The Masquerade®, World of Darkness®, Storytelling System™, and Storytellers Vault™ are trademarks and/or registered trademarks of White Wolf Entertainment AB. All rights reserved. For additional information on White Wolf and the World of Darkness, please, visit: www.white-wolf.com, www.worldofdarkness.com and www.storytellersvault.com. prerequisites as well. You get three free dots of Edges at Character Creation, which Hunter: The Reckoning must be spent on Edges connected to (Revised) Conviction or your Creed Virtue. (For example, if you are a Martyr, you could start This version of Hunter is designed to be with 3 dots of Prowess, or 1 dot of Belief used with the CreatorWorks World of and 2 dots of Redemption, etc.) Darkness Mixed Game Rules, specifically Edge Costs: the four Virtues: Compassion, Conviction, 7 Freebie Points per dot Temperance, and Valor, all of which are 10 EXP for a new Edge rated up to 5 dots. You can gain a sixth dot 5 x rating EXP for your Creed Edge or a by taking the Paragon of [Virtue] Merit, Conviction Edge which you can only take one of and only 7 x rating EXP for any other Edge once. This also uses the Abilities from the Mixed Game Rules, specifically Kenning taking the place of Awareness. Fight: Hunters power their Edges with a resource called Fight, as in “how much Fight do you have left in you?” Every morning Virtues and Creed: Virtues are very when you wake up you roll Conviction important to Hunters as they are the source (difficulty 7) and gain your successes in of their Edges. The most important Virtue to points of Fight. You cannot have more a Hunter is Conviction, but her second most points of Fight than the sum of your important Virtue is determined by her Conviction and your Creed Virtue. You start Creed. Hunters start with Permanent the game with a number of Fight points Willpower equal to the sum of their equal to your Creed Virtue rating plus your Conviction and their Creed Virtue. successes on a difficulty 7 Conviction roll. Compassion: Martyr, Redeemer, You may use a point of Fight in place of a Temperance: Innocent, Visionary, Valor: point of Willpower to channel a Virtue, and Avenger, Defender, Judge Fight channels are counted separately from Willpower channels (e.g. if you have Valor Edges: Edges are special powers Hunters at rating 3, you may channel Valor three have access to. Each Creed has a series of times per game session with Willpower and Edge powers associated with it; there are another three times per game session with also two Edges which are connected to Fight). Conviction and not associated with any Creed. All Edge powers have a Virtue Grit: A Hunter can act above and beyond prerequisite, and many have other normal human capacity simply by being a stone-cold badass. Every time you behave •• Super Speed: At the start of your turn, like an action hero or do something you may spend a number of points of Fight particularly ballsy, you gain 1-3 Grit Dice on up to your Conviction rating to take that that action based on how awesome it is many additional physical (not mental) (Storyteller discretion). Roll your Grit Dice actions at the end of that turn. If you do this separately from the rest of your dice pool; (or if you spend a Fight point to activate this Grit Dice that succeed at the total dice feature on its own) your movement speed is pool’s difficulty add to that dice pool’s total doubled for the rest of the scene. This Edge successes, and each Grit Die that succeeds cannot double your movement speed more at difficulty 7 also gives you a point of Fight. than once. Grit Dice can be added to an attack roll but Prerequisites: Conviction 2, Dexterity 3 not to a damage pool. 1s on Grit Dice do not ••• Toughness: You double your Stamina count as negative successes. for soaking Bashing damage, and you may soak Lethal damage normally. You may Conviction Edges: soak Aggravated damage by spending a Prowess point of Fight in response to being hit • Surge: Spend one point of Fight and roll (before damage is rolled). Conviction + Valor difficulty 4. You gain that Prerequisites: Conviction 3, Stamina 3 many dots to distribute among your Physical •••• Sledgehammer Punch: Your unarmed Attributes. You may only do this once per attacks deal Lethal damage normally, and scene. These dots last until the end of the can deal Aggravated damage to scene, and during that time you can touch supernatural creatures by spending a point incorporeal creatures as though they were of Fight before making the attack roll. solid. Prerequisites: Conviction 5, Strength 4 Prerequisites: Conviction 1 ••••• Superman: Reduce the difficulty of all Attack and Damage rolls by 2. Prerequisites: Conviction 6, Valor 5 The target also suffers dice of lethal Belief damage equal to your successes, which • Second Sight: