They are 5 years old, and often appears as an Eagle/Lion chimera with a purple mohawk.
Merv the Griffin lives in The Netherworld, a setting between worlds. The last resting place of countless stillborn worlds that could have been.
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 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 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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This enormous monster is a mythological chimera of an Eagle and a Lion. It's mane has been Elmers-glued into a mohawk which Chuck has dyed purple. Merv seems strangely ok with this.
Flight (Your companion may fly at normal movement speed.)
Resilient (Your companion has an extra Body level.)
Savage Attack (Your companion creature has a type of Attack which is particularly brutal. They gain +3 dice to this Attack roll. This attack must be mundane and make sense for the type of companion.)
Attack - Beak & Claws
Mystical Creature (You may use your Gifts to grant Powers to your companion instead of yourself.)
Improved (Your companion creature receives a one-time infusion of 18 Exp.)
Unique Connection (Your companion cannot communicate with or understand anyone other than you.)
Growl (Your companion cannot speak or communicate to yourself or others. However, it still understands a single language.)
Rampage (When engaged in combat, your companion must roll Mind to distinguish between friend and foe.)