This hound specializes in tracking, hunting, and ranged combat. They have abilities like Sharpshooter to make ranged attacks at extreme distances or unleash rapid fire, Scout to gain bonuses to hiding and avoiding detection, and Survivor which makes them immune to the deathlands' miasma. They carry ranged weapons like pistols and rifles, armor, climbing gear, and have a trained hunting pet. Their friends include an assassin, sentinel, physicker, spy, and bounty hunter. They gain experience by addressing challenges with tracking or violence, expressing their background, or struggling with personal issues.
This hound specializes in tracking, hunting, and ranged combat. They have abilities like Sharpshooter to make ranged attacks at extreme distances or unleash rapid fire, Scout to gain bonuses to hiding and avoiding detection, and Survivor which makes them immune to the deathlands' miasma. They carry ranged weapons like pistols and rifles, armor, climbing gear, and have a trained hunting pet. Their friends include an assassin, sentinel, physicker, spy, and bounty hunter. They gain experience by addressing challenges with tracking or violence, expressing their background, or struggling with personal issues.
This hound specializes in tracking, hunting, and ranged combat. They have abilities like Sharpshooter to make ranged attacks at extreme distances or unleash rapid fire, Scout to gain bonuses to hiding and avoiding detection, and Survivor which makes them immune to the deathlands' miasma. They carry ranged weapons like pistols and rifles, armor, climbing gear, and have a trained hunting pet. Their friends include an assassin, sentinel, physicker, spy, and bounty hunter. They gain experience by addressing challenges with tracking or violence, expressing their background, or struggling with personal issues.
Lead a group action Protect a teammate name alias Set up a teammate
look planning & choose load
Assault: Point of attack Deception: Method heritage: akoros — dagger background: academic — labor isles — iruvia — severos — — law — trade — military — Stealth: Entry point skovlan—tycheros noble — underworld Occult: Arcane power Social: Connection vice/purveyor: faith — gambling — luxury — obligation — Transport: Route pleasure — stupor — weird stress trauma cold — haunted — obsessed — paranoid reckless — soft — unstable — vicious harm healing 3 need project clock help armor uses 2 -1d armor 1 less heavy effect special hound gather information Where are they vulnerable? What do they intend to do? Where did [X] go? How can I get them to [X]? How can I find [X]? What are they really feeling? What’s really going on here? special abilities Sharpshooter: You can push yourself to Ghost Hunter: Your hunting pet is do one of the following: make a ranged attack imbued with spirit energy. It gains potency at extreme distance beyond what’s normal for when tracking or fighting the supernatural, and the weapon—unleash a barrage of rapid fire gains an arcane ability: ghost-form, mind-link, to suppress the enemy. or arrow-swift. Take this ability again to choose an additional arcane ability for your pet. Focused: You may expend your special armor to resist a consequence of surprise or mental harm Tough as Nails: Penalties from harm are (fear, confusion, losing track of someone) or to one level less severe (level 4 harm is still fatal). push yourself for ranged combat or tracking. Vengeful: You gain an additional xp trigger: Scout: When you gather info to locate a You got payback against someone who harmed target, you get +1 effect. When you hide in you or someone you care about. If your crew a prepared position or use camouflage, you helped you get payback, also mark crew xp. get +1d to rolls to avoid detection. Veteran: Choose a special ability from
Survivor: From hard won experience or another source. occult ritual, you’re immune to the poisonous miasma of the deathlands and can subsist on the flora and fauna there. Add +1 stress box. hound items load 3 light 6 heavy stash 5 normal coin Fine pair of pistols A Blade or Two Fine long rifle Throwing Knives Electroplasmic ammunition A Pistol A 2nd Pistol playbook A trained hunting pet A Large Weapon An Unusual Weapon insight Spyglass hunt Armor +Heavy Spiritbane charm study Burglary Gear survey deadly friends Climbing Gear tinker Steiner, an assassin Arcane Implements prowess Documents Celene, a sentinel finesse Subterfuge Supplies prowl Melvir, a physicker Demolition Tools skirmish Veleris, a spy Tinkering Tools wreck Casta, a bounty hunter Lantern resolve hound xp attune command Every time you roll a desperate action, mark xp in that action's attribute. consort At the end of each session, for each item below, mark 1 xp (in your sway playbook or an attribute) or 2 xp if that item occurred multiple times. bonus die You addressed a challenge with tracking or violence. push yourself (take You expressed your beliefs, drives, heritage, or background. + 2 stress) -or- accept a You struggled with issues from your vice or traumas during the session. devil's bargain.