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The Howling Host

FEAR COUNTER
WOUNDS

PARAMETERS SPECIAL ABILITY


Strength 10 HEADHUNTER: When you kill a Character or a Non
Agility 7 Protagonist Actor, you can roll a test (M) to remove their head
Mind 8 and add it to your own body. The costs of your Fear Counter
Charisma 2 feature cost one less point per head (minimum of 1).

TRAITS
Fearful Presence: Who attacks you with a melee weapon suffers a -2 penalty to the test.
Dreadful Bloodhound: If an Area features at least 1 Character in Fear state, the Tension Level for
your apparition gains +1 (+1).
(8) Deadly Vanishing: When you escape from an Area, all Characters and Non Protagonist Actors
there suffer 1 Wound, unless they pass an Agility test.
(10) Indestructible: All the attacks you suffer deal one less Wound to you.
TRINKETS
Arcane Flashlight: If you are caught in its light, you lose 2 actions. In addition, until you try to escape
CGI presents
you receive a -1 penalty to all tests.
Ornate Deer Skull: If destroyed, you lose your Special Ability, its bonuses and cannot activate the The Howling Host
Indestructible Trait. Nobody knows how it came to be or for how long it has inhabited our world.
However, the surviving scholars of its nature claim that it is born of an arcane ritual, bound to this
EQUIPMENT land since the times of the most ancient civilisations and handed down throughout the generations
Tar Whip [ 7 /7] (Ranged, Simple), Tar Fist (Melee, Brutal) until our own days. Who lives near its ever changing, almost as if migrating, abode (groves, forests or
swamps), claims to have seen figures vanishing in the vegetation bearing macabre trinkets. At each
“... It takes the heads of people and animals, chops them to bits and feasts on of its awakenings correspond a string of findings of bodies, their heads wrenched off, the power of
their souls. And it grows... IT GROWS! When it’ll swallow us all, maybe then
you’ll believe me, but it’ll be too late. TOO LATE!”
the creature supposedly tied to an item or a place near the place of its awakening.

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