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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
Doom
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