The Stave

A cunning scoundrel & crook

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

  • Smell It On ’Em:
    You always know when someone is lying to you.
  • Always Prepared:
    Gain an additional gear slot. When being ambushed, you may mark 2 luck to have pre-prepared a trap or distraction; you have increased impact when acting on this prep.
  • Devil’s Luck:
    You gain a second use of plot armor between downtimes. You may expend your plot armor to resist the consequences of violence or to push your luck at no cost when talking your way out of, or running away from, trouble.
  • Never Stop to Think:
    When you go for broke, you get +1d if you also agree to take -1d to resist consequences from your action.
  • Old Friends:
    Once per hunt, you may declare that you know somebody related to the current situation. Write them down as a connection.
  • Quickdraw:
    When you attack from hiding, take +1d. Whenever there’s a question of who acts first, the answer is always you.
  • Walk Softly:
    When you push your luck, choose one of the following additional benefits: perform a feat of dexterity verging on the superhuman –or– maneuver to confuse your enemies so they attack each other.
  • Other(s):

Luck, Doom, Hope

Luck
Luck
Doom
Doom
Hope
Hope

Downtime Beats

Stave Arc
  • Born to Run (3H)
  • Blood Brothers (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

  • Hidden Weapon
  • Professional Lock-pick Set
  • Burglary Kit
  • Forged Documents
  • Surveillance Gear
  • Disguise Kit
  • 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