The Scourge

A powerful spellbinder & sorcerer

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

  • Thaumaturge:
    You can push your luck to do one of the following: unleash an elemental attack (fire, wind, lightning, ice, etc.) – briefly cloud a target’s mind to sway them in the face of contradictory evidence – enhance your senses to eavesdrop on nearby conversations.
  • Casting Bones:
    Mark 2 luck to remotely view a distant place or person tied to you in some intimate way. Mark 1 luck for each additional feature: it lasts for a minute rather than a moment – your target can also see and hear you – you can see something familiar rather than intimate.
  • Invoke:
    You can COMPEL the void, forcing a nearby entity to obey a command you give it. You are not supernaturally terrified by what you summon or compel, though your teammates might be.
  • Prepared Ritual:
    Once per hunt, you may expend plot armor to have an already prepared ritual or spell that does one of the following: allow for escape – reveal hidden information – create an opportunity for a teammate.
  • Slanted & Enchanted:
    When you invent or CRAFT a creation with arcane features, take +1d to your roll. You begin with one arcane design already known.
  • Spooky:
    You can channel the void to act on your behalf. Roll CONNECT to move small objects with your mind. Mark 1 luck to increase the effect, such as throwing a table-sized object with dangerous force –or– briefly propelling yourself with superhuman speed.
  • Void Sense:
    You’re always aware of supernatural entities in your presence. Take +1d when you investigate supernatural effects.
  • Other(s):

Luck, Doom, Hope

Luck
Luck
Doom
Doom
Hope
Hope

Downtime Beats

Scourge Arc
  • Accidental Incantation (3H)
  • The Descent (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 Knife
  • Arcane Artifact
  • Amulet or Foci
  • Unusual Spell Components
  • Offerings
  • Animal Familiar
  • 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