|
Post by Annabelle Devonshire on May 18, 2020 1:41:24 GMT -5
------------------------------ Way of the Imbued ------------------------------ Overview Monsters. Nightmarish abominations of man and nature hell-bent on murder and destruction. The malignant offspring of over-active imaginations given form to haunt the night. Human fears and passions made manifest to further the very terror that birthed them. The things that go bump in the night. Humanity’s fear of the unknown has inspired us to create all manner of abominations and obscenities. Whether it’s a dark corner, a deranged mind or the next world, human imagination has aspired to fill the void in an effort to make sense of our existence and all its mysteries. Although science seeks to answer our questions and make the world sensible - to explain that monsters do not exist - the human imagination still takes us back to times past, when the dark places and other worlds were frightening. Persistent fear of monsters, even in this “enlightened” age, raises the question: If belief in creatures integral to the human psyche? That’s what science claims; “monsters” are the results of psychoses, sexual deviancy, products of the subconscious mind. Why else could we fear the dark places when reason and rationality have illuminated so much? Monsters aren’t real… Or are they? Imagine a world in which creatures of the night have lurked in the shadows from the very beginning. Feeding on human fears and bodies. Playing with us like toys in ageless, demented power struggles. Deciding human fate and keeping us under their collective thumb or trapped in a talon-grip. Subjecting us to their unknowable will for their own obscene amusement. Now stop imagining, because it’s true. That’s our world. That’s us. Monsters cast their shadow over our lives and chill our very souls. We are subjected to terror, oppression and corruption, but we never see what’s real. We never know the truth. At least… most don’t You stand apart from the helpless masses. You’ve had the scales ripped from your eyes. You see the creatures working their manipulations. You recognise the fetid putrescence beneath their innocuous masks. You peer into the deepest shadows and witness their lurid dance. You see everything. You know the truth. And somehow, by some unseen hand, you have been granted the power to stop them. You have the clarity and strength to emancipate humanity, to wrest control from the supernatural. You have the power to finally, once and for all, free the world. You are a hunter. What are the Imbued? Most would assumed the Imbued are, appropriately enough, monster hunters - brave, determined people who confront the supernatural. But the Imbued don’t start out that way. They aren’t born and raised with the awareness of monsters or the capacity to fight them. They begin as normal people who are one day confronted with how the world really is; they’re exposed to the creatures that lurk in the shadows. Most people panic and run from such beings, or from the very idea that such things exist (why does science tell us there are no such things as monsters again?). Would-be hunters are different from the majority in that they possess whatever it takes to stand and face the unknown, and even have the bravery or temerity to act against it. It seems that the doing is what in fact gives imbued full insight into reality, into how the world is not our own. Whereas those people who run from or turn a blind eye to the truth will not accept it and cannot know it, hunters, by staying, seeing and even fighting back, are exposed to the gamut of reality. They learn we are not alone, yet ironically, hunters themselves are alone with their knowledge. Instinctual fear of the truth keeps the masses mired in ignorance. The rest of humanity refuses to believe that the supernatural could exist, let alone take physical form, so hunters must keep their horrible awareness to themselves and seek to protect people from their own closed minds. Thus, hunters band together in small groups through which they can uncover, stalk and perhaps even destroy the enemy - or die trying. The Imbuing Imbued call their moment of realization the imbuing. Although hunters operate alone or in isolated groups, their efforts to find each other and spread the word make terms like “the imbuing” common parlance, and prove that being “chosen” is not an isolated experience. Accounts of the imbuing vary wildly, but certain elements appear to occur for all hunters, regardless of age, sex, race or nationality. Hunters hear voices, see distorted messages on billboards or in newspapers, or perceive odd sounds, smells or visions. Regardless of its form, the experience always offers a warning of nearby danger: a booming “IT DOES NOT LIVE,” a street sign that momentarily reads “RUN NOW,” a sudden, hallucinatory image of people strewn about a street as Death walks among them. No source seems to be apparent for these signs and portents, but their subject soon becomes clear. With eyes newly opened, the awakened hunter witnesses the most grotesque obscenity he has ever encountered — a thing not meant to exist, a walking affront to life itself, an abhorrent monstrosity. In that moment of clarity, a veneer erected to hide the real world fades forever. The secret is laid bare. The truth is revealed. There it stands in all its unholy glory: evil personified and presented for hideous edification. Monsters exist. And that's only the beginning. The Messengers Among the hunters who seek out each other, whether for safety in numbers or simply for solace in a terrifying reality, the same questions are asked over and over: Why? Why me? Why now? Who has done this to me? Theories abound about why people are chosen. The end of the world is coming. Judgment Day is here. Monsters' ongoing evil has finally received its karmic response. Aliens have touched humanity and revealed the truth — or are responsible for monsters on Earth. Ultimately, no one knows for sure why people are suddenly awoken. However, the apparent messages or hallucinations suffered at the moment of imbuing lead many to believe that someone or something bestows this blessing or inflicts this curse. How else could intelligible voices, legible messages and waking dreams happen to disparate people, yet be so similar for all? For lack of a better theory, the Other emerges as the prevailing answer for now. In burgeoning hunter circles — groups that are imbued together, hunters who meet through word of mouth, through signs left for each other or through covert Internet communication — these beings are labelled “Messengers” or “Heralds.” What their intended message is or for whom they convey it, if anyone, is unknown. Certainly, the mystery of the Messengers makes them just as frightening as the monsters to which hunters are exposed. Yet, the imbued take comfort in the knowledge that they are still human (or so they believe), that they are not the walking corruption that so clearly oppresses mankind. For most hunters, that distinction is enough. Questioning further only makes an already harsh world inhospitable and existence itself intolerable. Edges Thus, hunters are exposed to reality and the monsters that inhabit it. The chosen are forced to recognize the depravity of creatures that are truly in control. But what evidence is there that the imbued have any responsibility for that knowledge? Why does that knowledge demand action? For most of the imbued, the answer is simple: At the moment of rebirth, they are granted strange abilities and powers. At the instant they ate witness to living nightmares, the chosen are empowered with the means to respond to the creatures before them. These amazing abilities seem to be numerous and varied. Some allow a person to strike down a creature. Others create chaos under cover of which the imbued may act. Some powers grant extraordinary perception, the ability to see and recognize monsters wherever they hide. Still others allow the imbued to heal themselves and others miraculously. Why else would the imbued he granted these gifts than to react to the abominations revealed before them? Evil exists. The imbued have the power to stop it. That's what makes them hunters. As many hunters observe, “What else is there to know?” The Hunt Awareness of monsters and heinous corruption doesn't stop with the moment of the imbuing. A person's life is changed forever after the moment her eyes are opened. She sees creatures everywhere. Their influence touches and taints everything. The reason for all the suffering and strife in the world becomes clear. Friends' loss, families' turmoil, society's ills — they all trace back to monsters and their plots. I low long can one witness these atrocities — deaths, disappearances, abuses, invasions — before lashing out against them? Most of the chosen cannot remain quiet. They strive to protect loved ones, friends, neighbourhoods and cities from the creatures that would control and destroy all these things. The result is the hunt: the ongoing pursuit of creatures to stop them, save them, understand them, outwit them or simply destroy them. All hunters undertake their own missions against the unknown. They have their own reasons for stalking, preserving or killing. Ultimately, however, their objectives are the same, whether they realize it or not. The cautious hunter who devotes his life to protecting his family, and the daring hunter who travels wherever he must to locate and destroy both want the same thing: to start again, to make a new place where people can be safe, to inherit the world that they once believed their own. Whether such a goal can ever be achieved is unknown. Many imbued do not even consider the direction of the hunt long enough to perceive its destination; they simply survive day to day, night to night. For others, claiming the world is the only goal of the hunt — and it must be achieved.</li> Hunter Foes Monsters, monsters everywhere. Hunters' enemies are, collectively, an enigma. Before, their existence was nothing but folklore and fairy tales. Now, all the old stories are proved true — more than true, even: reality. It's the "real" world that's make-believe. People's lives, dreams and fates have never been their own, but are, and always have been, the creations of obscene, invisible forces. Although they are roused to the truth, the chosen are still very much in the dark. They have a glimmer of what's really out there, but they still can't see far. Whatever they don't know they're forced to guess. Investigation and extrapolation are the order of the day — and night. If creatures exist and prey upon humanity, others could be out there that have yet to be encountered. After all, who or what created the ones already faced? Left with ominous uncertainties and glaring ignorance, hunters turn to whatever sources they can for information on the enemy. Suddenly, old legends, folk stories and fairy tales are fonts of wisdom. Can the walking dead show their faces in daylight? Are shapechangers mortally afraid of silver? Is the Church — or another religious institution — any protection, or is it as corrupt as the rest of the world? Is a restless spirit forced to haunt only one place? There are limitless questions, and hunters don't know any answers for sure. They don't even know whether different monsters exist or if they're all the same kind, each with a different face. Are the old stories true? Can they be turned to, trusted? Are they fiction or fact ? Hunters' lives hang in the balance. Human Relations Being imbued and undertaking the hunt make a person an outsider among normal, unaware people. You know and have seen things that most cannot or will not imagine. Your previous day-to-day life seems meaningless now; monsters are real and must be dealt with. Yet, that very mundane, oblivious existence is exactly what your friends, family and co-workers still live. They can't understand the pressures and fears that you face. They don't understand why you can't make dates and deadlines, why you can't remember promises or anniversaries, or even why you can't manage to turn up for work at all. Most hunters' old lives fall apart. So, why not preach from the mound, tell everyone the truth and open all eyes to the creatures that plague the world ? Because other people can't understand you: They can't see what you can. Monsters' secrecy, control and manipulation is so thorough that the average human mind cannot encompass the full scope of reality. Unless the common person is shaken by some unseen hand, as you were, she can never stir from her slumber. Thus, relations with family, friends and even perfect strangers can never be the same for hunters. Normal folk simply cannot sympathize with your ordeal. Old acquaintances may growdistant,disturbed, confused and even threatening. Lovers may leave you, bosses may fire you, police may pursue you and bankers may foreclose on your property. Hunters learn quickly, then, that normal people have to be left in the dark. Attempts to reveal the truth only baffle them and make you seem addled, strange or insane. They don't understand why you need to empty the family bank account. They don't understand why you need to fly to Mexico without warning. They don't understand why you lashed out at that woman in Accounting, the one chummy with the president. The defenceless don't understand you and may even seek to have you committed or arrested. And there's another, more insidious danger to preaching to the masses. Monsters are everywhere, they have feelers and sensors at all levels of society, government and religion. Where monsters themselves cannot tread, they manipulate pawns who act as their eyes and ears — normal people in league with evil, people whom you may not recognize as the enemy. The police could be under the sway of the walking dead. Politicians may be possessed by spirits. Television stations may broadcast the prepared statements of mind-controlling demons. If you make one peep about monsters, their existence or their influence, the creatures might hear. Now your anonymity is gone, and they know you. They realize that you can see them. You're a threat that must be silenced, and any confrontation will be on their terms, not yours. By trying to warn the populace, you may be signing your own death warrant. And though you may be able to dodge the enemies lethal reprisals, what about your family or loved ones? So, it might seem that hunters are absolutely alone against their foes. Not so. They have each other. The imbued can turn to one another for comfort, stability, foundation and sympathy. Hunters know what their fellows have witnessed and gone through, what they perceive and can do. The result, typically, is small circles of hunters — often ones imbued at the same horrifying scene — who work together. Personality and motivational differences may threaten to break them apart. ("Should all monsters be destroyed, or were some once human and worthy of saving?") But, regardless of clashes, hunters recognize that they need each other to survive, whether that need unites a handful of imbued in a neighbourhood or hunters scattered across the world who seek out each other through the Internet. Hunter Code The imbuing holds myriad mysteries, all of them strange and frightening. Perhaps one of the most peculiar hunter “gifts” is an apparent language of symbols that's imparted when people are touched. These icons appear to be intuitively understood by hunters, and can be written and read as if you knew them all your life, despite never having put them to paper or seen them before. Many hunters call this language “the Word.” Each of these symbols seems to have a simple meaning; all convey some short message, as pictograms do. One icon could indicate that a building is a safe haven in which to hide. Another could warn that a bloodsucker controls the area. Or one could symbolize that a neighborhood is under the protection of one or more hunters, and that anyone who can read the message should seek them out. So far, no formal documentation or catalogue has been made of these images, yet hunters know them implicitly and can impart a written message with one, or as many as three, when needed. The symbols appear most commonly as urban graffiti, usually as directions, warnings or signals to fellow hunters. Most hunters agree that they first use these images early on in their self-understanding and missions, in an effort to find others of their kind. However, the icons remain invaluable for identifying dangerous turf and recognizing the hunting grounds of known monsters and the chosen. So far, the enemy does not seem to understand or even perceive the significance of these symbols. Nor do human pawns or authorities. But should the code ever be compromised, hunters are sure to be made sorely vulnerable. Hunter Code is explained fully here.