HtR
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HtR
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- #1Imbuedselective
Keys: Imbued, Hunter
They are ordinary humans who are awakened to the presence of supernatural monsters through contact with the Messengers at a time of crisis. During this moment of imbuing, an individual sees the true nature of a supernatural creature or event, and either takes action or resolves to do so, confirming their status as a Hunter.
- #2Messageselective
Keys: Message
Personalized, unique to each Hunter, and nearly always cryptic commands given by the Messengers. Sometimes they describe a supernatural being or problem.
- #3Convictionselective
Keys: Conviction
Conviction is a measure of the Hunters' faith and belief in their assigned role.
- #4Second Sightselective
Keys: Second Sight
Second Sight is the ability used by hunters to identify the supernatural. This ability does not automatically reveal the true nature of the creature, just indicating it's supernatural.
- #5Messengerselective
Keys: Messenger, Herald
The Messengers are the mysterious entities who have Imbued ordinary humans to combat the monsters in their midst. Most people theorize that there are three Messengers, or three groups of Messengers, echoing the three Virtues which divide the creeds: Mercy, Vision and Zeal.
- #6Hunter Codeselective
Keys: Word, Hunter Code
Hunter Code is a written language of symbols made by the Messengers so that the Imbued can communicate with each other; there is no known verbal component.
- #7Hunter-net.orgselective
Keys: Hunter-net.org
Hunter-net.org is a website for the Imbued. Accessible through the dummy front-end anonymous-liberty.com, hunter-net is a server protected by the Messengers and includes a mailing list and a chat program.
- #8Edgeselective
Keys: Edge
Edges are minor supernatural powers granted by the Messengers. Edges allow Hunters only to resist the effects and defenses of the supernatural, though some certainly have more dramatic effects.
- #9Creedselective
Keys: Creed
Creeds are the major factions that comprise the society of imbued. Creeds are built around the larger virtues of Mercy, Vision and Zeal
- #10Innocentselective
Keys: Innocent
Innocents meet the otherworldly with curiosity and at least some degree of optimism. They see "monsters" as enigmas that need dialogue and understanding. Innocents are united by at least a spark of faith in the goodness, or potential goodness, of both monsters and mankind. Innocent Edges help them, by using light, to fool or observe supernaturals safely, or help their fellow Imbued.
- #11Martyrselective
Keys: Martyr
Martyrs are one of the Hunter creeds that follow the virtue of Mercy. They feel they have been chosen to suffer the predations of monsters so that others may be free. They understand the emotions and motivations of compulsive predators, because they feel the same way. Martyrs tend to be miserable with their role, but know that if they pursue it, fewer others will have to share their fate. The Edges commonly granted to them include powers which always harming the Martyr in exchange for: healing, sharing senses or even draining supernatural's essence.
- #12Redeemerselective
Keys: Redeemer
Redeemers are a creed of Hunters that follow the virtue of Mercy. They believe monsters are unnatural and that the worthy among them should be saved from their condition. In many cases this means a "clean" death, in which the soul is supposedly cleansed. For others, like werewolves and mages, Redeemers face harder decisions. They are commonly granted Edges which help communicate with monsters and force them to see the error of their ways, or heal other imbued by breathing.
- #13Hermitselective
Keys: Hermit
Hermits are one of the "lost" Hunter creeds who follow the virtue of Vision. While other hunters may only hear the voices of the Messengers when they are first imbued, Hermits hear them constantly. They are unable to ignore what they learn from the Messengers, and attempt to act on that information as best they can, communicating what they learn to other hunters. The Hermit Edges can roughly be divided into three categories: those that allow the Hermit to project themselves elsewhere, those that allow the Hermit to communicate what they've learned to other imbued, and those that allow the Hermit to channel the Messengers.
- #14Visionaryselective
Keys: Visionary
Visionaries are the only common Hunter creed to follow the virtue of Vision. They seek to find a plan or pattern in the hunt, to look beyond the day-to-day exercise of unmasking and killing monsters to find the hunters' greater purpose. They are often the planners and directors of hunter groups, as their commonly granted Edges allow them insight beyond that of normal humans or even magic. Visionaries have a special ability allowing them to create new symbols of the Word by pouring their soul, dreams and purpose on the creation of a new symbol with a very specific meaning.
- #15Waywardselective
Keys: Wayward
Waywards are one of the "lost" Hunter creeds who follow the virtue of Vision. Waywards are united by a common belief: the supernatural should be destroyed utterly. Being children of Vision, they are given to planning and deliberation in reaching their goals, but those goals will always be focused on death and destruction, and a typical Wayward will think little of inflicting massive mortal casualties if they can successfully destroy a vampire or warlock. All Waywards are deranged; some, however, are able to hide it. Their second sight perpetually "switched on" - the component that allows them to detect the presence of monsters - and can never turn it off. Their edges grant them ability to empower their durability and bloodlust.
