The Lance

A zealous occultist & disciple

Name / Pronouns

Look

Background

Field · Speciality · Origin

Solace

Belief

(About the pact or another hunter)

Belief

(About the world or the supernatural)

Drive

Connections ▴

Connections ▾

Notes

Abilities

  • Signature Style:
    When fighting in the manner of your sect, choose one; it occurs even on a miss: you force them where you want them – you gain an extra use of armor – you can escape and they cannot follow. You cannot choose the same option twice during a hunt.
  • All-Consumed:
    You are captivated by an element of the history or lore of your sect. What is it? When you investigate or work on a LONG-TERM PROJECT about this subject, gain +1 result level.
  • Charming & Disarming:
    You may push your luck to cause all hostile creatures to pause while you speak –or– surprise someone with damning information, making them momentarily dazed. Gain increased impact on your next action toward them.
  • Hidden Power:
    Your training has awakened a power deep inside you. Choose a monstrous ability; you can push your luck to activate it without paying the cost.
  • Holistic Healer:
    Once per hunt, you may treat another hunter’s conditions. They ignore the effects until the end of a hunt.
  • Inspired & Inspiring:
    If you give a rousing speech or pep talk before acting together, take +1d. Additionally, you may count multiple 6s from different hunters’ rolls toward a critical.
  • Master Meditator:
    You’ve learned to control your vital functions and autonomic responses for several minutes. Expend your plot armor to feign death convincingly, lie without being caught, hold your breath for an extended period of time, etc.
  • Other(s):

Luck, Doom, Hope

Luck
Luck
Doom
Doom
Hope
Hope

Downtime Beats

Lance Arc
  • Ancient Evil (3H)
  • New Scars (4H)
Hunter Arc
  • Origin Story (2H)
  • Cut Loose (2B)
  • Level Up (4H)
  • Retire (4B)
Pact Arc
  • Chosen Family (3B)
  • Make a Discovery (3H)
  • Galvanize (4B)
  • Make Friends (5B)
  • Remodel (5B)
  • The Ties That Bind (6B)
Basic Beats
  • Quell Alarm (2B)
  • Seek Solace (2H)
  • Acquire an Asset (2H)
  • Recover (2H)
  • Work on Long-Term Project (2H)

Ratings

Body

Exhausted (-1d)
  • Scramble
  • Sneak
  • Wreck
To clear: ignore the demands of a situation to steal some respite

Heart

Void touched (-1d)
  • Compel
  • Connect
  • Sway
To clear: act in the interest of the void

Mind

Afraid (-1d)
  • Hunt
  • Read
  • Rig
To clear: flee, leaving something important behind

Available Gear Slots

Available Gear Slots

Gear

  • Ritual Weapon
  • Ornate Armor
  • Offerings
  • Talisman
  • Healing Herbs & Poultices
  • Ceremonial Clothing
  • Knife
  • Flashlight
  • Improvised Weapon
  • Hunter's Kit
  • Hunter's Kit Uses
  • Occult or Holy Relic
  • Walkie or Pager
Armory Upgrade (+2 slots)
  • Handgun
  • Rifle
  • Body Armor

Armor Uses

  • Armor
  • Plot
  • Plot

Conditions

  • Angry: Can't benefit from teamwork
To clear: make a rash action others cannot ignore
Wounded: Reduced impact on relevant conditions
To clear: take the RECOVER beat in downtime