</li> The Hunter’s Creed Before they were imbued, hunters were normal people. They had lives, dreams and pursuits. They also had their own ideas, values and beliefs. Perhaps they were devoutly religious and extended charity and goodwill to others. Perhaps they eschewed religion, but had faith in their own ability to accomplish goals and expected others to do the same. Maybe they accepted aspects from a variety of faiths and looked for bigger answers from there, with an understanding of numerous religions and cultures. Maybe they worked hard for the sake of work or relied on the efforts of others to get them through, or chose random targets in life and strove toward them. It's important to know who your character was before. Once she is imbued, her former values and beliefs persist. In fact, they often determine her course and purpose in coming to grips with the true world, the existence of monsters and the hunt itself. A charitable person might now believe in offering forgiveness or aid to monsters whom she feels are deserving. A driven person might see self-sacrifice as her greatest weapon against the unknown, or she might find no tolerance for the evil she perceives and seeks to destroy it utterly. An open-minded person might believe that there's good and evil in monsters and humans, and wonders if there's a greater purpose to the imbuing than putting down the supernatural. It's therefore essential to know who your character was as a normal person — what she believed in and hoped for. Those values determine her approach to the hunt in terms of your character's creed. Creeds are the roles hunters play in the ongoing war with the unknown, the philosophies that hunters observe regarding the horrific world to which they are exposed and the attitudes the chosen have toward the monsters they face. Also, creeds represent the direction that hunters give to pursuing and fulfilling the precepts of their Virtues. What do all these explanations and guidelines mean in a story, though? Your character's Creed is no social classification or organizational group to which she belongs. Your character isn't part of a Creed as she might be in a profession or club. Her Creed is an in-game interpretation of how she goes about and perceives her mission. Your character's primary Virtue — Zeal, Mercy or Vision — indicates what she upholds as the goal of the war — perhaps to destroy the supernatural and reclaim the world or to try to preserve whatever’s good in creatures before the world comes to an end. Her Creed is the means by which she hopes to fulfil that goal, the direction she takes. Although hunters can have the same primary Virtue, say Zeal, those of different Creeds seek to accomplish the same goals in different ways. An Avenger intends to tear down the supernatural one creature at a time, by tooth and nail if necessary. A Defender seeks to preserve something worth saving in the world. She wants the unknown destroyed, but not at the expense of whatever she values. A Judge seeks to make sure that the right course of action is taken, that the creatures who truly need to be destroyed are done in, while balance and perspective are maintained among hunters themselves. Your character’s Creed is therefore his philosophy about the World of Darkness as he now understands it, his take on abominations and how he should deal with them. Thus, his Creed is a factor of his identity and belief system, not of any outward institution. That last point is key to understanding and depicting your character as a realistic person and a human being. She is an individual with ideas and beliefs. Those values determine how she responds to an apocalyptic world controlled by unspeakable beasts. Her answer to the truth is a product of who she is and the ideals she upholds. Thus, even though your character wields bizarre powers, she is still human. Her approach to the hunt is on individual and personal terms, not along any regimented or social lines. Your character is herself first, with her own ideas and concerns. She attacks, saves or outwits the supernatural because that's what she believes in doing. Her Creed is simply a handle with which to identify her reaction. So, when you create your character, don't decide "I wanna play one of those people who sacrifices himself all the time." Rather, decide who your character is as a person — before he's imbued — and then choose a creed that suits that identity. Or let the Admin assign your character a Creed based on his first instinctive reaction to the unknown. Because the hunt is so personal, hunters don't widely recognize Creeds as classifications among their kind. The chosen simply seem to pursue different agendas: some that coincide and others that clash violently. Only among hunters who communicate often, such as individuals on hunter-net, have lines begun to be drawn between hunter factions. These divisions are less conscious than they are unconscious; contributors to the site tend to break off into circles of the like-minded, where they share their triumphs and frustrations and search out ways to convince the others that they have the answers to the questions that plague all hunters. The vague divisions that exist between camps are evident in the numerous names applied to the Creeds; no group has any one title or identifier that's used universally. So by all means, write your character’s Creed on your character application. However, rather than decide how she acts in keeping with that “group,” decide how that group coincides with her values. The ways in which she copes with the hunt and reality itself follow naturally from there. Creed A hunter's Creed is not a job description or class into which he is forced. We're talking about people here, not square pegs. Creed is an indication of how your character perceives the world, what he believes in and how he decides to contend with the monsters out there. It's his philosophy, his outlook, the sum of his beliefs — and how he acts on them. These qualities tend to result in certain behaviour when it comes to hunting. The jaded, angry or fed-up often resort to violence first and questions later: “Kill them all and let God sort them out.” Others believe in forgiveness before condemnation, hoping that souls can be saved and that perhaps even monsters have them: “Put your trust in me and we might find salvation together.” Still others arc curious and ask questions about everything around them, especially the new creatures they have discovered; “Where did these beings come from? Are they all evil? I have strange powers, how am I any different from them? On whose terms should I destroy these beings?” Groups of chosen who have similar approaches to the enemy and the hunt are labelled Creeds for game purposes. Hunters as a whole are so new to the world that these groups are not yet recognized societally, even among hunters themselves. So far, not even their Edges seem to differentiate them from one another along clear lines. Yet means of communication such as the hunter-net site go a long way toward helping hunters understand themselves, each other, their culture as a whole and the creeds as subcultures. The Creeds There are nine Creeds to choose from. Your character has only one. They are grouped according to Virtues, which are generalizations about your character's ultimate goals in the hunt. The Creeds are assigned to Virtues as follows: Virtue: Mercy Creed: Innocence, Martyrdom, Redemption Virtue: Vision Creed: Visionary, Deviance, Solitude Virtue: Zeal Creed: Defence, Judgement, Vengeance</li> The Virtues are explained below...
|
|
|
Post by Annabelle Devonshire on May 18, 2020 1:42:55 GMT -5
Virtues
During a hunter’s normal life, she had values, principles and beliefs, whether about right and wrong, good and evil or Heaven and Hell. Her values were probably shades of gray between the black-and-white contrasts of any subject: “There might be a God, but a place where souls go after death? I don't know…” Their ideas and principles were probably fairly typical, shared by others, even if not locally or to her knowledge.
All that changed when they were in the wrong place at the wrong time — almost coincidentally when evil manifested. Suddenly, she was imbued. All of her previous perceptions and ideals were instantly invalidated. Everything she'd taken for granted was shown to be false, the world proved never to have been the place it seemed. The slate was wiped clean, and she was forced to start all over again.
Yet even in this nightmarish new reality, the hunter’s ideals and beliefs have a fundamental impact on who she is, whether she realizes it or not. The hunter’s reaction to the walking horrors around her determines the direction of her new existence. In the moment of the imbuing, the Heralds, for lack of a better term, seem to measure her utility in a war against the supernatural.
Although hunters aren't aware of any classification of their kind, three approximate identity types emerge among the imbued, based on their previous philosophies. Members of these groups share roughly similar approaches to and ideas about monsters and the hunt, from the moment they're reborn to the moment they become statistics of the ongoing war. The three groups, known for game purposes as Virtues, are Zeal, Vision and Mercy. They are all different takes on how monsters should be dealt with: tooth for a tooth, eye for an eye; with a mind to an ultimate end to the war and with questions such as “what are you” and “what are we?”; or with judicious compassion for creatures that may suffer as much in this reality as the downtrodden suffer in any world.
A nascent hunter's very personality therefore decides his identity and purpose against the supernatural, whether to destroy it, understand it or to save what can be recouped. The Virtues decide who hunters are and become. One of these dedications is their primary Virtue.
The Three Virtues
Each of the three Virtues means something different for each hunter; no two people can agree on how far the hunt should be taken, what plan should be implemented to fight the unknown, or which beings are worth sparing and which are not. Hunters take up the cause for their own reasons and often die on their own terms. Yet the three Virtues — the lenses that focus hunter perception — can be generalised. The individual hunter decides her reasons for waging war on the supernatural and what she hopes to achieve from it. The answers they arrive at reflect her primary Virtue. Mercy
This Virtue assumes that there is something worth saving in all beings. It values respect and courtesy above all. Nothing can be taken unless an effort to give is made in exchange. Solutions to problems lie in the middle ground, not in opposed camps.
The Merciful look upon the monsters plaguing the world and search for ones who make up for the wrongs of the rest. If the creatures derive from people gone wrong, perhaps those people can be saved. This perspective doesn't make the Merciful naive, however; the remorseless must be put down to save the defenseless, to protect any putity that might still exist. Indeed, when charged to protect the free and unspoiled, the Merciful become more dogged and dangerous than even the most extreme Zealot.
Vision
This Virtue is founded on questions and the search for answers. Life is complex and baffling. How can anyone claim to understand anything if they don't ask all the questions and look for all the answers? Rash actions or decisions can cause more harm than good. Thoughtfulness and freedom are key to unity and cohesion.
Vision applies to the hunt in refusing to acknowledge accepted truths and in scrutinizing assumptions. Monstrosities might seem to control the world, but is it worthwhile to destroy every one of them on the streets when the ones in power just create more? What's the plan? What's the goal of the hunt? Running in circles covers no ground. How can people be free of supernatural tyranny once and for all?
Zeal
This Virtue is the fundamental belief in a cause for its own sake, whether it be a religion, a right, a movement or simply a refusal to accept the status quo. Right and wrong draw definite lines, with narrow or no shades of gray. There is an ideal answer to whatever problems arise, and it should be sought after, fought for if necessary.
Zeal applies to the hunt in simple intolerance of rhe supernatural. The world is clearly at the mercy of obscene creatures that corrupt everything they touch. Their hand should be severed and their lives should be snuffed out. Half-measures mean half-freedom or half-justice. What can be worth having that isn't worth dying for?</li> Virtues and Creeds
The imbued’s role in the hunt doesn't stop at her Virtues. Virtues are like department titles at the workplace. The hunter also has a personal job title. A hunter’s job is her Creed: Her purpose or the role she performs in the hunt. Each of the creeds adheres to a Virtue, which is called its primary Virtue. Zeal’s creeds are Avenger, Judge and Defender. Mercy’s creeds are Redeemer, Martyr and Innocent. And Vision’s creeds are Visionary, Wayward and Hermit. Thus, Zeal is the primary Virtue of Avengers, Judges and Defenders. Mercy is the primary Virtue of Redeemers, Martyrs and Innocents. Vision is the primary Virtue of Visionaries, Waywards and Hermits.
Imbued largely carry out the hunt according to the tenets of her primary Virtue, but with the direction and guidance of her Creed. A hunter with a primary Virtue of Zeal believes in the destruction of the supernatural. However, if she's a Judge, she accomplishes that goal through strategy, cool calculation and temperance. A Defender adherent of Zeal seeks to destroy the supernatural through counter-strikes, feints and simple wearing down of the enemy, all the while protecting the enemy's true target. An Avenger, on the other hand, believes in destruction through direct and bold action. The Avenger isn't stupid, simply decisive and straightforward.
