Reuben Sturgill has overspent Experience Remaining: -12 Exp. (Earned: 198 - Spent: 210)
He is 34 years old, and often appears as a hick with a weird mutant tentacle leg.
Reuben Sturgill lives in NC Reborn, a setting .
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.
An old shotgun that made its way up and down Appalachia the wood has worn in such a way that it slides into place perfectly in it's rightful owners hands. A long barreled shotgun built from beautiful Damascus steel with a light etching on the metallic plate above the trigger that simply says "Sturgill"
Colt Model 1878 Hammer Shotgun 12ga 30" Damascus Steel Barrels SxS Shotgun
Passive, always in effect. Attacks with firearms are + 2 dice and pierce 0 armor.
The Outdoorsman is capable of gleaning an uncanny amount of detail about their quarry simply by examining a set of tracks.
Spend a Willpower and roll Perception + Survival. The completeness of the information you receive is proportional to your result on the roll. An outcome of one to three will give you a basic physical description of the target at the time the tracks were made as though they target were standing in front of you. Higher outcomes might provide more information such as how they walk, whether they were carrying a heavy load, injuries, etc. Takes 1 Minute to cast, can be used at a maximum distance of Arm's Reach
The bag is a writhing swelling creature of dark obsidian flesh. It is about the size of a 60 liter camping bag and it clings to it's owners back, but can be covered with a large tarp.
The bag has can hold a number of items against itself with grubby little tendrils that protrude from the bag.
Items within the creature can be accessed only by the owner who then lifts the flesh flap at the top of the bag and digs around for the item of their choice.
The creature will not eat items without its owners permission, but it will request food.
The bag must be fed one large meal (~1000kcals) daily or it becomes sullen and inaccessible. When it is in a bad mood it needs either an item of monetary value of at least $100 or an item of reasonable personal value to someone (GM discretion). If the bag is not fed after three days of being in a bad mood it will begin eating items stored within it. The bag can be fed extra treasures to keep it sated for longer at a rating of ~$50 a day. Magic items will keep the bag sated for a month per gift level.
Choose a container when the power is taken. There is no cost to use your container. Its storage area is 5x times the normal space that container would have. Objects stored inside weigh their normal weight divided by 5x.
The Traveler pulls out a large antique skeleton key. Despite it's size and heft it seems to fit into nearly any lock as it shimmers with silver light.
Spend a willpower to activate. Cannot be used on any lock larger or more complicated than a common key lock or residential door. Use from up to Arm's Reach away.
Poke has headed the call of the traveler and taken on a more active role.
As long as Reuben has the bag, Poke will extend an appendage down to grant Reuben the ability to walk "normally" once more. The appendage only operates if poke is nearby.
Your Extra Appendage functions either as a replacement body part or a standard humanoid arm and hand. Any Battle Scars on your Extra Appendage, including its complete loss, can be healed over one Downtime.
If your Extra Appendage acts as an additional limb instead of a replacement, you do not need to re-roll to maintain a successful grapple. Instead, your previous Outcome can be reused each Round until the grapple is broken.
This Power is passive and always in effect.
When the traveler loses an eye the companion provides another. The sight provided far surpasses that which the traveler first had.
Passive, always in effect. Can only be taken for senses that are already affected by the Acute Sense Asset.
The Bag "Poke"
Trophies are special objects and equipment.
Examples of Trophies include healing potions, scrolls, sci-fi technology, or any supernatural item that was not created with The Contract's Gift system.
Because Trophies may have GM-created systems, they also record the Playgroup they were acquired in.