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==Tuhm Nearam, Able Seaman==
 
==Tuhm Nearam, Able Seaman==
  
'''ASPECTS'''
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'''High Concept.''' Professional Castaway
* '''High Concept.''' Professional Castaway
 
* '''Trouble.''' This Place Is Under an Ancient Curse …
 
* '''Others.''' Spellbinding yarn-teller; Rides the Royal Horse in a Blow
 
  
'''SKILLS'''
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'''Trouble.''' This Place Is Under an Ancient Curse …
* '''Good (+3).''' Constitution
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* '''Fair (+2).''' Charisma, Wisdom
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'''Good (+3).''' Constitution
* '''Average (+1).''' Dexterity, Intelligence
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* '''Mediocre (+0).''' Strength
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'''Fair (+2).''' Dexterity, Wisdom
 +
 
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'''Average (+1).''' Strength, Intelligence
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 +
'''Mediocre (+0).''' Charisma
  
'''STUNTS'''
 
 
* '''Castles Out of Coconuts.''' A lack of tools is no impediment as long as there are vines, driftwood, and rocks available.
 
* '''Castles Out of Coconuts.''' A lack of tools is no impediment as long as there are vines, driftwood, and rocks available.
* '''Trickster.''' From bards using spectacle to gain fame, to anonymous con men trying to stay that way, a wide variety of people benefit from the subtle magic of tricksters. You gain access to the “trickster” keyword, and may select three spells with that keyword.
 
  
'''SPELLS.'''
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'''Mental Stress.''' 3 boxes
* '''Call Mist''' ''(Transmutation, Nature, Trickster, Cost)'': You fill the zone you’re currently in with fog, applying the situation aspect ''Thick Fog'' to the zone. (Also, the temperature in the zone chills noticeably!) You & your allies gain two free invocations on the aspect.
 
* '''Living Line''' ''(Trickster, Persistent)''. You may control appropriate inanimate objects (line, coil, rigging) to ensnare individuals or things. When you create an appropriate aspect to ensnare a target in your zone given the availability of an appropriate material component, you may actively oppose attempts to break free with your Charisma +2 versus an opponent's Dexterity or Strength.
 
* '''Wall of Wind''' ''(Nature, Cost, Persistent)'': You can create a nearly solid wall of pure wind between two adjacent zones to protect you and your allies. The wall blocks most missile weapons, like arrows, bolts, gunfire, or sling stones, though very large missiles (swivel guns, cannon fire, etc.) or magical projectiles might still be able to make it through. In addition, anyone who tries to pass through the wind wall must overcome a Fair (+2) obstacle as an action to do so, unless you choose to let them through.
 
  
'''STRESS'''
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'''Physical Stress.''' 4 boxes
* '''Mental.''' [ 1 ] [ 2 ] [ 3 ]
 
* '''Physical.''' [ 1 ] [ 2 ] [ 3 ] [ 4 ]
 
  
'''CONSEQUENCES'''
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'''Consequences.''' the usual
* [ 2 ] Mild
 
* [ 4 ] Moderate
 
* [ 6 ] Severe
 
  
 
'''Refresh.''' 3
 
'''Refresh.''' 3

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