You may use Kenning may be soaked if the creature can soak untrained, you add your Conviction to all lethal damage, but this always deals a Kenning rolls, and you may spend a point of minimum of 1 level of lethal damage. All but Fight to turn those dice into automatic 1 level of that damage may be healed successes for the rest of the scene. normally, but that 1 level persists as long as Prerequisites: Conviction 1, Perception 1 the Brand does. You may dismiss the Brand •• Illuminate: Roll Conviction + Perception early if you choose, but no other means of + Kenning difficulty 6 or spend a point of removal is possible. Fight to automatically succeed. On a Prerequisites: Conviction 3, Valor 3 success, any supernatural creatures in a •••• Reaffirm: As a combat action, shout a radius around you of your Conviction x statement of encouragement to yourself and Kenning yards (other than Hunters) are your fellows, rolling Willpower + Conviction obviously recognizable as what they are to difficulty 7. You gain a number of points any Hunters looking, unless they are using equal to the successes on the roll, which some additional magic to remain hidden. may be distributed as Fight or Willpower Supernatural creatures can perceive the points among anyone you choose who use of this Edge if revealed by it, and more heard your affirmation. You may only do this dangerously can tell who is generating the once per day. effect. Prerequisites: Conviction 5, Willpower 5 Prerequisites: Conviction 2, Perception 2, ••••• True Faith: You gain a permanent dot Kenning 1 in the True Faith trait. You cannot lose any ••• Brand: Roll Conviction + Valor, difficulty dots of True Faith so long as you have 6. On a success, your hand crackles with Conviction 5 or higher. energy and, when laid upon a supernatural Prerequisites: Conviction 6, Creed Virtue 5, creature (which may require a Dexterity + belief in a higher power Brawl roll), can burn a mark on it. The brand smolders through any clothing covering it, Temperance Edges: and even armor becomes hot enough to Innocence glow a faint red over the position of the • Hide: Roll Temperance + Dexterity + mark. The brand is about the size of a palm Stealth difficulty the highest Perception + and can be the shape of any symbol in the Kenning of creatures who might observe Hunter image language (such as “Monster” you. On a success you go unnoticed for the or “Corruption”). The brand is visible to rest of the scene as long as you do not everyone, even those without supernatural speak, attack, or otherwise openly draw sight, and can be seen even if the creature attention to yourself. cannot be. Brand does not affect objects, Prerequisites: Temperance 1, Stealth 1 normal animals, mortals, or Hunters. To the •• Sincerity: Roll Temperance + (Charisma uninitiated, the brand may appear as just a or Manipulation) + Expression difficulty the rather ominous glowing tattoo, but to those highest Wits + Empathy of creatures you in the know, it marks the target as, at the are attempting to fool, and make a very least, a supernatural creature and a statement. On a success, all those listening one-time opponent of a Hunter. The number whom you choose believe you. They may of successes determines how long the still think you are misinformed, but they do Brand lasts: not doubt your honesty. 1-2: One day Prerequisites: Temperance 2, Expression 1 3-4: One week ••• Radiate: Roll Temperance + Stamina 5-6: One month difficulty 6. On a success, you are 7-8: One year surrounded by an aura of radiant white light. 9+: Forever Successes on this roll are added to your that it touches, within a radius of you equal Dexterity + (Dodge or Parry) pool for a to five yards times success rolled. This hits number of turns equal to the number of invisible and incorporeal creatures as easily successes rolled, and you may dodge or as visible physical ones, so long as they are parry any attack directed at you even if you in the light. The number of damage dice is otherwise would be unable to. Each based on the strength of the light source: success beyond the first allows these 1 die: Match / lighter flame effects to be applied to an additional person 3 dice: Torch / small flashlight / flare of your choice, so long as they are within 5 dice: Large flashlight / car headlights Temperance yards of you when you activate 6 dice: Bonfire it. 8 dice: Spotlight / searchlight Prerequisites: Temperance 3, Conviction 3 10 dice: The sun •••• Confront: Meet a creature’s gaze and Prerequisites: Temperance 6, Conviction 5 drop your guard completely. Spend one point of Fight and roll Temperance + Vision Charisma difficulty 5. For each success you • Foresee: As a reflexive action, roll get, an attacker has to spend a point of Temperance + Wits + Kenning difficulty 7. Willpower to