- #16Avengerselective
Keys: Avenger
Avengers are one of the three Hunter Creeds who follow the virtue of Zeal. They are the main warriors in the hunt, whose primary function is to follow a cause with force. This often leads to them taking the fight to their supernatural enemies and destroying them. Avengers most often hunt monsters which they know to have done wrong and generally do not consider the hunt to be a war. Any melee weapon the Avenger wields suddenly becomes much more potent. The weapon can be already dangerous, fairly harmless like a stick or even their own fists. Their edges grant them ability to enhancing objects with flames.
- #17Defenderselective
Keys: Defender
Defenders are one of the three Hunter creeds who follow the virtue of Zeal. Defenders concentrate on protecting mortals rather than destroying supernatural creatures. They believe caution and caring separate hunters from mobs and try to protect those they care for, be it their families or other hunters. Defenders tend to be strategists. The special ability some Defenders have is the creation of protective tokens that bestow an unusual element of resilience to the people who receive them. Their edges grant them ability to sustain wounds and attracting attention of supernaturals to them.
- #18Judgeselective
Keys: Judge
Judges are one of the three Hunter creeds who follow the virtue of Zeal. They seek to understand monsters so they can determine whether they should live or die. They believe that evil is a choice, not an affliction, and that evil creatures, both human and supernatural, should be punished accordingly. Some of their common Edges allow them to force monsters to face the consequences of their sinful existences or subjugate them. Judges of extraordinary conviction have the ability to somehow mark a creature as evil monster.
- #19Virtueselective
Keys: Virtue
Before their Imbuing, every Hunter possessed beliefs and values founded on their understanding of the world. Their beliefs, however, become a more potent representation of themselves, and form the basis of how they deal with supernatural creatures. They also determine which Edges the Messengers see fit to grant them for the Hunt. As a Hunter's dedication to their Virtues grows, they are granted more powerful Edges.
- #20Mercyselective
Keys: Mercy
A virtue. Imbued compassion and capacity for forgiveness, perhaps even for the most heinous of horrors, believing some souls are worth saving.
- #21Visionselective
Keys: Vision
A virtue. Imbued's awareness of options and possibilities; an awareness of the big picture at stake in the war.
- #22Zealselective
Keys: Zeal
A virtue. Imbued's faith in themselves, their cause, or in some belief that motivates them to continue their fight.
- #23True Faithselective
Keys: True Faith
True Faith is a power held by the truly devout. With True Faith, for example, a brandished cross can have an effect on a vampire, fallen, mage, werewolf, wraith or changeling instead of being merely an empty symbol of the creed. True Faith may or may not be religious in nature.
- #24Orpheus Groupselective
Keys: Orpheus Group
The Orpheus Group is a projection firm. The leader in its field, the Orpheus Group (sometimes shortened to Orpheus) is known for its solid, professional reputation in dealing with ghosts and hauntings. For a fee, the Orpheus Group will send agents capable of projecting their spirits to investigate suspected hauntings. Sometimes these turn out to be frauds or false alarms, but in the case where a haunting is real, Orpheus agents have been trained to deal with the situation in a number of ways, from helping a lost ghost transcend to simply fumigating the offending party. Orpheus also takes on assassination attempts and murder contracts on living people, but only reluctantly and on a strictly limited basis.
- #25Shadeselective
Keys: Shade
Shades are the eight personality profiles of Orpheus operatives. A Shade will dictate what Horrors a operative is allowed to choose from and how they manifest to the living.
- #26Bansheeselective
Keys: Banshee
Banshees are one of the Shades. Banshees tend to resonate highly with emotion and foresight, and their Horrors reflect this. Banshees are considered to be the most empathetic of the Shades, and the ones most driven by insight and emotions. Many are compassionate, but some of the more cynical ones become prone to judging others who might be considered worthy of their assistance.
- #27Haunterselective
Keys: Haunter
Haunters are one of the Shades. They specialize in manipulating inanimate objects and technology. Haunters tend to be roamers and loners, always drifting into situations that suit them best. Many were betrayed or abandoned at some point in their lives, making it more difficult for them to become close to people. They remain detached from human contact and instead focus their emotions on things.
