to name the blue Ram Friend because they are 13's only friend.
13 and Friend left and traveled barley surviving they scavenge, hunt and gather barley enough to eat. They run and hide from monsters getting away with the skin of their teeth until one fateful day 13 meets a middle aged woman named Zeff this woman took 13 under her wing and together with Friend taught them to survive and more hunting, crafting, fighting, cooking and just how to live life that was until Zeff lost her life fighting a monster with the only thing 13 has of her is memories, books, training and a house that is also a moving boat. Just surviving like Zeff wanted them to making enough money to live and living life carefully and to the fullest.