act against you. This only For each success achieved, you may make functions against one creature at a time, one additional roll for a specified action and and only so long as you maintain eye choose one of them. You may only make contact. one extra roll per action, and you must Prerequisites: Temperance 5, Conviction 5 announce you are using one of your extra ••••• Blaze: Snap your fingers, spend 2 rolls on an action before you make the initial points of Fight, and roll Conviction + roll. You are able to see the short term Temperance difficulty 8. One light source of consequences of each roll; the Storyteller your choice deals lethal damage to any narrates these to you as a vision, and then supernatural creatures (besides Hunters) you choose which one occurs. These extra rolls stay banked for the rest of the chapter; tied to the future of your current location. you may not use this Edge again while you The Storyteller secretly rolls Temperance + still have an extra roll banked. Intelligence + Kenning for you; more Prerequisites: Temperance 1, Kenning 1 successes grant a clearer and more •• Pinpoint: Target a supernatural creature accurate vision of the future at your location and roll Temperance + Perception + related to your target. The roll is made in Kenning difficulty 6. On a success, you secret so the Storyteller can impart learn one weakness of the creature: garlic, misinformation in the case of a botch; on a silver, cold iron, etc. The answer may be failure no vision occurs at all. elusive or vague, such as “life”, “time”, or Prerequisites: Temperance 6, Conviction 5, “control”. Just because you get an answer Kenning 5 doesn’t mean you understand it. Subsequent uses of Pinpoint reveal new Compassion Edges: weaknesses; you must remember the ones Martyrdom already revealed. If you get three or more • Demand: As a reflexive action, take a successes and your target is tied to a level of unsoakable Bashing damage and location or object, you know this and get a add your Compassion to your Strength for vague sense of where that is. Pinpoint may the rest of the turn. You may not channel a only be used once per scene. Virtue on any roll modified this way. You Prerequisites: Temperance 2, Kenning 2 cannot activate this ability between rolling ••• Delve: Target a specific time frame, an attack and rolling its damage. object, event, or person tied to the past of Prerequisites: Compassion 1 your current location, then roll Temperance •• Stigmata: Lay hands on a creature and + Perception + Kenning difficulty 6. For roll Compassion + Medicine. You may heal each success, you may view five minutes of up to that many Bashing or Lethal health the past of your current location, specifically levels in the touched target. For each level related to your target. If your target viewing healed this way, you take 1 unsoakable occurred more than a year ago, the difficulty Bashing damage. You may only do this increases by two. It increases by another once per day per target. two if the event happened more than 5 Prerequisites: Compassion 2, Medicine 1 years ago. You may hear as well as see by ••• Ravage: No one is quite sure what the spending two Fight or raising the difficulty hell happens when a Hunter cuts loose with by two, but only if Visionary is your Creed. this Edge. It seems to produce a roiling The Storyteller decides how accurate the heat-haze. This gas (for lack of a better visions are. Delve can only be used once term) pours out from you and travels where per scene. you gesture. Physical matter seems Prerequisites: Temperance 3, Kenning 3 unaffected, but supernatural creatures react •••• Restore: Target a damaged creature, violently. It seems to corrupt and decay their spend 3 Fight, and Roll Temperance + very bodies. Not even intangible creatures Intelligence + Medicine difficulty 6 plus 1 for are safe. Ravage has no physical effect on each lethal health level marked on the mortals, but it causes deep emotional target. On a success, all the target’s lethal trauma: headaches, depression, terrified health levels become bashing, and any fugues and uncontrolled weeping. The grievous wounds those health levels Hunter themselves also becomes very sick; represent such as a missing eye or leg stomach pains, coughing, blurred vision and regrow in seconds. Restore can only be vomiting are all associated with using this used once per scene. Edge. Martyrs describe the power as Prerequisites: Temperance 5, Conviction 5, “Tearing something open, like injuring the Medicine 3 world. It hurts us, it hurts them, but it hurts ••••• Augur: Spend 3 Fight and target a them worse.” specific time frame, object, event, or person Roll Conviction + Compassion + Stamina, determined by the number of successes difficulty 7. Range is your Compassion in rolled: yards. Mortals are stunned with terror for 1-2: Two turns your successes in turns; supernatural 3-4: The rest of the scene creatures other than Hunters take that many 5-6: Five hours levels of lethal damage. You take one level 7-8: One day of unsoakable bashing damage. 