Grey Hunt Agent
“We are not assassins. We are instruments of consequence.
The Hunt does not judge — it ends what must be ended.”
The Grey Hunt is a shadow division operating beyond the reach of ordinary law, charged with containment of infernal corruption, rogue magic, and threats that demand precision more than armies.
Its agents are investigators, infiltrators, and executioners trained to act without question — yet haunted by the weight of those actions.Whether you still serve the Hunt, have gone rogue, or are trying to forget your training, its mark never truly leaves you.
- Skill Proficiencies: Your choice of two of the following: Insight, Investigation, Stealth, Perception, Intimidation, or Survival
- Tool Proficiencies: Firearms and one of your choice: Thieves’ Tools, Poisoner’s Kit, Tinker’s Tools, or Forgery Kit.
- Languages: One language of your choice.
- Equipment: Your choice of a musket or a pistol, a set of dark travelers clothes, a set of thieves' tools, and a pouch containing 10 gp, along with A Hunt signet token and a small journal. (added to other possessions)
You can identify and discreetly contact members or sympathizers of the Grey Hunt in most major settlements, using coded speech, insignias, or specific phrases.
They can provide minor assistance — safe shelter, a few rations, false documents, or gossip about infernal or magical threats — but never open protection.
However, their aid always comes with observation. The Hunt is always watching, whether you still serve them or not.
Suggested Characteristics
Grey Hunt operatives are shaped by secrecy, loyalty, and exposure to horrors few others witness. Some cling to procedure; others struggle for redemption. Many cultivate an ironic, detached humor to survive.
| d8 | Personality Trait |
|---|---|
| 1 | I record every detail; nothing escapes my ledger, not even guilt. |
| 2 | I treat silence as respect — words are currency, and I spend carefully. |
| 3 | I speak in metaphor when the truth is unsafe. |
| 4 | I find comfort in cleaning my weapons — ritual over rest. |
| 5 | I question orders only when it’s too late to change them. |
| 6 | I never sit with my back to a door. |
| 7 | I joke about death because it listens anyway. |
| 8 | I still look for signs from command, even when I know none are coming. |
| d6 | Ideal |
|---|---|
| 1 | Duty. I exist to protect the living from what hunts them. (Lawful) |
| 2 | Redemption. Even killers can find purpose beyond blood. (Good) |
| 3 | Silence. Secrets keep the world intact. (Neutral) |
| 4 | Freedom. The Hunt made me efficient, not obedient. (Chaotic) |
| 5 | Control. Precision is purity — chaos is failure. (Lawful Neutral) |
| 6 | Truth. No one deserves ignorance, even if it kills them. (Any) |
| d6 | Bond |
|---|---|
| 1 | My mentor taught me the Hunt’s code — I live by it even now. |
| 2 | I still report to a handler, even if they may not exist anymore. |
| 3 | I keep a ledger of every name I’ve silenced — and why. |
| 4 | I promised a comrade I’d find their family and tell them the truth. |
| 5 | My weapon has more history than most people; I treat it like a partner. |
| 6 | The Hunt’s sigil was burned from my skin — I’ll never forget where it was. |
| d6 | Flaw |
|---|---|
| 1 | I can’t stop assessing every stranger as a potential threat. |
| 2 | Sleep feels like surrender — I rest with one eye open. |
| 3 | My conscience argues with my orders long after the killing’s done. |
| 4 | I don’t trust laughter; I wait for what follows. |
| 5 | I hide my empathy because it’s easier to kill as a ghost. |
| 6 | When I fail, I don’t forgive — myself or anyone else. |
If you’ve severed ties with the Hunt, you’ve learned to hide in its own shadow.
You can detect Hunt surveillance marks, trace coded messages, and alter or forge operative ciphers with a successful Intelligence (Investigation) or Dexterity (Sleight of Hand) check (DC 15).
This allows you to intercept or misdirect Hunt activity — but at great personal risk if discovered.
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