A hunter’s Creed is a direct result of their primary Virtue, and her primary Virtue must be compatible with her Creed. As far as hunters’ unidentified creators seem to care, the imbued set their own course against the night and are simply empowered to follow it. Hunters do not possess Virtues or Creeds — or Edges — until they’re imbued.
Multiple Virtues
Imbued have a Creed and primary Virtue, but they can also have scores in any of the Virtues, regardless of which is their primary. (Your character's primary Virtue rating simply cannot be exceeded by her other Virtue ratings.) Scores in multiple Virtues represent an understanding of the various goals of the hunt — not only to destroy, for example, but to rationalize with and perhaps even spare some supernaturals. There is rarely one solution to any situation in the World of Darkness. Hunters with a broad perspective understand this and can choose the best solution to the problem at hand. Your character can blow up the building in which a zombie holds hostages; she gets the walking corruption, but defenseless people are killed in the process. Alternatively, tricking the zombie or even considering its demands in hopes of putting the tormented soul to rest might resolve the situation harmlessly.
The capacity to possess ratings in any of the Virtues almost seems to suggest that the Heralds want some imbued to have a broad foundation. Such hunters don't necessarily become overtly powerful, but they do prove capable and versatile. A hunter’s Virtues are used to acquire her Edges. A strong foundation in multiple Virtues offers a hunter access to various Edges, not just those of a single Virtue or Creed. For example, a Redeemer can have points in Zeal and Vision — and therefore have Edges from the paths of Zeal or Vision creeds. A diversified character thus brings more weapons to the hunt, which offers her more options than a highly specialized, narrow-minded ally has. Thus, these versatile, moderate hunters seem to contrast with their focused and perhaps intense allies. But, of course, the question is, to what end is this difference fostered?
Remember, all of your character's Virtues can be increased during play, but her primary Virtue score can never be exceeded by those of her other Virtues.
Virtues and Edges
A hunter’s edges are the powers bestowed upon her at the moment of being imbued. The edges available are a direct result of their Creed and Virtue points, and how those points are allocated.
Edges belong to paths according to Creed. The powers listed under the Innocence creed form the Innocence path. The powers listed under the Judgment creed make up the Judgment path. A hunter’s primary path is that of her Creed. The primary path of a Martyr-creed character is the Martyr path. Your character's progress along this path regulates what other powers she’s allowed to have.
Edges must be acquired in increasing order on a path. You cannot buy the level-one Defender power and then jump to the level three; each Edge along a path is the prerequisite for the one immediately higher.
Virtues determine what Edges you can acquire. You can choose an Edge from any creed's path for which your character has an appropriate Virtue. Thus, a character with a Mercy rating can have powers from any of the Redeemer, Martyr or Innocent paths. A character with a rating in Zeal can have edges from any of the Avenger, Judge or Defender paths. It doesn't matter whether these other paths are your character's primary path, or if these other Virtues are your character's primary Virtue.
The only stipulation to choosing Edges from paths other than your character's primary path is this: Edge ratings in other paths cannot exceed your highest-rated primary edge. Thus, a Visionary with the level-three Visionary Edge can have powers belonging to other paths. Those other Edges simply cannot be rated four or higher. A Defender with the level-two Edge in his primary path cannot have any other power rated three or higher.
Your character can even have Edges from other paths belonging to the same Virtue as that of his primary path. A Defender can have Avenger and Judge edges, all of which belong to Zeal. However, those other powers still cannot exceed your character's highest rated Defender edge.
Edges are purchased with Virtue points. An Edge costs Virtue points. Level-one and level-two Edges costs one point of the appropriate Virtue. Level-three and level-four Edges costs two Virtue points. Level-five Edges cost four Virtue points. Getting both the level-one and two Edges in the same path therefore costs a total of two Virtue points. Having the level-five Edge and all those beneath it in a path costs a total of 10 Virtue points. Remember that you must possess one Edge in a path before you can purchase the next higher rated.
Your character's Virtue points can be dedicated to only one Edge each. You can't use his 1 Mercy to get the level-one powers from Redeemer, Martyr and Innocent. That Virtue point buys only one Edge from one of those paths. The same is true for higher rated Edges. If your character has the level-one Avenger edge and you decide to acquire the level-two power as well, the extra Virtue points needed are dedicated to that new Edge; they can't be used to buy any other Zeal powers.
Note that your character’s Virtue ratings don't diminish when Edges are chosen. A hunter with 3 Mercy isn't reduced to 2 Mercy when he gets the level-one Redeemer edge. Virtues simply record a limit to the Edge levels that your character can possess.
Spending “Unused” Virtue Points
You can also take a different approach to acquiring Edges with your character’s Virtue points. You don't have to save up Virtue points to buy the next highest edge in a path. You can spend Virtue points as your character gets them to acquire lower level edges in various paths.
If your Redeemer has 3 Mercy and the level-one and level-two Redeemer Edges, he doesn't have enough points to get the level-three Redeemer Edge (or any level-three Mercy Edges, for that matter). However, he can spend his “unused” Mercy point to acquire a level-one power from a different Mercy path, from either Innocent or Martyr.
A Judge with 9 Zeal has the level-four Judgment edge, but doesn't have enough points to gain the level-five (he needs a total of 10 Zeal to have that Edge). However, he has never picked up any low-level edges from the other two Zeal paths, and his handler decides to do so now. He has three “unused” Zeal points (his first six have been dedicated to his levels one through four Judgment edges). His player spends one Zeal on the level-one Defender edge, one on the level-one Avenger edge, and the last on the level-two Avenger edge.
Buying lower level Edges with “unused” Virtue points comes at a price (isn't there always a price?). They cannot count toward your character's Virtue total when you try to gain the next Edge along a path. The Redeemer in the example above has “spent” his unused third Mercy point. That means it isn’t counted when he seeks to gain the level-three Redeemer edge. Rather than need the normal 4 Mercy for that power, he now needs 5 Mercy.
The Judge in the example above has now “spent” his three unused Zeal points. They can't be counted toward getting his level-five Judgment edge. However, he has two new lower-level edges for his trouble.
Spending unused Virtue points provides your character with a broad base of Edges with which to face the unknown. Access to these various Edges may save his life. However, dedicating “unused” Virtue points also keeps your character from attaining the most potent edges in a single path. It's a trade-off: versatility versus focus. Your character can continue to assign “unused” Virtue points to low-level Edges that he doesn't already have as long as his character's highest rated edge in his primary path is not exceeded by the level of any other power. That's the limit to which you can broaden your character's scope under any circumstance.
The Consequences of High Virtues
A character who stalks the horrors of the world and lives to tell the tale is very skilled, very lucky or very powerful — or all three. A hunter devoted to a specific Virtue — one who strictly pursues only one agenda such as destroying the supernatural (Zeal) — eventually attains a high Virtue rating and all the commensurate edges. She may ultimately achieve the limits of what a human being is capable of in the crusade against the night (a Virtue rating of 10). Hunting becomes her obsession, the only meaning to her existence. The hunter literally becomes the hunt itself. Such people are ruthless, headstrong, determined, deadly — and perhaps no longer even human.
Internet rumour has it that only a few people are suspected to have achieved this state in Imbued culture's apparently young existence. From what’s known or told, these exceedingly rare individuals have sought to push the envelope of what they are capable. Various stories give accounts of their fates: Some hunters supposedly set out to master all aspects of the hunt (in game terms, to fulfil all three Virtues rather than just one). Others say these Imbued have gone in search of who or what creates hunters. Still other tales claim that a solitary-extremist searches for a means to power that he senses exists but is beyond his reach…
Your character is blessed — or cursed — should he ever achieve the pinnacle of hunter perfection: a Virtue rating of 10. Most die simply trying to make it night to night, protecting family and friends rather than pursuing any selfish, elusive mastery.
For those with nothing else to fight for or any other reason to exist, the limits to Imbued potential await in the unknown. However, the ramifications of testing these limits are much more immediate. At 7 Zeal, Vision or Mercy, and for each point gained thereafter, your character gains a derangement automatically.
The Storyteller assigns this quirk, mania or obsession. It should suit your character's identity and the high-rated Virtue in question. Your character begins to abandon his own identity in preference for the hunt itself, becoming almost machine-like in his pursuit of the enemy and his own limits. Loved ones are cast aside. Former values are disregarded. Traditional concerns such as employment, shelter and even food seem inconsequential. You should definitely roleplay your character's derangement and gradual change of identity.
Derangements can be alleviated through roleplaying and Willpower expenditure, but only if some sufficiently traumatizing or moving event occurs that alters your character's course — something that snaps him out of the hunt mentality. Derangements may even be diagnosed and treated by professionals, but persist as long as the hunter continues his crusade. Sometimes, abandoning the hunt completely is the only conscious means by which to retain personal identity and sanity. Yet retirement has its own moral price: How long can an imbued watch monstrosities prey upon the defenceless while he stands idle?
Note that hunters who achieve such abstract heights and who go to such lengths in the war are often misunderstood by lessers. Absolute devotees begin to perceive agendas that lowly hunters cannot comprehend. Releasing poison gas to get at corporate shapechangers might seem reasonable to the extremist Judge who seeks “the greater good.” A Visionary who begins to recognize patterns in the crusade that are inconceivable to others may demand that his plans be followed, despite the cost in lives and resources. A Martyr who measures sacrifice as the ultimate release from the supernatural may take it upon himself to “sacrifice” the unwilling. These extremists' objectives can simply overstep any limits that most hunters understand.
In a world where the populace at large has no idea of the truth, where the authorities arc controlled by the enemy, and where hunters bear their burden alone, the imbued must police themselves. Chosen who go too far or who lose perspective can become the targets of their own kind. More than one rogue or extremist has been brought down by his fellows.
|
|
|
Post by Annabelle Devonshire on May 18, 2020 1:43:37 GMT -5
Conviction
All of the Imbued have Conviction; it is imparted to them along with Virtues and edges when they are chosen.
Normal people and supernatural creatures do not possess Conviction. Indeed, the Trait can be used only in relation to hunters' Edges, to “fuel” those powers with a character's reserves; to resist influence and control by creatures' powers; and to heighten hunter senses to the presence of the supernatural. Imbued possess Willpower too, but that Trait cannot be applied to gain automatic successes or to accomplish any feat wherein Edges are concerned. Such effects are the exclusive functions of Conviction.
By contrast, Willpower applies when Imbued perform “mundane” actions such as jumping between buildings, lifting heavy objects or staying awake. Conviction has no effect over those efforts that the human body can accomplish all on its own.
Conviction Changes
When Imbued make contact with the supernatural and use their Edges, Conviction tends to rise and fall quickly. Spending a Conviction point or using an Edge, as explained below, is considered a reflexive action.
Spending Conviction
Conviction makes it possible for the Imbued to wage their war. Whereas normal people without it would be driven mad with fear by monsters or would be completely vulnerable to the supernatural, Conviction gives hunters a fighting chance. Spending one Conviction point bestows the following benefits on your character for the duration of the scene.
Note that if no Conviction is spent for your character, he receives none of these benefits and is considered a normal person for the purposes of supernatural effects. That means his mind, emotions and body can be controlled by monsters with such powers. That also means he's oblivious to, stupefied by or terrified by monsters’ appearance. The typical result is running in terror, rationalizing away the scene to make some mundane sense of it, or putting events completely out of mind as if they never happened.
Perception: The hunter is able to perceive supernatural entities that might not otherwise be visible to him. Hunters call this ability the second sight. Some monstrosities are easy to spot. Shapechangers in horrid man-beast forms are clearly not human. Shambling corpses out to feed on the emotions of hapless victims stand out clear as day — or night. Conviction isn't necessary to recognize the monsters that any person could see. However, a Conviction point allows your character to detect the presence of monsters hidden in his vicinity, where he can see naturally. For example, a creature using powers or magic to disguise itself or hide in plain sight becomes visible to your character.
