Grace
She stitches the curse into a thread and pulls it until the target breaks.
Grace is a playable Hunter in Hunt: Showdown, the tactical extraction-shooter set in a cursed, Louisiana-inspired bayou. She arrives on the Company's hunting grounds not with a rifle alone, but with a thread of old magic stitched into her kit: a hand-carved Voodoo Doll that lets her reach across the battlefield and bleed a marked target dry. In the roster of Hunters who storm the Company's compounds, Grace occupies a niche between pure aggression and pure support—she is the one who keeps an enemy pinned, bleeding, and exposed while her squadmates close the distance.
Her role in a squad is that of a sustained-pressure enforcer. She does not burst down a target in a single exchange; instead, she locks a mark on a foe and channels damage over time, turning a firefight into a slow, inescapable attrition. That makes her invaluable in prolonged engagements around the map's major objectives, where the Company's agents and rival Hunters are forced to hold ground for minutes at a time.
- Character
- Grace
- Role
- Playable Hunter (sustained-pressure / utility)
- Signature Ability
- Voodoo Doll — throws a doll to mark a target, then channels to deal damage over time
- Setting
- Cursed Louisiana-inspired bayou (Hunt: Showdown universe)
- Affiliation
- Independent Hunter (opposes the Company)
- Tactical Archetype
- Utility / sustained ranged pressure
Lore & Background
The bays around the Company's hunting grounds are thick with old faith—Catholic rosaries hanging from shotgun barrels, salt lines chalked across doorframes, and the low murmur of prayers that no one fully believes in but everyone still whispers. Grace carries that heritage openly. Where other Hunters treat the supernatural as a hazard to be survived, she treats it as a tool to be wielded. Her Voodoo Doll is not a trinket; it is a focus, a small carved figure that binds a sliver of the curse to a living body and lets her draw on that connection to deal harm at a distance.
The Company, for all its industrial might and private armies, has never fully understood the old magic that saturates this land. They build their compounds, deploy their agents, and run their extraction cycles, but the curse still seeps through the walls. Grace's ability to mark and bleed a target is, in a sense, an extension of that same curse turned outward. She does not create the damage; she channels the land's own hunger through a small, deliberate conduit. The Company's agents who fall to her channeling do not simply die from a bullet wound—they are drained, as if the bayou itself is pulling the life out of them through the thread of the doll.
Among the other Hunters, Grace is respected but also a little feared. Her channeling makes her vulnerable—she must stay relatively still while the damage ticks—and a careless opponent can punish that window. But in a well-coordinated squad, her pressure is nearly impossible to shake. She is the Hunter who makes a Company agent think, for the first time in a firefight, that running will not save them.
In Their Own Story
The fog rolled off the bayou in a grey sheet, swallowing the compound's perimeter fence whole. Grace crouched behind a rusted oil barrel, the Voodoo Doll warm in her palm, its painted eyes catching the weak light of a dying lantern. Two Company agents were pushing the east corridor, boots crunching on broken glass, their radio chatter crackling with the flat confidence of men who had never been bled dry by a thread of old magic.
She didn't need to be close. She never did. The doll left her hand in a lazy arc, tumbled once, and stuck to the shoulder of the lead agent like a leech. He spun, swatted at nothing. The second agent raised his rifle, but Grace was already gone, sliding behind the barrel, her thumb on the channel button.
The first agent's skin went grey at the edges. He dropped his weapon. He dropped to his knees. The bayou hummed, low and patient, and the thread between doll and flesh pulled taut. Grace watched the numbers bleed off him, steady as a tide, and thought: *the land remembers what the Company tries to bury.*
The second agent fired. The barrel rocked. Grace fired back, once, and the channel finished its work. Two bodies. One doll. The fog swallowed the rest, and the bayou went quiet again, satisfied.
Reader's Guide
Grace, the Thread-Weaver
Grace's signature ability, the Voodoo Doll, works in two steps. First, she throws a small carved doll at a target; on impact it attaches and marks them. Second, she channels—holding a button—to deal continuous damage to that marked foe from a distance. The channel takes several seconds, during which Grace is relatively stationary and vulnerable. Use the throw when you have a clear line of sight and the target is not immediately lethal (i.e., they are not point-blank on you). Use the channel when you have cover and the target is committing to a push or holding a chokepoint. The damage ramps over time, so the longer the target stays marked, the more they bleed.
Tactically, Grace is a utility and sustained-pressure archetype. She does not out-damage a pure aggressive Hunter in a one-second burst, but she excels at grinding down targets in prolonged fights, suppressing enemies at objectives, and forcing them to break formation to escape the channel. In a squad, she pairs naturally with an aggressive flanker who can punish the moment a marked target tries to disengage.
Lore-wise, Grace channels the same old curse that saturates the bayou. The Company built its empire on ignoring that magic; Grace simply points it at their agents and pulls the thread. She is the living reminder that the land does not belong to them.
Weapon and artifact notes: Because her channel requires her to hold position, a shotgun or a reliable medium-range rifle lets her secure the kill once the target is bled low. A secondary sidearm is wise for the vulnerable channel window. Artifacts that grant damage resistance or reduce exposure while stationary complement her playstyle, as do any items that extend effective range or improve hit accuracy on the doll's initial throw. Avoid artifacts that reward pure aggression or movement speed; they do not synergise with a channel-and-hold rhythm.
In short: mark them, bleed them, and let the bayou finish the sentence.
Did You Know?
- Grace's Voodoo Doll ability is one of the few Hunter abilities in Hunt: Showdown that applies damage over time rather than in a single burst, making her uniquely suited to prolonged objective fights.
- The game's Louisiana-inspired bayou setting is saturated with voodoo and folk-magic imagery, and Grace is the Hunter whose kit most directly channels that cultural backdrop into a mechanical ability.
- During her channel, Grace is comparatively stationary and exposed, which makes positioning and squad cover as important as the damage output itself.
- All Hunters in Hunt: Showdown are independent operators who oppose the Company; Grace is not a Company agent but a rival who uses the land's own curse against them.
Elsewhere in the Hunt Showdown universe
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