9-10: Three days Prerequisites: Compassion 3, Conviction 3 If your Attribute reaches zero, you fall •••• Donate: Choose an Attribute and a unconscious for the full duration, though if friendly target. Roll Compassion + the possible you may still communicate in the chosen Attribute difficulty 6. You may allowed ways with the target. If you are donate up to that many dots of that Attribute conscious, you may withdraw the donation to the chosen target; your rating goes down at any time before the duration expires. The by that much while theirs goes up by that target cannot cancel the donation, only the much. You cannot donate more dots of an donor can. Attribute than you have. In the case of Prerequisites: Compassion 5, Conviction 5 donating Mental Attributes, your minds are ••••• Payback: Spend 5 points of Fight, connected for the duration and you may choose a supernatural target, and roll communicate telepathically. In the case of Conviction + Compassion, difficulty 4 + the donating Social Attributes, your emotions target’s Stamina. You may impose a are connected and you may communicate number of mortal limitations on that creature empathically. You may only communicate in (such as having a physical form, needing to ways associated with the donated Attribute breathe, being nourished by food instead of (Storyteller’s discretion). You may not blood, being unable to shapeshift, etc) equal donate Appearance. The duration is to the successes rolled. This effect lasts as long as you stay conscious and the target every 2 levels of damage dealt, you regain 1 stays in your presence. point of Fight, up to your Conviction rating. If Prerequisites: Compassion 6, Conviction 5 you botch, you take 1 level of lethal damage Redemption instead. • Bluster: Roll Wits + Compassion and Prerequisites: Compassion 3, Stamina 3 shout a single syllable (such as “No!”, •••• Becalm: This Edge slows action and “Stop!”, or “Don’t!”) in response to an attack stifles anger and fear. Spend 1 Fight and or other action that could directly damage roll Conviction + Compassion difficulty 7. someone. You must be able to see the This effect lasts for that many minutes. action taking place. Your successes are During that time, anyone who tries to added to the difficulty of the action; if the perform any sudden or violent action must difficulty rises above 10, the action becomes roll the greater of Strength, Dexterity, or impossible. You may use this Edge in place Stamina, difficulty 8, for each action of dodging or parrying, but not in addition to attempted; on a failure, they lose the action. them. Frenzies immediately end; to intentionally Prerequisites: Compassion 1, Wits 1 maintain a frenzy the creature must •• Insinuate: As an action, roll Manipulation succeed on a Willpower roll difficulty 8. This + Compassion difficulty 6 and ask a affects a radius of 5 x Compassion yards question of a supernatural creature. The from you. You may dismiss the effect early if most basic question would be “Do you you wish, and it ends immediately if you are remember?”, but more detailed and piercing Incapacitated. questions can be used for Grit Dice. Each Prerequisites: Compassion 5, Conviction 5 success adds 1 to the difficulty of the ••••• Suspend: Spend 2 points of Fight and creature’s next action, as they are roll Conviction + Compassion difficulty 8. On overwhelmed with forgotten memories, a success, the barrier between worlds is long-dead feelings, and desperately sealed for the remainder of the scene suppressed compassion. The specific form anywhere you can see. Nothing and no one this takes depends on the individual may enter or leave this plane of reality, and targeted; it may be memories of their past power sources from beyond the material mortal life, visions of people they’ve slain, or world cannot power anything here. perhaps of a future where they succumb to Prerequisites: Compassion 6, Conviction 5 the monster if they haven’t already done so. You may only use this once per target per Valor Edges: scene. Defense Prerequisites: Compassion 2, Manipulation • Ward: Roll Stamina + Valor, difficulty 6. 