Second Sight is also invaluable to the imbued in that it allows them to recognize all supernatural creatures as not human or not living in some way. The entries, below, expand upon this hunter vision, and detail the powers that come with second sight. Spirits or ghosts present in the material world appear physical to your character. They may be obviously dead — burned, broken, decayed, wounded or dismembered, or they may look like perfectly ordinary people, but a hunter knows they are not natural. The recently dead are often difficult to distinguish from the living, especially if they bear no obvious deathmarks and wear modern clothes. Yet hunters with second sight recognize an unhealthy pallor, detect the scent of the grave or feel a cold breeze. Although these signs indicate the supernatural, they don't automatically reveal the true nature of the creature. Edges that specifically identify the supernatural may be required to actually recognize a restless spirit for what it is. Spirits or beings that possess or hide within human hosts appear as images superimposed upon their human victims. Seeing a possessor doesn't immediately allow the hunter to harm the intruder, but he knows it's there. Beings that masquerade as humans or that assume human appearance or form register as not human. The true (super)nature of the creature is not revealed — that's the purview of edges such as Discern, Witness and Illuminate — but the being comes across as inhuman. Perhaps your hunter gets a chill in the creature’s presence, the “person” shimmers strangely, a shadow is cast across it in broad daylight, or a horrific visage momentarily obscures its otherwise human face.
This sense for the inhuman applies even to those creatures that look like ordinary people in every conceivable way. A witch or warlock might be completely mortal and ostensibly indistinguishable from everyday people, yet a hunter with active second sight knows the person is wrong. A skinchanger in human form appears unremarkable, but stands out as unclean to hunters with second sight.
However, second sight does not explain or reveal how these human-seeming beings are “wrong.” Edges that distinguish among supernatural beings for what they really are required to know more about a subject. Your character is immune to illusory powers. He can see through artificial hallucinations. Creatures attempting to hide in plain sight are completely obvious. If a creature creates a false image, sound, smell, taste or tactile surface — something that has no substance or is not genuine — it is clearly unreal to your character. Self-Control: Supenaturally-imposed fear does not affect your character when you spend a point of Conviction. Horrific scenes of twisted man and creature, poltergeist activity or inexplicable imagery might be frightening, but they do no drive your character away involuntarily or deter his actions in any way. Similarly, your character remembers his experiences with horrific creatures when his mind might otherwise shut out memories for sanity's sake. He carries on, but that doesn't mean the lingering images are any less disturbing or haunting. Your character is immune to any form of supernatural mind or emotion control. His will cannot be overridden. Efforts to control your character's body through force of will alone or to possess it in any way fail automatically. Reacting With Conviction
Spending a point of Conviction in a scene helps protect your character from the powers, deceptions and control of monsters. However, it's costly and exhausting for a hunter to expend Conviction every time he enters a new locale or the scene changes. Not even crippling paranoia can sustain your character's Conviction supply when points are spent constantly.
Because stories about hunters who run in fear from the supernatural would be no fun to tell, Imbued have the option of using Conviction to react to monsters rather than always spending a point at the beginning of each scene. That is, you don't have to spend Conviction for your character to perceive or resist monsters in a scene until the moment of exposure. A glimmering shadow warns your hunter of danger. The lingering smell of the grave suggests the presence of the walking dead. Bizarre, errant thoughts signal mental intrusion by creatures that can manipulate minds. Whatever the warning or signal, hunters may react by using his second sight and defences to protect himself. For you, that means spending a point of Conviction when trouble is apparent, not knee-jerk with each new room or hour, based on the stimulus that warns of trouble — an educated guess, physical indications or a simple “danger sense.”
Allowing characters to activate second sight reactively to warning signs, rather than proactively as a constant defence, is up to the handler. It allows Imbued to reserve precious Conviction for when it's really needed, and can add an element of fear and chill to stories. Conviction reactions also allows the introduction of creatures without warning hunters; a ghost might lurk about the imbued but make no overtures and draw no attention to itself. Characters without active second sight probably don't see or sense the presence unless they call for a reaction. Who knows what the spirit can learn about or do to the hunters, just because players want to save their Conviction for when they think it's necessary?
If some hunters recognize supernatural danger (their reaction succeeds) and others don't (they fail), the handler decides if Conviction can be spent for all. Alert hunters may warn allies. However, supernatural activities may be too isolated, subtle or quick for “slow” hunters to respond. The result may be some imbued who can see and deal with the enemy, while others act like normal humans in monstrous presence — they probably run in fear, stand slack-jawed or become subject to hysteria. Such is the price of trying to preserve Conviction at the expense of safety.
Having said this, characters are still free to activate second sight and related defences at will, but reactive rolls do offer some kind of backup. Detecting Fellow Imbued
Second sight does not indicate another imbued as anything other than human, unless the imbued plays his hand. No auras, flashes of power or strange images appear to an imbued looking upon one of his own, unless the subject activates an edge. Likewise, no power — not even Discern, Witness or Illuminate — reveals “inactive” hunters as such; they look perfectly normal to any chosen with these powers. Perhaps the only means by which they might sense each other's presence, that is when not demonstrating edges, is through the Awareness Ability, depending on the circumstances.
Most hunters insist on their humanity, despite their fantastic capabilities, and point to their “anonymity” to the sight as proof of it. They are not supernatural creatures, only blessed (or condemned) by some higher power, a mutation or by evolution, whatever is appropriate to their beliefs about hunter origins. Other imbued have trouble with such stark contrasts between themselves and their supernatural counterparts, and wonder where the line is really drawn.
The lack of any means to recognize fellow hunters means that the imbued must be proactive in searching for and identifying each other. They must make overtures to achieve contact or they overlook each other amid the defenceless.</li> Lowered Defences
The protection offered hunters by Conviction allows them to wage their war against the supernatural, to remain above monsters' control and influence. Conviction can't be spent to protect a character all the time, though; points simply run out, and the hunter is left exhausted. Hunters, like all people, also have to sleep, and they’re just as vulnerable as everyone else when they do. If a hunter is ever exposed to supernatural mind, emotion or body control while his defences are down, he is subject to those powers as is any human.
Most influence powers have short-term effects; the creature controls or uses the vulnerable hunter's mind or body for a moment or a few minutes. The effect ends quickly. Other mind- or body-influence powers have long-term effects — they last for hours, days or even weeks. A defenceless hunter affected by one of these powers could suffer supernatural influence for some time. However, if a Conviction point is spent for the character during that period, one of two things can happen: Either the protection offered by Conviction breaks long-term supernatural control, and the hunter has complete self-control thereafter; or the character has complete self-control for the duration of the scene in which Conviction is spent. When that scene ends, the monster's mind or body influence resumes.
Imagine a ghost that climbs into a hunter's body while she sleeps, and that subtly manipulates her waking actions. Perhaps the ghost can even hide its presence for some time. However, when a Conviction point is spent for the character to activate her defenses for whatever reason and the ghost is suddenly ejected from the unwitting host. Imagine her horror!
Now imagine a bloodsucker that implants a suggestion in an unwitting hunter's mind (no Conviction has been spent to protect the character in that scene). The victim is commanded to leak information about fellow hunters via email, over a period of several days. During that time, a point of Conviction is spent for the character to activate second sight and protection against another monster. The infusion of energy keeps the character from revealing secrets for that scene. However, he resumes selling out his friends afterward.
They also have the option of alerting hunters to any unwitting supernatural influence when a Conviction point is spent. The sudden realization allows a character to get help or seek to free himself, even if outside control will resume when the current Conviction point “wears off.”
Consider the mole in the example above. He's been blindly revealing information about his hunter allies when a point of Conviction is spent for him to deal with an unrelated creature. The handler decides in the moment of clarity that the hunter recognizes his indiscretions of the past few days. Horrified, he realises he's under supernatural control but can't shake the enthrallment. Conviction can keep being spent to protect him, but the character's pool dries up eventually. He may also turn to fellow hunters for help, but will still seek to leak information when his Conviction runs out. Perhaps hunter allies have to lock up the character for his — and their — own good. Maybe they go in search of the character's tormentor, and must leave the victimized hunter behind as a potential liability.
The handler has complete freedom to decide how supernatural control or influence powers — especially long-term ones — interact with hunter's Conviction defences. You should certainly obey the guidelines of the opposing effects, but should err on the side of your story whenever in doubt. If a cool turn of events — and a traumatic revelation — comes from a clash of, say, mind control and Conviction use, run with it as long as the players have fun with the game.
Activating Edges
Conviction can also be spent to activate or power certain edges, usually potent ones.
|
|
|
Post by Annabelle Devonshire on May 18, 2020 1:44:30 GMT -5
Edges
Edges are the bizarre and amazing capabilities granted to (or imposed upon) hunters when they are imbued. Although most hunters consider themselves to still be human, the unnatural existence of their powers makes some wonder if they're even people anymore. After all, what separates a corpse that rises from the grave; a being that can literally transform into an animal; and an individual obsessed with stalking monsters, someone who wields freakish, incredible weapons and who can heal himself instantaneously. That just isn't normal — or perhaps not even human!
Dialogue on the few hunter forums such as hunter-net goes this way and that about the source of edges — a term coined by the people looking for sense and meaning in the powers they possess. Everyone and no one has an answer. Some point to “logical” explanations such as diseases, unlikely fluctuations in the ozone layer or radioactive fallout from secret government experiments. Others look beyond this world for explanations: in a deity, aliens, the Devil or simply in the end of the world. Ultimately, the source of and reason for edges can never be known until the imbuing itself — and who or what is behind it — is understood.
The bottom line is: Your character suddenly has unbelievable powers. The moment he discovers them, the most appalling abomination imaginable appears before him. Everything else seems to come naturally.
Initial Edges
Your character's Edges are acquired during the imbuing. Remember that your character was once an absolutely normal person. And he stayed that way only until life as he knew it came to an end at the imbuing. That's when the fireworks began.
If you wish to roleplay out your character’s imbuing, you may assign your character an initial Edge once you know how your character will respond to the supernatural. A violent reaction may empower him with a weapon. A scheming reaction may grant him a stealthy power. A compassionate response may bestow a healing ability. Your character might not even realize that he wields or utilizes the power until the moment of truth is over. It's almost as if a divine hand reaches down and reveals to your character a gift that he always had. He simply never knew he had it.
After the prelude, the rest of your character's starting edges manifest. They appear through accidents, experimentation, conscious effort to make something happen, seemingly spontaneous events or during subsequent encounters with the unknown. Your character might be at work, trying desperately to hold his life and sanity together — when one of them walks past his office. Suddenly your character's computer shorts out or his desk drawers open and shut by themselves in response to your character's anger or anxiety; your character now knows that there are more of them — and that he can do more, too.
All these events are ones that you can arrange as your character explores his own capabilities. You may plot your own Edge discoveries or may run events that you may react to realistically. Perhaps a short sit-down after the prelude, but before the first true game session, allows your character to manifest, use and control his powers. Or maybe you want your character to enter the first game session inexperienced with his powers or unaware of their full extent. That would be one eye-opening night of roleplaying. Ultimately, taking control of your character's edges is fundamental to his surviving the hunt, and it should be accounted for in the story.
Gaining More Edges
Only a few powers are bestowed to your character when he is imbued. The full extent of his capabilities may be explored in, say, the first week after his introduction to the true World of Darkness. Yet, as your character ventures out night after night, he may gain more Virtue points and therefore more edges.
You have a choice in how to handle the emergence of new powers. She can choose your character's new Edge and wait until a dramatic moment for it to manifest. This approach is more in keeping with the hunter experience: your character never asked for this world or existence, and yet it's foisted upon him — and now other powers are, too.
Regardless of how new Edges are acquired, they all appear in the same basic way. Your character undertakes his frightening calling when he suddenly does something that he's never been capable of before. The moment harks back to your character's prelude, and you may roleplay a flashback of sorts to that scene. Perhaps old feats wash over your character, or he feels infused with the same energy and drive to accomplish the seemingly impossible.
