# Hunted Fear, Anguish, Anger. You know these well, you know them as a friend knows another, you don’t know why, but they are with you day in day out. You are being pursued, hounded and chased. Respite is a hard earned reward that is only temporary, maybe it lasts for days, maybe weeks, sometimes months but always the chase begins anew. They will come for you and you can only run or die. **Skill Proficiencies**: You have learned to survive at the edges of society, in the wilds, but that hasn’t stopped you wishing to understand and learn about the group or entity that is chasing you. You have Proficiency in Survival and a choice of Arcana, History or Religion. **Tool Proficiencies**: Your history of running and hiding grants knowledge on concealing your nature, you may choose to start with and have proficiency with either Disguiser’s kit or Forgery Kit. **Languages**: Moving around so often you pick up lots of little bits of languages and knowledge all over the world, you may choose up to three common languages to speak fluently and read. **Equipment**: A simple weapon of your choice, set of travellers clothes, and a coin pouch with 5 Gold pieces in it. ### Pursuers You are on the run from an organisation or being of some nature, they will not stop until they have you in their clutches, why they pursue you doesn’t matter, only that they are doing so. | D8 | Pursuer’s Nature | |:----:|:-------------:| |1 | A God wishes your capture (Good or Evil), They themselves act though agents.| |2 | A Devil or Demon, You are marked by a Infernal entity and sought by those that wish to curry favour with them.| |3 | A Cult, they wish to take you for some purpose, be it a sacrifice, recruit or some other malicious reason.| |4 | A Guild, be it thieves or militant a Guild seeks your blood, they will put whatever resources they can justify into your capture.| |5 | A Kingdom/Government, for whatever reason you are pursued by a regional government, they will have bounty hunters out for you and may employ more deceitful tactics to trick you. |6 | A Single being, they might be a force of magic or otherwise, but a single being wants you. Badly. They will stop at nothing to come for you.| |7 | The World, everyone in the world would try to capture you and use you if they knew who or what you are. What are you? Why?| |8 | Fate/Reality itself. Reality/Fate has determined that you are a threat, you must be stopped, weather this is though a curse, your nature or some other quirk is to be determined..| ### Feature: Pursuit Breaker You have a long history of running and hiding getting away and escaping from near impossible odds, somehow luck or fate helps you evade capture. Once per 7 days you can stop a chase that you are the target of by breaking Line of sight with your pursuers for one round. After that you are considered hidden with an exceptional result (20+ appropriate bonuses). If you remain still you may remain hidden for as long as you wish. The chase is ended, and once the purser is out of range you may move normally. You however have one pursuer that you cannot evade like this and they are associated with the group/organisation/curse that wishes to capture you. Normal rules apply to your Nemesis (Work with the DM to generate this Nemesis, you will know them by sight). \page ### Suggested Characteristics: You have your quirks and habits that you have formed from your anger at being pursued, sometimes you wonder what it would be like to be normal, but those thoughts don’t stay long... you need to run again. |D6 | Personality Trait | |:----:|:---------------:| |1 | ......... Go to sleep, I got first watch. And second....| |2 | Shhh! Calm down, they are out there, I know it... better safe than sorry.| |3 | Call me that again... Go on. I’ll show you why you don’t call me a Coward....| |4 | *Watching the room and keeping an ear out for changes in the noise* It’s fine really.. Just need to keep an eye open... The Silence is when we need to get ready...| |5 | Just double check for me... Can’t be too careful these days.| |6 | Come on Cheer up! It’s not that bad! You never know what’s gonna happen next!| |D6 | Ideal| |:----:|:----:| |1 | “Knowledge” I want to know why they keep coming for me, why won’t they stop? What Did I do? (Any Neutral)| |2 | “Sanctuary” I wish to find a place that is safe for me and any others that are pursued like I am, ultimately I wish others don’t have to deal with the same troubles I do. (Any Good)| |3 | “Vengeance” I just need to find the person or people that caused all this, I will not stop until I find them and end them. (Any)| |4 | “Power” I seek strength and power enough to be able to not be afraid of those that are coming for me, I don’t care about the source, just the Strength of will and power enough to stop them... (Any)| |5 | “Hope” One day this will be over, one day it’ll stop, I just wish it would be over sooner, rather than later. (Any)| |6 | “The Chase” I have say I love the thrill of the hunt, being chased might not be the best of times, but the chase, oh the chase feels so good. (Evil leaning)| |D4 | Bond| |:----:|:----:| |1 | The people who help me, all of them, they have to deal with all the worst parts of my problems, it’s not their fault, I hope they can forgive me.| |2 | I loathe the guards at the gates of (city), they always treat me with disdain, try too keep me at the gates while I’m in a hurry, or worse, being chased.| |3 | I have a bodyguard, They aren’t with me now, but If I ever need to help them.. I’ll do anything for them.| |4 | While escaping my hunter once I caused an accident and someone died. I have to support their family, Its my Fault.| |D6 | Flaw | |:----:|:----:| |1 | I’m Paranoid, I can’t help but double check and review everything at least twice.| |2 | I don’t like to get too know people well. I never know when I’m going to have to leave...| |3 | I have sticky fingers, I can’t help stealing small items of little value from places and people. It’s not like I’m going to get too know them that well.| |4 | I fear my pursuer. They have ruined my life, forced me into hiding and just won’t stop... I don’t even know why....| |5 | I plan out escape routes and plot out traps all the time, It is a bad habit.| |6 | This is dull... I wonder were my pursuer is... I need some excitement....| ### Variant: Defiant One. You don’t like running, you loathe it. But you know how to turn running into an advantage, fleeing away from crowds, taking short alleys and broken windows as ways to slow and harm your pursuers, leading them into traps and ambushes. You know when to make a stand. #### Variant Feature: Trapper, Ambusher. You have learned how to make traps that are highly efficient and simple to deploy, you can craft or modify traps you have access to so they may be deployed as a bonus action. Any Traps modified or crafted by you have a DC of 10 + either your Intelligence or Wisdom Modifier + your proficiency bonus. You also know how to lead people into disadvantageous areas, opening them up to dangers and problems they could never normally consider. During a chase you can lead them into an area that you have prepared (or that your allies have prepared) and grant yourself and your allies a full turn of combat before initiative is rolled for. Once you have used this feature you cannot use it again for 7 days. #### Example Traps: **Springwire**: Can be set on either a timed trigger or on a pressure sensor, once triggered they explode in a mess of sharp cable and spring wire, once detonated it deals 2D6 slashing damage to anything in 5 feet of the trap. **Flashbangers**: Can be set on timer or on pressure sensor, once triggered everyone within 15 feet must make a constitution save versus your trap DC or be effected by blindness and deafness for 4 turns. **Oilslick**: Can be set on timer or on pressure sensor, once triggered anyone entering within 10 feet of the of the trap must make a dexterity save or slip and fall, losing their next turn as they try to stand up. **Stinkmoss**: Can be set on timer only, once triggered anyone within 60 feet of the trap that can smell or is effected by smell must make a wisdom save versus your trap DC or flee the area as if under the frightened effect.