2 Any supernatural creature (other than ••• Respire: Also called the “Kiss of Life”, Hunters) must get more successes on a this edge allows you to heal someone by Stamina roll than your successes on the breathing into their mouth. Roll Stamina + Edge roll in order to approach you from Compassion difficulty 6. You may heal up to beyond a radius of your Valor x 2 yards. that many health levels -- bashing or lethal - Creatures already within the perimeter must - in the target by paying 1 Fight or taking a - make a Stamina roll immediately; if they do 1 penalty to all actions for the rest of the not get more successes than you, they are scene for each level healed (you may mix pushed back beyond the perimeter. The and match these options). Alternatively, perimeter lasts for a scene, but stops if you Respire can be used to suck the energy are Incapacitated. Each creature gets one from a supernatural creature. You must be free roll to attempt to breach it; further within Compassion yards of the target. Roll attempts costs 1 Willpower each. If you a lethal damage pool of Stamina + force a creature within the perimeter, such Compassion; the target soaks even if they normally can’t soak lethal damage. For as by approaching a cornered creature, it automatically breaches the Ward. Prerequisites: Valor 1, Stamina 1 •• Rejuvenate: You heal remarkably quickly. Bashing damage heals at a rate of 10 minutes per level. Lethal damage heals according to the following chart: Bruised: Three hours Hurt: Six hours Injured: Twelve hours Wounded: One day Mauled: Three days Crippled: One week Incapacitated: Three weeks You may also heal others’ wounds. Lay hands on a damaged creature and spend 1 Fight to heal one level of bashing damage or 2 Fight to heal 1 level of lethal damage. The healing takes as much time as it would take you to heal naturally with this Edge. Prerequisites: Valor 2, Stamina 2 ••• Sanctum: Spend a point of Fight, roll Valor + Conviction, and designate an area no larger than (Valor + Conviction) x 10 points of Fight to target two additional square yards (usually a room or an creatures per point spent, but you only roll apartment). The designation must be once and all targets resist your single roll, physically indicated somehow, such as by a succeeding or failing individually. Each ring of salt around the area, a line of blood creature may only be targeted once per painted on every doorway into the room, scene, even if the Edge fails. This Edge etc. On a success, everything within the does not force the creature to attack you if it designated area is placed behind the Veil, had no intention of attacking; it simply and can only be noticed with a successful forces them to focus their attention on you, Perception + Kenning roll difficulty 6 + your regardless of what action they take. If the successes on the Conviction roll. Most creature does intend to attack you but finds ordinary Mortals do not have Kenning and that action impossible (due to Bluster, Ward, so cannot pierce this disguise. This is very or being otherwise out of reach, for useful for keeping hideouts safe from police example), the effects of this Edge or other mortal authorities who might frown immediately end. on many of your… activities. This protection Prerequisites: Valor 5, Conviction 5 lasts as long as the physical indicator (salt ••••• Burn: Spend 2 points of Fight and roll line, blood sigil, etc) remains undisturbed. Valor + Conviction + Stamina difficulty 6. Prerequisites: Valor 3, Conviction 3 Burn lasts one turn for each success rolled, •••• Champion: Target a supernatural or until dismissed or you are Incapacitated. creature that can see you, spend a point of During that time, you glow from the inside Fight, and roll Valor + Conviction + out with a searing red-orange energy as Appearance difficulty 6. The target creature though lava flows through your veins, and rolls the greater of Wits or Willpower physical contact with you inflicts a lethal difficulty 6. If you get more successes, the damage pool equal to the number of target creature focuses its attention on you, successes on the Edge roll. This includes disregarding all others, even against its being struck unarmed, but it also adds to better judgment. You may spend additional your Brawl damage if striking unarmed (and Prerequisites: Valor 1, Kenning 1 the whole attack deals lethal damage). Burn •• Burden: Lock your eyes on your target does not damage objects, but it damages (blinking is okay but looking away long any animate creature, including incorporeal enough to attack or focus on anything else beings, Mortals, or other Hunters. is not) and roll Valor + Conviction + Stamina Prerequisites: Valor 6, Conviction 5 at a difficulty of 3 + the target’s Stamina. For each success, the target is frozen in place Judgment for one turn. You must keep your gaze on • Blindsight: Roll Perception + Valor the target the entire time or the effect difficulty 6. Blindsight lasts for 10 minutes immediately ends. for each success rolled. For the duration, Prerequisites: Valor 2, Conviction 1 you cannot be blinded, even if your eyes are ••• Balance: Shout a curse (such as “By my removed, and see perfectly under all oath, no blood shall