Inexplicably, your character has a new power, from who knows where or what. Apparently, the Messengers have played their hand in your character's life yet again. Now that he's demonstrated a new Edge, it's time to understand the effect — its Trigger, capabilities and limits. Learning to control the new Edge can be accomplished as discussed for initial Edges, above, and should be detailed in the plot, whether with a, “You spend a week understanding the subtleties of your new power,” or “You must seek out a fellow Imbued who also wields this power. The search could take-days or weeks — and then you have to convince your intended teacher to train you.” The quest to control edges can develop into a story itself, especially for high-powered ones (levels-four and up) that are extremely intricate.
Edge Appearances
Imbued who doubt their own humanity base their concerns on who can see Edges in use and who cannot. Your character can see the effects of his powers — a bright light emanating from his fist, a gray fog billowing from his mouth, his wounds closing right before his eyes. Hunters can see and understand each other's powers in action, too. The same is true for all the supernatural creatures that hunters oppose. They, too, see the lights, fog and amazing healing. If a Conviction point is spent for your character, he can see supcrnaturals in all their glory — those hiding in plain sight, the horrific man-beast that sanity tells him to flee, and the spirits hiding within human shells. So again the question: How are hunters really any different from the things they fight?
Normal, everyday people cannot see Edges at work. Their minds apparently cannot fathom the events that occur before them, and so they find rationales for the things that happen. Humans see no blades of light, foggy breath or regeneration. They perceive images that their sheltered minds can handle: “That man has a flashlight.” “Is there some kind of stage show going on?” “That blood is fake.” Ironically, these are the very things your character used to say of such spectacles before the scales fell from his eyes.
Explain how normal people interpret hunter powers, if it's necessary at all. Typically, when a fight breaks out, people scatter (although the police may be along shortly). All manner of stories spring up to explain a struggle, half of them complete fabrications. Strangely, similar accounts often occur when supernaturals make appearances or use their powers publicly. Ordinary people misunderstand many of the monsters they see, too.
Although mundane people fail to truly understand hunter and supernatural powers at work, the imbued do not have carte blanche when it comes to using Edges publicly. Cutting off a head is still cutting of a head, no matter how it’s accomplished. People can often see the fallout of hunter and supernatural activities, if not the activities themselves. Lingering around the scene of a commotion or criminal act therefore makes your character a prime suspect. Wilful, insane or drunk people may decide to deal with your character, even if they don't fully understand what's happened. And then there are those sirens again…
Keep your character on his toes when it comes to using Edges before an audience. Attracting attention is often an invitation to a waiting grave for a hunter; the enemy and its hidden pawns tend to notice bizarre public events and their perpetrators. If your character gets cocky or sloppy, he can expect an unwelcome stalker of his own, if not a night in lockup or a full-fledged jail sentence.
Triggers
No two hunters activate their Edges in the same way, even if they seem to have the same powers. Some people need to get sufficiently angry to manifest desired Edges. Some think back to the moment they were imbued and call upon those same emotions to summon the Edges they need. Others learn to trigger their powers by saying certain phrases — a trademark of sorts. Hunters who wrestle morally with their powers may need some prop, such as a religious icon, to activate Edges — items through which powers are used.
Your character should have his own triggering mechanisms. He may have one that grants access to any Edge he possesses. Each power may have its own unique Trigger. Means of calling upon powers may nor develop until your character has had a few encounters with the unknown. Or Triggers might come to him naturally from the very beginning.
No matter the form of your character's trigger(s), its style should be consistent with the persona you've created. A religious hunter might simply ask, “God, please help me.” A determined Avenger might goad his opponents into attacking first to make him sufficiently mad; “Oh, yeah! That's the stuff I'm looking for!” An uncertain Innocent might hold out an object, probably unassuming, as the conduit through which his powers take effect: “Please don't make me do this!” The choice of triggers is yours, but make sure it suits your character's identity. Please, Don’t!
Remember that the Imbued are normal people confronted with a hellish world populated by demons and absolutely ignorant human cattle. Awareness of this reality is mind-numbingly oppressive. Your character can't turn to anyone but his own meagre kind for support, but he must save everyone he cares for, none of whom understand him or even think him sane. No wonder so many hunters are borderline suicidal.
All that said, this is not a game about superheroes. No one dives into evil hordes head first and emerges unscathed. Even if your character is lucky enough to avoid physical scars, he can't escape the emotional or mental ones.
When you create and roleplay your character, ask yourself how you would deal with his burden. If your sister died — you attended her funeral, saw her interred — how-would you react if she showed up at your door, dishevelled, nails hideously long and ichor spewing from her mouth? Would you leap about, shout four-color platitudes and blast away? You'd shit your pants. And if and when you finally forced yourself to accept that your sister is dead, but at large, you might set out to face her: the most courageous and insane thing you've ever done. That's the kind of reality your hunter character deals with day and night. Try to be true to it.</li> Edge Names
Remember that hunters give their Edges different names. “Cleave” can be called anything from “Louisville” to “the Hand of God,” based on the individual. As long as you know what Edges your character has, he can call them anything he likes. The names presented here and here are the ones that have come into common use on hunter-net.
Power Scale
Imbued Edges don't necessarily conform to a scale like powers of other games typically do. Although a level-two edge is often more potent than a level one in the same path, it isn't always. Edges in a path occur in an order appropriate to hunters' needs. An Avenger probably wages his war against the supernatural from the moment of his imbuing, and he needs offensive capabilities right away to carry out his mission. Such powers are therefore immediately available to him. Meanwhile, more esoteric edges that aid his cause but are perhaps not essential to his immediate survival are available later, at higher levels.
The Virtue to which a Creed is dedicated, and the goals of the Creed itself, determine what kinds of edges are essential to a hunter. A Redeemer is capable of stopping a monster's action (a level-one power) before she can confront any good left in the creature (a level-two power). Meanwhile, a Judge gains perception powers — the ability to gain information to fulfil his role — before he gains the power to enforce a verdict on a creature. The necessities of a hunter's powers are therefore provided to him first, with more versatile edges emerging later.
Of course, characters may possess Edges from paths other than their primary one. An Innocent can possess Visionary powers, for example. That freedom is a benefit of character creation and allows you to design the character you really want. Some players may therefore want to gather as many fundamental powers of the various Creeds as they can rather than focus on a primary Creed and gain its esoteric edges. That's perfectly fine. However, remember that by doing so, your character must necessarily have appropriate scores in all the Virtues; his primary Virtue rating (say, Zeal for a Defender) is limited as a result. If your Defender has a low Zeal because you want him to have lots of Mercy and Vision powers, your hunter could be putty in the enemy's hands, and a danger to his fellow hunters as he is forced to turn on them. Consider that danger before you grab for various powers rather than those of your character's true calling.
So hunter edges have a scale all their own. While an Avenger maybe more physically capable than an Innocent at the imbuing, both have access to powers important to their values and roles in the hunt. Ultimately, it's this difference in focus between Creeds and individual hunters that engenders tolerance, cooperation and alliance among them. Few hunters are capable of going it alone against the unknown. Those who do often die trying. Hunters must pool their strengths and various powers in order to survive and perhaps win the war.
|
|
|
Post by Annabelle Devonshire on May 18, 2020 1:46:26 GMT -5
Life of the Imbued
The Newly Imbued
The period following hunters' imbuing is perhaps the most difficult in all their new lives. Certainly, the months and perhaps years to follow will be filled with hardships, as days and nights are dedicated to stalking supernatural beasts, friends are lost in the struggle, family drifts away and hunters potentially lose life and limb. However, the challenges faced by a seasoned hunter don't compare to those dealt with by the newly imbued. The experienced hunter has been through his difficult formative stage. He believes he knows his purpose, he's aware of his weaknesses, he has tricks to use against the enemy, and he has back-up to call upon. The foundling hunter has none of these advantages.
The days, weeks and even months after a person's imbuing are what make or break him as a hunter. It's in this period that the chosen must come to grips with the twisted, corrupt world into which he has suddenly been reborn. Monsters are facts, not fantasy. They lurk in all the dark, hidden places where humans cannot or will not look. The creatures are in charge of society, politics, religion and culture. They pull the strings of pawns to ensure that their tainted vision of things comes to pass.
As much as the chosen tries to close his eyes and mind to what he's seen and knows, as much as he clings desperately to his hollow former life, he cannot deny the truth. Everywhere he looks — on the streets, in businesses, in church, in positions of power — are monsters hiding in shadows or disguised as ordinary people. They lurk, sneak and slither, playing their games with unwitting lives, and sating their hideous appetites on human fears and flesh.
Worst of all, the ignorant masses have no clue of the truth. Indeed, they're incapable of knowing, as subversive powers and crushing lies break the common person's ability to truly comprehend. Not even public displays of impossible powers or terrible beasts enlighten the herds. They simply turn away, or the hunter's effort at exposure is covered up, and his existence is made known to the real powers that be.
There's no one for the recently imbued to turn to, either. Family and friends try to tolerate his bizarre stories and behaviour, but they eventually grow concerned for his sanity. Co-workers look at him askance as he behaves maniacally and eventually stops showing up altogether.
If the hunter can bear the weight of his knowledge and the apparent futility of his existence, he may eventually realize that the only people he may turn to are others with the same burden. Surely, he cannot be the only one. His first option might be to look for the people who were there that fateful night, the ones who stayed and fought or negotiated or schemed. Perhaps the outsider goes in search of others of his kind by scouring the streets, leaving signs of his passing, searching newspapers for odd events, or surfing the Internet in hopes of finding information about his “condition.”
For most hunters, awareness of the awful truth can be ignored or resisted only so long before they must do something about it. Just as they could not turn away on the night of their imbuing, they must eventually turn their gaze upon what prowls the shadows. Sooner or later, whether in the company of fellow chosen or completely alone, a hunter sets out to oppose the creatures he witnesses. His intent may be to restore them to humanity to save himself, understand them so that he may understand himself, or wipe the monsters from the face of the Earth out of revenge for what's been done to him.
If a hunter is lucky, he may survive his first intended encounter with the supernatural. The lessons he learns teach him to be smart, cautious and resourceful. The result is a seasoned hunter who seeks salvation and protection for mankind and the world.
The Day After
The period immediately following the imbuing is easily the most difficult, for the imbued have innumerable questions and no answers. Yet the source of their fears — monsters — appear everywhere. You can describe the “downtime” between characters’ imbuing and their first traditional story in a couple of ways. You may explain the suffering her character endures as she tries to rationalize and reconcile the events of that night. Treat this session like an extended prelude, explaining how the character sees monsters repeatedly, despite her best efforts to ignore or avoid them. Allow them courses of action — what to do upon seeing another creature, whether to confess actions to family or the authorities, how to hold onto past life — but remind yourself that your character is still ostensibly a normal person; it may be too soon for butchery just yet.
The character becomes increasingly paranoid, afraid that the creatures can see her, too. She worries that the events of her change will come back to haunt her, that the police (or worse) will follow the trail back to her — and finish what she started.
Family and friends become worried, distant and perhaps even fade from the picture, whether the character realizes it or not. The mundane concerns of her former life — work, bills, appointments, and perhaps even house, car or classes — become meaningless in the bald face of the truth. Life as it used to be probably falls apart unless the character is a veritable rock and balances her past and present lifestyles (and you can create a decent enough character and story to convince others that this can be done at all). Ultimately, the player decides how bad things get for her character, based on the hunter's identity. It's up to you to make sure developments are realistic. Knowing that things rule the world, and maintaining old relationships and responsibilities may simply be incompatible.
Another approach to relating the decline of the newly imbued is in your initial stories. Perhaps the first episodes aren't as much about fighting the supernatural as they are about coming to terms with their existence. Monsters may never even appear in these sessions, at least not in a confrontational manner. Players simply roleplay their characters' decline and, perhaps, desperate union. Events at work seem meaningless. The boss gets irritable. The spouse or significant other wonders what's wrong, and then turns angry when the character can't pull out of her depression. Money gets tight. Food runs short. But all the while, there are monsters in the hidden places, watching, waiting. And then there are the voices, the half-glimpsed warnings and the terrible dreams that remind the character that obscenities rule the night.
