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Whisperers in Darkness
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Sus the Hound

Details

Serintene Phoros
Sus
Wiry, scarred man wearing a hooded cape with a scavenged uniform.
Severos
If you want to be from a place considered “wild” by the rest of the empire, you could be from Severos. Outside the few Imperial settlements, most Severosi live in nomadic horse-tribes scattered across the blasted deathlands, surviving within the ruins of ancient arcane fortresses which still repel spirits.
Underworld
A street urchin, gang member, young thug, or other outcast who grew up on the streets.
Stupor – Dailian Opie + Barrowklef
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cold – haunted – obsessed – paranoid
reckless – soft – unstable – vicious
3 Need Help
2 -1D
1 Less Effect
0
1/4
Project Clock

☐ Armor

☐ Heavy

☐ Special

Action Ratings

Insight

☐ ☐ ☐ ☐ ☐ ☐

◉ | ◉ ◎ ◎ Hunt

◉ | ◎ ◎ ◎ Study

◉ | ◎ ◎ ◎ Survey

◎ | ◎ ◎ ◎ Tinker

Prowess

☐ ☐ ☐ ☐ ☐ ☐

◎ | ◎ ◎ ◎ Finesse

◉ | ◉ ◎ ◎ Prowl

◎ | ◎ ◎ ◎ Skirmish

◎ | ◎ ◎ ◎ Wreck

Resolve

☐ ☐ ☐ ☐ ☐ ☐

◉ | ◎ ◎ ◎ Attune

◎ | ◎ ◎ ◎ Command

◎ | ◎ ◎ ◎ Consort

◎ | ◎ ◎ ◎ Sway

Special Abilities

Sharpshooter: You can push yourself to do one of the following: make a ranged attack at extreme distance beyond what’s normal for the weapon—unleash a barrage of rapid fire to suppress the enemy.

Focused: You may expend your special armor to resist a consequence of surprise or mental harm (fear, confusion, losing track of someone) or to push yourself for ranged combat or tracking.

◎ ◎ Ghost Hunter: Your hunting pet is imbued with spirit energy. It gains potency when tracking or fighting the supernatural, and gains an arcane ability: ghost-form, mind-link, or arrow-swift. Take this ability again to choose an additional arcane ability for your pet.

Scout: When you gather info to locate a target, you get +1 effect. When you hide in a prepared position or use camouflage, you get +1d to rolls to avoid detection.

Survivor: From hard won experience or occult ritual, you are immune to the poisonous miasma of the deathlands and are able to subsist on the strange flora and fauna there. You get +1 stress box.

Tough as Nails: Penalties from harm are one level less severe (though level 4 harm is still fatal).

Vengeful: You gain an additional xp trigger: You got payback against someone who harmed you or someone you care about. If your crew helped you get payback, also mark crew xp.

◎ ◎ ◎ Veteran: Choose a special ability from another source.

Contacts

Items

☐ Fine pair of pistols

☐–☐ Fine long rifle

☐ Electroplasmic ammunition

☑︎ A trained hunting pet

☐ Spyglass

☑︎ Spiritbane charm

XP

  • Every time you roll a desperate action, mark xp in that action’s attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge with tracking or violence.

  • You expressed your beliefs, drives, heritage, or background.

  • You struggled with issues from your vice or traumas during the session.

Hound Description

A deadly sharpshooter and tracker

There’s always a need for scoundrels who can find what others want to keep hidden. Whether that’s a deadbeat gambler trying to skip out on their debts, a treacherous informant or witness who’s going to squeal to the Bluecoats, or the trail to a treasure squirreled away in a secret vault—it’s the Hounds that ferret them out.

Why have a fair fight, when you can stalk and ambush your prey on your terms? The underworld is your hunting ground.

When you play a Hound, you earn xp when you address a challenge with tracking or violence. Take the initiative to hunt down opportunities and targets for a score and be willing to hurt whoever stands in your way.

Do you see the whole world as potential prey, or do you still care about people? Which target in the past gave you the most trouble? Why?

Notes

Notes go here