nourish you today!” or conditions of visibility. If you spend a point “Starve, bastard!”) at a supernatural target of Fight while activating this Edge, you can you can see, and roll Valor + Conviction + also see things which are invisible, whether Manipulation difficulty 2 + the target’s through magic or by hiding; all such Stamina. For one hour per success rolled, creatures must make Dexterity + Stealth the target cannot use any supernatural rolls against your roll of Perception + power that requires spending resources to Kenning + the number of successes on the activate (Blood, Faith, Pathos, Willpower, Edge roll; if you get more successes, you etc.). Willpower may still be used for can see them, even if they are completely mundane purposes such as channeling obscured by magic or a wall, etc. Virtues or automatic successes. This effect persists even if the target leaves your 8+: 1-mile radius presence. The veil is dropped in the affected area for Prerequisites: Valor 3, Conviction 3 the purposes of all supernatural creatures •••• Pierce: By spending one point of Fight, except Hunters, revealing them even to if any lies are told in your presence for the Mortals as what they truly are. Werewolves rest of the scene, the Storyteller secretly appear in Crinos form, Demons appear in rolls Valor + Conviction + Perception Apocalyptic Form, Vampires appear grey- difficulty 6 on your behalf. On a success, the skinned with blood-dripping fangs, etc. falsehood is detected, no matter how skilled Essentially, Mortals have their eyes opened the liar. The Storyteller may roll when no the same way you did when you were lies are being told to keep the player on imbued. This vision only lasts for a moment, their toes. Separately, you may touch a but the memory burns clear in Mortal minds target and roll Valor + Perception + Kenning for the rest of the scene; only later does the difficulty 7 (or higher at Storyteller Veil reassert itself and repress or confuse discretion) to gain a vision of the target’s the memories of what they saw. most recent encounter with a supernatural Prerequisites: Valor 6, Conviction 5 being, as far back as one week ago per success rolled. Vengeance Prerequisites: Valor 5, Conviction 5 • Cleave: At will, you may empower a held ••••• Expose: Spend two Fight and roll Valor Brawl or Melee weapon or create such a + Conviction difficulty 8. The number of weapon out of nothing. A created weapon successes determine the area of effect: has a damage rating of +2 Lethal; an 1: 15-foot radius empowered weapon increases its damage 2-3: 50-foot radius rating by +2 Lethal but breaks after its 4-5: a city block damage rating rounds unless you succeed 6-7: An acre on a difficulty 6 Valor roll each subsequent turn. Attacks with such a weapon can harm metal surfaces rust and people suffer immaterial beings. nosebleeds. Prerequisites: Valor 1 Prerequisites: Valor 6, Conviction 5 •• Track: Touch (or pass through) a supernatural creature and roll Valor + Conviction + Perception difficulty 6. The target leaves a trail of smoke behind it; the trail lasts six hours per success rolled. If the creature passes into a different plane of reality, the trail ends there and resumes where the creature returns to this world. Usually only you can see the trail, but creatures with magical senses (such as other Hunters using Second Sight) may notice it with a successful Perception + Kenning roll difficulty 7. Prerequisites: Valor 2, Conviction 1 ••• Smolder: Spend an action and roll Valor + Conviction difficulty 7 to create an up to 10 cubic foot cloud of black smoke (may spend Fight to add another 10 cubic feet per point spent) that lasts one round per success or until dismissed. All mortal senses (including hearing) and most supernatural senses cannot pierce the cloud, though you can see through it normally. Prerequisites: Valor 3, Conviction 3 •••• Treason: Touch a supernatural creature, spend a point of Fight, and roll Valor + Conviction at a difficulty of the target’s Willpower. The creature treats your allies as its allies and your enemies as its enemies for a number of turns equal to your successes. It may spend a Willpower on each of its turns to resist this effect for that turn. Prerequisites: Valor 5, Conviction 5 ••••• Smite: Aim at a target within Conviction + Valor yards, spend a point of Fight, and roll an attack at the target with Dexterity + Conviction + Valor. Your Strength is added to the damage pool even though this is a ranged attack. The target is struck by something that is not quite lightning and not quite fire which bursts from your hand to hit them. This attack is not subtle; it produces a blazing light, a deafening crash, and an acrid ammonia stench. Within 20 feet of the blast electronic equipment is scrambled, glass shatters,