I’ve Heard The Message
Contact from the Messengers declines sharply after a character's imbuing. The Heralds arrange all the elements that create their warrior, and then throw him to the wolves to see if he's worthy. That doesn't mean the Messengers are absolutely silent in hunters' early days, though. Rather, the Messengers act to deny newly imbued the chance to hide from the truth. Whereas one of the chosen tries to ignore what he did last week, the Heralds remind him in the form of more sensations, messages or images. The intent is to drag him out of his shell and make him struggle to survive.
A common Herald strategy is to make a hunter aware of a monster or suspicious circumstance so that the chosen feels compelled to investigate. A character reading a newspaper account of his own imbuing might witness, “So far, the police admit to having no leads in the bizarre events of Sep. 14th. Inspector Weitz THE PAWN OF DARKNESS SEARCHES FOR YOU is reported to have undisclosed theories about the perpetrators…” Of course, the otherworldly message disappears in the next moment, but the sign is enough to shake a character out of denial, especially with hint that he is not safe from incrimination or discovery.
Use such Messenger communication to inspire characters to act, even in their early days of the imbuing. If the authorities are in league with monsters, and those agents are in search of the characters, perhaps the imbued need to do something about it — whether go into hiding, seek aid from others present that night, or dig up something that can be used against the enemy. Here lies the stuff of your first true story.
Friends In Need
Ultimately, the newly imbued’s only comfort in his harrowing existence is other hunters, those who know what's going on, can support what he has seen, and can confirm that the initiate isn't insane. Most hunters are imbued in groups, the automatic makings for “platoons” of soldiers. Starting hunters probably turn to these people first in their organisation for the war. Perhaps the easiest way to find fellow imbued is to return to the “scene of the crime.” It may take days or nights, but hunters who want to find their fellows in misery are most likely to find them here, as others in the group have the same idea.
There are other means to locating hunters, though, and not necessarily ones imbued alongside a character. The hunter code of symbols is a language that comes intuitively to the chosen. Characters may not fully understand what they doodle, sketch or scribble at first, but the symbols take on meaning and significance in time, especially when novice hunters discover the same symbols spray-painted on urban walls, worked into logos and letterheads, or posted on websites. Hunters use these symbols to indicate their presence in a vicinity, sort of a “help wanted” sign for the imbued. Once a marker or call for help is recognized, it's only a matter of time before hunters warily encounter each other and perhaps even form an alliance.
Some suicidal or foolhardy imbued have been known to start the hunt right away, intent on understanding what they've become through trial by fire, or desperate to put an end to their suffering. The lucky aren't found by the enemy, but rather by other hunters performing their own patrols, perhaps even by those chosen who were present at the character's own imbuing.
The Messengers have also been known to reunite hunters created at the same scene. Separate visions, statements or compulsions delivered to each of the characters gives them reason to converge on the same place or to look into the same series of events. Suppose a child is murdered. All the characters had a connection to her — one as a teacher, one as a neighbour and one as a family member. The characters suspect foul play of the worst kind and start digging. Their efforts lead them to the same conclusions and to each other. When the same people converge as they did that first horrendous time, it seems clear that fate has something in store for them collectively.
And, of course, there's the Internet. The web eventually becomes the primary means of hunter communication as they use it to learn about the enemy and themselves. The hunter-net website is the foremost of hunter contact points, but is also just starting. Its designer, Witness1, founded the site and is well aware that it has been compromised by the very creatures that hunters stalk. Yet the site, and others like it, persists, despite even hacking and subversive intrusion. It's almost as if hunter sites have a life of their own on the net, where so much human consciousness, creativity and communication exists for all to share.
Newly imbued who log onto a hunter website find the salvation that they so desperately crave — proof that their experiences have been real (a revelation that certainly has a double edge). Although it's dangerous due to the possibility of setups or traps, hunters online can confer and join forces in their crusade, whether in the flesh or strictly through the electronic medium.
Regardless of how starting hunters find allies, if at all, once they find strength in numbers or strength in themselves, your chronicle can officially get under way.
Manifesting Other Edges
Imbued typically exhibit one or two Edges in the prelude. Hunters usually learn that they're capable of more feats in the days after the imbuing (a fact that only compounds their fear and confusion). You can incorporate discovery of these powers into your narrative of downtime events after the prelude, or you can work it into any preliminary short stories you tell.
Imbued can realise or discover that they're capable of still more feats through a variety of means. They may simply sense after the imbuing that further capabilities lie beneath the surface, just waiting to be called upon. Intense concentration, nightmares or preliminary hunting efforts may draw these edges forth. Powers can also manifest through accidents. Shock, sudden pain or emotional outbursts could trigger heretofore unknown capacities. Subsequent supernatural spectacles could inspire unexpected Edge effects. Suddenly seeing a creature in the workplace might activate a power despite a character’s ignorance of the ability. Whether he turns that power against the creature is up to him, but doing so publicly may have its own repercussions.
Even if a starting character has no more Edges at his disposal to discover, his known ones may still manifest under any of the above circumstances. Control and perhaps even mastery over Edges comes from experimenting with them to learn their parameters and limitations. A hunter who doesn't learn to control his Edges, like any weapon, is as much a danger to himself and defenceless people as he is to the enemy.
Of course, you may choose to take newly imbued characters from the frying pan and throw them into the fire. Unexpected edges may not develop — and old ones may not reappear — until characters take an active role against the supernatural. That is, you may keep characters in the dark about their capabilities, shedding light only when the hunters' lives are at stake; their powers manifest for survival purposes only. This approach teaches harsh lessons, but it also creates an intense mood of the unknown. Not only are hunters ignorant of the creatures in the world, but they remain largely ignorant of themselves. Imagine trying to make sense of a new reality when you can't even make sense of who or what you are.
Keeping Characters Together
When the Messengers imbue people, they don't scrutinise human interests, ethics or compatibility, they empower individuals who have the raw materials necessary to act against the unknown. The Heralds want weapons against humanity’s monstrous tormentors. Whether those “weapons” get along is irrelevant; the mission is all that matters.
Although the Messengers' unearthly perspective is cold and distant, the foundations of their presumptions are solid. Hunters need each other. The imbued are individuals, each of whom possesses certain powers to use against the night. Some chosen are able to recognize evil and discern it from good (or from the partially good, if such is possible among monsters). Others bring violent retribution against abominations. Still others raise up the deserving from the enemy horde to save them and perhaps even turn the former against the latter. Finally, certain hunters have the presence and insight to look beyond the night-to-night fray to understand who's winning the war, why it must be fought and in which direction it should be taken. Unfortunately, no single hunter possesses all of these abilities. No single hunter can wage the war himself and expect to contend with only the corrupt. No solo hunter can hope to separate all the penitent from the damned. No solitary hunter can hope to stem the tide by himself. Without this versatility, no single hunter can hope to survive without someone watching his back. There's strength in numbers. Together hunters stand, divided they fall.
Hunters also need to stick together because they must share their resources. People are chosen from all walks of life, with all kinds of skills, information and contacts. All of these resources must be called upon in the course of the hunt, and if imbued don't have them, they are vulnerable in their efforts against abominations. A hunter with friends among the police and perhaps even politicians is important for the influence he wields. A mechanic is invaluable for the transportation he provides, the quick-fix he can make to a get-away vehicle when zombie masses bear down, and for his potential to repair general equipment that might be damaged. A gang member is indispensable for her knowledge of the streets, the enemy’s court and killing grounds. She can also acquire weapons and knows how to use them. Any one of these people trying to hunt alone would not last long. Sooner or later, he or she would need access to skills, information or contacts that she does not possess, but that others do.
The Imbued also need each other for perhaps the simplest reason of all: a sense of belonging. Being imbued, knowing the truth of reality amid a sea of people who are blind to it, makes hunters outcasts, outsiders. Unless they previously lived all of their lives that way, the alienation they now experience is perhaps their greatest opponent. Monsters can be destroyed, but loneliness and self-defeat can be impossible to resist. Hunters therefore need to turn to each other, no matter how adept they become, no matter how potent their edges are. Monsters, death and isolation are still terrifying no matter how capable a hunter is. The chosen therefore stick together just to remind themselves of their inherent value and humanity.
Imbued who throw themselves headlong into their personal mission, though, ones who dismiss their vulnerability and live for the hunt alone, lose touch with their humanity. For some hunters this tendency occurs as a result of inbred nihilism or self-revulsion. Such behaviour was usually exhibited before, but now it's compounded to match the intensity of the World of Darkness revealed. Yet these characters are still human, despite what they may believe, and have some soft spot or glimmer of hope. Although these chosen may avoid human contact or working with other hunters, they tend to resign themselves to it sooner or later, even if other hunters must come to them.
Other imbued lose touch because they literally stop being human. A character whose primary Virtue score rises significantly high begins to embody the objectives and beliefs of the Messengers rather than his own identity. The process begins as high-Virtue Imbued develop derangements. However, when a character's primary-Virtue rating reaches 10, she is for all intents and purposes a machine of the cause. Previous values, loves, hopes and dreams no longer matter. Only the hunt and the precepts of the character’s primary Virtue are important. The character goes on to pursue the hunt according to the tenets of her Creed — Judge, perhaps — with the goals of her Virtue in mind — say, destroying the enemy — but does so by means that are unfathomable to “lesser” hunters. For this Judge, seeking the greatest good in a situation might mean killing people and monsters to ensure that the monsters are exterminated. After all, isn't the greatest good still accomplished for the human race as a whole? A Martyr with 10 Mercy might believe that everyone should give of themselves for the hunt, and she “volunteers” people to make sacrifices. An Innocent might turn his attention to all kinds of corruption, supernatural or otherwise. Perhaps ordinary people are no longer to be tolerated if their hearts and minds aren't in the right place.
Such an Extremist hunter only seems human anymore; his mind and soul are beyond. Indeed, he is so far gone that other hunters might feel the need to put him down like the rest of the unknown. Such a character becomes a virtual narrative tool, a possible enemy for other characters, a mystery as to what lies at the extremes of hunter obsession, and as a warning of what lengths not to go to. However, if you think you are up to the challenge of roleplaying such a character realistically and compellingly, it can be left in your hands. The tension that results with other troupe characters is certainly dramatic as they try to rationalise or reconcile with the wacko among them, and he simply tries to comprehend them (or doesn't try at all).
So what is the lesson extremists teach to other hunters? Remain grounded. Remember who and what you hunt for, and don’t lose sight of those values. Above all, retain your humanity. Stay among people to remember humility. And stay among fellow hunters to make sure that others learn those lessons, too.
So when tensions among characters rise over decisions, goals, race, culture, gender, gender preference or just basic values, remind characters of why they need to stick together. Confront individual hunters with monsters that they can't deal with alone. Maybe the key to confronting that thing is information or an ability possessed by another group member. A reunion could be in order. Painful isolation and despair might be too much for separated hunters to bear. The death of a family member could bring home the point that a hunter really can't go home again, at least not to his “natural” home. His adopted one may be another story. Or, a loner hunter might cross paths with a true Extremist among the imbued, a hunter with a vision for the war that's so warped that it's incomprehensible to the character. There might be comfort in the wacko’s company for a little while, but when unacceptable prices are demanded of the character or defenceless people, “former” allies may not seem so bad. In fact, they may be needed to confront this lunatic.
Keeping hunter characters together throughout your chronicle really isn't much of a problem, then. Players and characters tend to recognize the need for alliances when they glimpse the abyss that is conducting the hunt alone. The larger world proves more dangerous and daunting than do the simple differences posed by other imbued.
Introducing New Hunters
Sooner or later, players' characters are driven off, made invalids, debilitated emotionally or mentally, or killed. It's a fact of hunter life — and death. That means players create new characters. New players might also join your troupe. In either case, you need to introduce new characters. Fortunately, the Imbued have no experience levels or relative power factors to consider among characters; monsters are sufficiently pervasive that all kinds are encountered everywhere. Imbued don't pick and choose targets with which to contend based on the challenge (well, most don't anyway). They respond to all creatures, some of which are mindless or weak, others of which are potent and deadly. The point is, in a reality of ages-old evil incarnate, the truly powerful among the enemy are a threat to all hunters, regardless of Edges possessed or information known.