- #28Poltergeistselective
Keys: Poltergeist
Poltergeists are one of the Shades. They’re known for their ability to cause chaos and panic through their fury. Poltergeists are universally frustrated people, but can differ in how they handle that frustration. Some constantly whine and complain, and others try to escape from society completely by secluding themselves. Either way, they are frequently bitter and tend to explode with little provocation.
- #29Skinriderselective
Keys: Skinrider
Skinriders are one of the Shades. They can extend their control over others to possess and control the physical bodies of living humans. Skinriders are dominating and manipulative by default. Their use of control can be good intentioned, such as a military leader spurring on their troops or a teacher pushing students to do better, to cruel, such as a bully or a bureaucrat who enjoys lording over others.
- #30Wispselective
Keys: Wisp
Wisps are one of the Shades. They can use their abilities to extend and strengthen their natural charisma. Wisps are generally the most extroverted of the Shades, reveling in attention and adoration, and generally take things less seriously than others. They tend to be naturally charming, have an excellent sense of humor, a good sense of showmanship.
- #31Phantasmselective
Keys: Phantasm
Phantasm is one of the Shades. Phantasms are the most creative of the Shades, passionate about their ideas and fantasies. They can be artists, inventors, or madmen, or any task or job that requires a great deal of imagination and thought. Some Phantasms are good at hiding their vivid dreams and may not be immediately apparent.
- #32Orphan-Grinderselective
Keys: Orphan-Grinder
Orphan-Grinders are one of the Shades. Those who become Orphan-Grinders are former Spectres who have somehow had their humanity triggered, giving them Vitality and allowing them to separate themselves from the hive-mind. Orphan-Grinders may still possess some of the personality traits they had before they turned Spectre, but they are never as colorful or in-depth as they were before they fell into Spectredom. What drives all Orphan-Grinders is a sense of purpose to put a stop to Grandmother and the Spectres, either through destruction or redemption.
- #33Marrowselective
Keys: Marrow
Marrow is the one of the Shades. The abilities of Marrow revolve around the reshaping of ghostly gauze and the summoning of ghostly animals. Marrows tend to be flexible personalities, always adapting to change. Someone good at blending in in unusual situations, warming quickly to cultures unfamiliar to them, or who constantly follows the newest fads or trends a few personalities that tend to work best with Marrow.
- #34Horrorselective
Keys: Horror
Horrors are the abilities that operatives in Orpheus can use when they are in ghost form. Horrors can be powered by Vitality or Spite, though choosing the latter may not create the desired effect for the ghost.
- #35Vitalityselective
Keys: Vitality
Vitality is a measure of the strength of a person's soul; it plays a large role in the "life" of ghosts and projectors. It is used to power Horrors, allow a ghost to materialize in the living world.
- #36Spiteselective
Keys: Spite
Spite is a spiritual energy that represents the amount of anger and hatred in a person's soul. Like Vitality, Spite is a key part of a ghost or projector's self; however, while living projectors have outlets they can use to lessen their Spite, spirits and hues generally have more trouble controlling it as they are essentially emotion incarnate.
- #37Grandmotherselective
Keys: Grandmother
Grandmother is the name of... something. She revived with a great hunger, and her children now seek to stop her from consuming the world lest she consume them as well. She constantly chews through the ever-shrinking Labyrinth, seeking to consume the Tempest, the Shadowlands, and, eventually, the world of the living. She controls armies upon armies of Spectres, which she uses to fight the Malfeans.
- #38Projectionselective
Keys: Projection
Art of projection allows people who have undergone near-death experiences to leave their bodies and enter the spirit realm. The Orpheus Group uses these employees, along with allied ghosts, as agents, and contracts them out to clients for investigations into hauntings, fumigating raging spirits, and other spooky tasks.
- #39Society of Leopoldselective
Keys: Society of Leopold
The Society of Leopold is a faction within the Inquisition who exist to pursue and fight supernaturals. They are a major threat to every group of supernaturals because of their extensive knowledge, training, equipment, preparation and fanatical zeal. As self-appointed soldiers of Christ, they believe it is their divine duty to slay or otherwise neutralize as many supernatural threats to Christianity as possible before Christ returns to the world.
- #40Arcanumselective
Keys: Arcanum
The Arcanum is a secret society of scholars that pursue knowledge of the supernatural. A number of Arcanum agents act as hunters, though they usually hunt in the pursuit of esoteric lore rather than actively seeking to destroy supernatural creatures in the traditional sense. Many Arcanum scholars are sorcerers, and a handful possess True Faith.
- #41Extremistselective
Keys: Extremist
Extremists are the imbued hunters who became completely mad during the Hunt. They are the most powerful hunters, able to manifest the strongest edges in the cost of their sanity and life.
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