Character Sheets pt. 1: Lee Finch
Meet the primary protagonist of Two Paths - the White Path, Lee Finch. They write the journal that provides the narrative frame of the White Path and semi-lead their group of friends in trying to manage and move forward in a new, alien world.
Lee is shy at first, always observing and trying to figure out the rules of any new encounter before they throw themself at it. It would be terribly embarrassing if they fucked something up, so... better be safe than sorry. They only ever stand their ground in defense of someone else, but when they do, it's beautiful. They would go to the ends of the earth to keep their promises and help the people they've sworn to protect, never letting go of their ideals. In the other world, Lee feels... a little out of place. They're so used to adults not taking them seriously all the time, and though they look like an adult now too, they sure don't feel like one. Their aged-up body gives them a little confidence, though, and they genuinely enjoy hanging out with the adults from the Black Path. Especially Jake, but maybe that's just because he's the first one they encountered, and he's the type to make friends with everyone. Lee is nonbinary, agender and considers themself gay, as they have a relatively masculine gender expression and tend to be attracted to other masculine expressing people. They know 'gay' isn't exactly the correct word, given they're also asexual, but... what do you even call that? Gah, sexuality is hard.
Their canonical partner is Lucas Markusson, who they affectionately call Luc. Among their other friends they count Isa and Ryan, although they have a complicated history with the latter.
*****
STATS:
HP: AVERAGE Energy: OK
Block: BAD Dodge: GREAT Speed: OK
Aim (ranged hit chance): GOOD Strength (melee damage): TERRIBLE Technique (melee hit chance): BAD Luck (crit rate): GOOD
Potential (Ability damage): NONE Will (magic resistance): AVERAGE Resolve (resistance to psychological warfare): TERRIBLE
Intelligence: OK Creativity: GREAT Charisma: BAD
Leadership: FLAWED (Increases Dodge and Luck of surrounding characters by way of sharing insights and warnings.)
Empathy: GREAT (Lowers opponents’ Resolve when using non-violent combat options. Increase chance of healing injured combatants when left on auto-battle.)