So introduce new hunters to your chronicle whenever you like or need. If there are experienced imbued in the group, they can teach newcomers everything they need to know. After that, it's up to each hunter to persevere and survive.
New characters can have been imbued apart from the rest of the group and meet with the others in the simple course of the story. He may meet the group while attempting his own hunting efforts. Or maybe the newcomer searches for others of his kind and happens upon the group, which has been at the hunt for some time. He may even have learned the arts of war himself and has something to offer would-be allies.
The most dramatic way to introduce a new character to your game is through a spontaneous imbuing. The Messengers awaken a normal human in the presence of the other players’ characters, and in the vicinity of a monster or more. This kind of welcome is exciting because the new character is subjected to truths about the real world that most imbued take weeks or months to experience; the new hunter is born to a built-in support group that can educate, shepherd and direct him. Here's a chance for battle-weary hunters to ease a person into the reality that they were thrown into so callously. Here’s an opportunity to gain a new ally with untold skills and contributions. Here’s a chance to turn to yet someone else who will one day understand what hunters must deal with, and who can help support those who came before.
Of course, not all acting hunters want to initiate a newly imbued. The stranger might seem a liability rather than a boon. Existing characters might suggest that the newcomer ignore and forget everything he sees and hears in order to hold onto his former life. The recently chosen hunter may therefore not join the established group for a while. However, the compelling facts of the true World of Darkness inevitably motivate the new character to understand what's happened to him and his surroundings. The newly imbued probably comes back to the characters as his only hope in desperate times. Even the most jaded of hunters is hard pressed to resist such a needy case. Or the spurned character might even set out on his own and survive. He becomes an accomplished hunter in his own right, and it's only a matter of time before he runs into those who once denied him. He can savour the poetic justice when the others now need his help, or he can swallow his pride when he must still solicit the aid of his previous detractors.
An initiate isn't necessarily the only one moved and affected by a surprise imbuing, one that occurs within an existing chronicle. Witnessing an awakening can spark memories and rekindle emotions that even a hardened hunter may have thought buried. The shock, revulsion, fervour, compassion, dismay and confusion that a newly imbued character displays may force existing characters to recall their own preludes. You could even recreate and roleplay scenes from characters' previous lives, past episodes that the transformation calls up. Trained hunters might believe themselves facing the same creature that brought about their own change, only to recognize it afterward as a different monster — and to realize that a new hunter has been created. The feelings and memories dredged up might even compel characters to take the newly imbued under their wing; an undeniable bond is formed by all the characters' awakening. Maybe the new character has a mentor in the form of one or more fellow characters. The potential for dramatic roleplaying in a spontaneous imbuing is enormous. Make the most of it for all players and characters, new and old.
Developing New Edges
When characters immerse themselves in the hunt and live to tell the tale, they inevitably gain more Virtue points, and therefore more edges. Virtue points have no obvious bearing on the mechanics of the game or on the personality of a character until she acquires a very high score in her primary Trait and becomes less human, more a vessel for the Messengers. Edges, on the other hand, are clear and obvious manifestations of acquiring authority and capability in the hunt. But because new edges are not trained for, researched or taught — how do characters get them and know the powers are in their possession?
Edges are the direct result of advancing the Messengers’ purpose in the war against the supernatural. As a character’s Virtue ratings rise, she may gain new and varied Edges. The player may choose how to spend his character's Virtue points, but the character herself asks for no new powers. Nor does she implore the Heralds to bestow new capabilities upon her. In story terms, new Edges are simply handed down to hunters by the enigmatic Messengers. It's up to a character to discover her new resources and to learn to master them.
Characters can recognize new edges in the same ways that they discover all of their powers after the imbuing. The means by which new edges appear and are discovered depends on the nature of your story or chronicle, and the identity of the character in question. A trauma such as a barely averted car accident might trigger a power never displayed before. An unexpected or emotional monster confrontation, say with a family member, might activate a new power. The simple act of carrying out the hunt may suddenly put a new weapon at a character's disposal. The paranoia theme of your chronicle may suggest that a power develops after a series of unprecedented Messenger-imposed visions, all portraying the hunter becoming something more than human; these intrusive beings are out to get the character, and here's physical proof.
After deciding how to introduce a character’s new power, consider when it appears. A player chooses what new Edge he'd like his character to have, but she exhibits that power only when necessary. New Edges may manifest during downtime, between stories. The development occurs almost as an afterthought: “In the days that follow, you notice your vision gains some kind of clarity, as if you can sec details that not even second sight reveals.” By the time the next story begins, the character has fully developed her new Edge.
Or new powers may arise during the events of a story. Introducing powers in this way can be treated much like the initial power that a hunter wields at her imbuing. The capability can activate on its own, triggered unconsciously. The character suddenly finds herself able to use and control it. Alternatively, the character uses the power unwittingly and only realizes what's happened after the events surrounding the activation settle. Whether a hunter is frightened by the manifestation of a new capability is up to her identity and roleplaying. However, at this stage in a character's hunting career, the appearance of new powers is evidence that unseen forces are still at work and a greater struggle remains to be fought. New powers are probably not as traumatizing as they were during the imbuing itself.
If you want, new Edges can require training and practice before a character can use them automatically or with precision. Like any skill, using Edges takes effort and training. It may be some time before a character demonstrates complete control over an Edge.
The Spice of Life
Let's face it. Given the chance, we'd all like to take a peak at test answers before an exam, or see our own performance-review notes before meeting with the boss. Players are like that, too, only their sneak peeks are taken at articles which reveal the secrets of monsters, their powers and their weaknesses. Unfortunately, doing so eliminates the charm of playing a hunter awoken to a new world; players know things their characters don’t. The extreme of this condition is players who know the other games, and all of monsters’ capabilities. It can be difficult for these players to separate player knowledge from character knowledge: “I know that's a vampire, not a zombie as everyone is leading me to believe.”
Players who possess too much information but play along with you can still enjoy playing an Imbued hunter. They play dumb and enjoy the naiveté of their characters. The ones who don’t play along ruin the game for everyone by announcing their forbidden knowledge: “Look out, it's a feral vampire, not a werewolf!”
The Full Story Spectrum
The typical hunter identity quickly lends itself to violence. The most common and easier response to the supernatural is to fight it, and flee if it can’t be beaten. A lot of hunters, especially Zealots, concentrate on hit-and-run tactics, mainly because they operate with the notion that all creatures are inhuman by default and must be destroyed. However, not all monsters have forgotten their once-mortal existence, and some may actually sympathise with mankind even as they are forced to prey upon it. Likewise, not all hunters want to destroy everything they come across; the Merciful and Visionary often want to understand and help night creatures. There is therefore a spectrum of hunter mentality and activity, with violence simply at one end.
Why, then, let all your plots involving Imbued devolve into body-armour-and-shell-casing extravaganzas? There are so many other tales to tell, based on mystery, investigation, drama, human values, passion and maybe even love. Sure, emptying clips makes for exciting scenes, but relentless violence becomes boring. The success of a chronicle rests on combining and mixing events so that al the stories under the rainbow can be told. A lot of investigation and research makes an action scene all the more rewarding when characters have worked toward staging it. Bullets might not help when loved ones are the targets. And kicking ass holds no thrill when the characters are just as merciless as their opponents.
|
|
|
Post by Annabelle Devonshire on May 18, 2020 1:47:12 GMT -5
The Messengers
Perhaps one of the greatest mysteries of the Imbued in player and character minds is: “Who or what are the Messengers?” There are all kinds of answers, some of which are patently wrong, others that are partially correct, and still others that ate on the money. Hunters attribute their rousing from the slumbering world, the bestowing of their abilities, and the charge imposed upon them to many sources. Some look to themselves and humanity in general. The voices that hunters hear and the startling sensations they have are the products of some portion of the unconscious mind becoming conscious, maybe due the next stage in human evolution. Or abilities that have lain dormant in mankind for centuries are suddenly awakened because an ancient war with “mythical” creatures must be fought again. Or sheer determination and will activates the ability to heal the world's injuries.
Other hunters attribute their revelations and gifts to the work of outside, unearthly forces. Aliens have arrived to create warriors to combat a universal enemy. God or some divinity has reached down to select worthy individuals to cleanse the Earth. The Devil or some extraordinary Evil afflicts people with suffering like that endured by Job. Those who can resist the punishment and take up the cause against Evil are worthy of salvation. A rebellion is being staged by the world's governments or secret agencies to create an army to combat the real powers at work. Or, individuals who have stumbled upon the secret agendas of world governments are deluded into believing that monsters are real.
The true nature of the Messengers is shared here, but understand that not all their secrets are revealed. Even these forces have hidden agendas and private affairs that unfold only with time.
The Messengers are cosmological powers in the World of Darkness universe; they're forces of nature. Various human cultures and societies have sensed or guessed at these beings throughout human history. They can be likened to gods, deities or celestials. The terms “angels,” “fates,” “muses” and “spirits” are applied to them by many hunters, and by people in general. These forces have overseen reality since its beginning, but which came first, these beings or the universe, is unknown. In their roles as caretakers, the Messengers have affected human and Earthly affairs on a grand scale previously. In particular, an age in which human heroes fought demons and supernatural creatures has been brought about at least once by these entities. The reasons for their interference in human affairs and apparent intervention against the supernatural are unknown, but to anyone who can perceive the Heralds’ actions, they appear to be at work again in the modern age with the creation of hunters.
As celestial spirits, the Messengers certainly have the capacity to be malevolent toward mankind and hunters. They certainly cannot empathise with the insignificant and relatively impotent speck that is each hunter. And yet, the Heralds inflict no specific harm upon the imbued beyond arousing them to the true conditions of their world. Obviously this awakening causes its own suffering, alienation and torment, but any subsequent harm that befalls hunters is at the hands of the creatures they face, not at the hands of the creatures that open their eyes. If anything, the Messengers encourage the imbued to take up the cause against the supernatural as befits those people's beliefs. (Indeed, some hunters speculate that the Messengers’ values reflect the three camps — based on the Virtues — that seem to form among the imbued. Thus, the Heralds choose those with beliefs like their own.)
The Messengers’ ultimate purpose for the World of Darkness is to impose a reckoning upon the monsters, creatures and abominations that have dominated and controlled humanity for ages. It’s as if these forces intend to clean the world’s slate of corruption personified, using humanity as the tool of destruction. To what end this cleansing must occur is for the Heralds to know. However, some religious accounts of such a reckoning foretell it as the completion of the cycle of life, perhaps the end of the world as we know it. Yet humanity seems to have an instrumental role in accomplishing this goal. Perhaps mankind is therefore not meant to suffer the same fate as the creatures that would be obliterated.
So the Heralds are not hunters' real enemy, despite the pain they inflict upon people by opening their minds and endowing them with strange powers. But how do you convince players and characters that their benefactors can be trusted, or at least are not the greatest threat at work? The best way is to show characters the ultimate good that comes of otherworldly intervention. The Heralds never come down and say, “Hey, trust us. We're the good guys.” They convey the same sentiment through a variety of means that you can work into your roleplaying and stories.
When hunters are imbued, and when they pursue the hunt thereafter, a certain undeniable sense of righteousness, clarity, epiphany or joy comes with the experience. Activating second sight and using Edges offer hunters subtle reassurances that their might makes right. To make your point, liken these feelings to sentiments players could understand from their own experience. Extending the hand of salvation to an apparently horrific creature might remind a character (and player) of the peace she felt when she had her child. Striking down evil might infuse a character (and player) with the same conviction he felt when he rose up against a childhood bully. Deducing the solution to a supernatural threat might overcome a character (and player) with the same sense of reward he felt when he graduated college. Coin hunters’ vigour for or gratification in the hunt in terms that players also find compelling, and they will share their characters’ intuitive trust in the Messengers.
Certainly characters’ empowering could be interpreted as an illusion or trick meant to make hunters dupes or puppets. However, only characters with the tenacity, will, compassion or insight to endure the truth of the World of Darkness are chosen to be imbued. Closed-minded, weak or deluded people — those who would kill themselves or go mad in the face of monsters — do not number among hunters (although just the opposite may seem true to the imbued). Looking back on their old lives, beliefs and morals, thoughtful hunters realise that their values really don't change after the imbuing. Indeed, the tenets by which they used to live are now the guidelines and benchmarks for measuring their new purpose and direction. A person who used to be objective, austere and purposeful now embodies those features when he applies them to the supernatural as a Judge. A person who took everyone and everything at face value, without question or suspicion, now offers that same latitude to any salvageable creature as an Innocent. Players who believe their characters tainted or abused by the Messengers might therefore reconsider after comparing “old” identities with “new.” Hunters' identities and sentiments remain the same as always. The context in which they apply their convictions has simply changed. How, then, can characters be “puppets” when their will still prevails?
Of course, some characters (and players) don't need convincing to perceive an inherent good to the imbuing and the forces behind it. These people often put extraordinary faith in themselves to a higher power in normal life. Maybe they were extremely independent. Perhaps religion was the foundation of their lives. The basis of such characters’ conviction doesn't matter. What matters is that these people now have the wherewithal to act upon their beliefs and accomplish the goals they always aspired to. A fiercely self-reliant single parent now has what it takes to provide for family in the mundane world — and in this frightening new one. A religious devotee suddenly hears a higher calling, as she is made aware of a world where her strength and compassion are sorely needed. A dreamer who always believed there had to be more to existence than the mere day to day now discovers a universe in which existence is tenuous at best. He realises that spirit and determination, not malaise, are required to preserve life and freedom. For people with such personal conviction, the Messengers are simply aspects of a bigger picture; they're not an enemy or even necessarily a concern. The Messengers are simply tools like hunters themselves, beings required to make sure the big picture hangs straight.
The Hunter Theme
The idea or concept that encapsulates the Messenger's will for humanity and the chosen — the premise that is hunters’ ultimate driving force — is “Inherit the Earth.” When hunters are imbued, they're made to realise that the environment they've always lived and believed in is a construct, a veil that hides the existence of monsters who are the real powers that be. There's no telling how long humanity has been under these creatures’ heel; perhaps centuries or millennia. The truth is, monsters have always existed, and they have always lived among and preyed upon mankind.
The Messengers seek to make the supernatural answer for its persecution of humanity. Hunters are their means of doing so. The imbued are meant to take back the night and reclaim the Earth or a world where the mere natural can exist unto itself.
Suddenly confronted with knowledge of their oppression by things, hunters are automatically aware of the Messenger agenda, whether they realise it or not. To the imbued, monsters' atrocities cannot be allowed. The creatures must be stopped; survival and freedom demand it. The result of this cohesion of purpose is an intuitive hunter imperative to find (or make) a world for mankind to exist beyond the reach of monsters.
For those who bring anger to and who demand action in the hunt, this world already exists: the Earth, which must be wrested from creatures' control. That's why Zealots are so prepared and well-armed for war with the supernatural.
For those who bring compassion and forgiveness to the hunt, a world worth saving must be tolerant and peaceful. Perhaps that world can be found only when wanton evil is eliminated or this world ends. The Merciful offer hope and grace to the people — and even monsters — willing to share it, in hopes of finding a better place. Creatures that refuse an offered hand seal their own fate.
For those who question the direction and meaning of the hunt, a world worth saving could be anything: this world, the next, a continent, the future, another planet, the Internet. Human freedom might not be limited to anything so conventional as the Earth. These hunters suffer no preconceived notions, and so may find worlds to inherit that no other hunter can. That's why Visionaries stand apart from other hunters, question their motives and are perhaps the greatest leaders among the imbued.
You can bring the Messengers' “Inherit the Earth” theme to the forefront of your games by making players and characters ask the question, “Why?” Why is the supernatural so clearly wrong? Why must monsters be countered? Why is taking a stand important? Forcing players and characters to answer these questions makes them consider the long-term goals of their actions: “Where does opposing the supernatural lead?" “What will be the result?” “What do we hope to achieve?” Sooner or later, the chain of questions probably leads to fundamental conclusions about human rights and liberties. Monsters are wrong because torture, condemnation, slavery and tyranny are wrong. If those crimes compose the supernatural itinerary for humanity's existence, then something must be done. A new order and a new world must be forged where human freedom and prosperity are upheld, not downtrodden. When characters make these realizations, “Inherit the Earth” may become the flag to which they rally. That's when the Imbued’s theme becomes the single most tangible aspect of your chronicle. That's when the Messengers turn from suspicious beings to allies.
|
|
|
Post by Annabelle Devonshire on May 18, 2020 1:48:08 GMT -5
Hunter Code
Upon their imbuing, hunters are bequeathed an intuitive means of communication that transcends any conventional language or dialect. The Messengers instil an understanding, knowledge and sense of application for a series of meaningful symbols. Hunters call this code “the Word.” They commonly interpret it and their inexplicable awareness of it as angelic script; an unconscious connection to a previous or lost human culture; or as the receipt of aliens' means of communication, perhaps making the imbued ambassadors of some kind. Ultimately, innate recognition and ability to use these icons is as mysterious as the imbuing and Heralds themselves, and all hunters seek their own answers to what this form of dialogue truly means.
Intuitive understanding of the Word is not necessarily compulsion to use it. A hunter doesn't feel an irresistible urge to scrawl archaic or mystic-seeming symbols. Rather, when hunters seek to reach out to each other, perhaps to find anyone like themselves or to offer a warning to others, these symbols emerge as a natural means to convey the message. Of course, hunters could simply use their existing languages to communicate: “I destroy the unknown. Am I alone?” or “Caution: This place is infested with monsters.” However, doing so would play their hand to the enemy and leave them vulnerable. It wouldn't be long before monsters tracked down such expressive graffiti artists or pamphlet authors (perhaps such danger is the greatest weakness of hunter-net and similar email lists).
Only hunters seem to understand the Word, and that is its strength. Thus far, there's no indication to suggest that monsters can interpret messages scrawled on subway walls or tenement halls. The symbols have also appeared online, apparently drawn, scanned and posted as communiqués to other imbued, so humanity in general and monsters in particular have witnessed the signs, with no apparent repercussions. Presumably the images are interpreted or dismissed as art or graphics of some kind. Apparently, not even hunters who have fallen to the will of monsters have revealed the key to the Word, as if it’s beyond creatures' comprehension or even notice.
It might be possible for a hunter to reveal or teach the Word to the enemy or normal people. So far, no one has been known to try. Doing so would compromise all imbued and the war effort as a whole. Many hunters fear that it's only a matter of time before their code is broken and used against them. But until that day, they carry on and put their trust or faith in the discretion of their allies.
Graffiti is by far the most common means of using the hunter code. Imbued leave the Word for each other in various urban settings, typically where such “artwork” goes unnoticed by the masses, and where it is left unmolested by the authorities. Drawing symbols on upscale buildings not only risks arrest for vandalism, but the signs are usually covered up or erased quickly. Signs are most common in low-income urban areas — where, perhaps, they're needed most: where monsters stalk prey with impunity.
Hunter code has its shortcomings, though. Images can be used individually or in combination — typically up to three icons — to make a simple statement: "Protected"; "Safe Haven"; "Monster, Infested"; "Danger, Puppet, Corruption." But that brevity and the resulting subjectivity to interpretation makes the code cryptic. "'Danger'? From what? According to whom?" The result is uncertainty in communication between hunters. But many of the Imbued believe a vague warning to be better than none at all.
No one currently knows if all icons used by hunters are known universally, or if some symbols are the exclusive province of certain groups.
Hunting Gear
You want to take on a bloodsucker with your pocket knife? If you must deal with the walking dead, there are better ways to die.
The biggest difference between experienced and novice hunters generally comes down to equipment. Sure, you can turn to your Edges (if you care to put your faith in weird abilities granted by some unseen hand), but when the chips are down, a prepared hunter survives by his own skills and wits. Cocky hunters, inexperienced hunters, unequipped hunters... well, by now you should know what happens to them.
The Hunter’s Reparatory
When stocking up, there are two major axioms to remember. Unfortunately, they conflict. A hunter's gear must be complete, so that any situation can be faced. However, it must also be portable — fighting man-beasts can't happen when the weight of your gear makes movement impossible. Every good hunter learns to strike a bargain between these two extremes. The best trade-off is to go for multiple utility: portable items that can perform lots of different jobs.
It's no surprise that many hunters adopt a paramilitary style. Military gear makes for a great way to carry lots of survival equipment and weaponry, all with a couple of surplus holsters, rucksacks and harnesses. Your appearance can be intimidating; you're clearly prepared for action and may possess an array of military training. But this sort of appearance can also mark you as a wacko, or it can advertise your intentions. Not only are police suspicious of you, but the enemy may well see you coming and prepare a welcome.
There's a lot to be said for subtlety, for looking like a normal person and avoiding attention. Street clothes or tailored suits, combined with concealed firearms, go a long way toward letting you get close to your quarry. The walking dead don't exactly pay attention to you when you look like another member of the herd. Unfortunately, the cops are more discerning. They tend to notice trench coats in July. If you're wise, you scout out the enemy without attracting attention, and then call in the backup with the artillery.
Some hunters invest a lot of religious significance to the mission. “God made me who I am today.” “Allah speaks and we must heed.” To each his own. Just don't wear your faith on your sleeve. There's no evidence to suggest that faith or religious symbols have any impact on monsters. Sure, there are stories of fanatics who’ve turned creatures back with an icon or religious sign, but there are more stories of hunters trying and paying the price. We imbued don't know who imbued us, regardless of what any group believes, so put your faith in yourself as much as in any divinity.
We operate mostly out of necessity. You may have already cleaned out your bank account for the hunt, and now you can't afford gear. You may be in a hurry; the enemy doesn't wait around till you're ready and fully supplied. Or you may always be on the lookout for trouble, but you can't load yourself down at all times. That's when a duffel bag and a few essentials are your best friends. It can suck, and you can get caught short, but it beats going overburdened or unarmed. Recommended items are a variety of small firearms, spare ammo, a couple of hand-held weapons (knives, maybe a hatchet), a floodlight and small flashlight, spare batteries, a first-aid kit, a hammer, pliers and, strangely enough, candy bars and some sports drinks. You never know when you'll hole up to observe a creature; the sugar rush will keep you going.
A couple of tips for novices: Get some sort of body armour. Odds are your prey can take a lot mote bullets than you can. Carry at least two weapons, since you'll undoubtedly lose one or discover it does no good. Carry ready cash. (You expect to get mugged?) If you suddenly need to get on that bus or rent a car or whatever, you need cash. Avoid notice. Run if you're recognized. Know the area so you know where to hide. You can strike back whenever you're ready. Never hunt without prep work. You'll die without achieving any of your goals.
Guns, Guns, Guns
Nothing evens up the odds like a piece. The enemy may he able to change shapes, hide in people's bodies or claw you open, but a bullet makes a statement — and from a distance. Your target may not skip a beat, but if you're smart enough to come with friends, you might do some collective damage.
Yet there are drawbacks to relying on guns. They may not make a scratch, or they might blow a hole wide enough to climb through, without slowing your opponent a step. Ghosts don't seem to give a damn about firearms. Possession victims don't know enough to care, and its the victim, not the controller, who gets killed. Meanwhile, zombies are killing machines, plain and simple. They don't stop for anything. Don't expect a piece to do the job. You'll get killed for it — or worse, someone else will.
Guns attract attention. Once a firefight breaks out, cops aren’t far behind. Now this is not necessarily a bad thing. Seems that some monsters don’t want to show their hand, which means they're quick to flee the scene. But if you're intent on finishing one off, that means you have to chase it. Just make sure the hunt remains on your terms, not your target’s.
Don't get caught by the cops. They won't understand. They won't sympathize. Some are okay. Some are crooked. Some are under the enemy's thumb. They'll all throw your ass in jail. They'll interrogate you. They'll demand to know what you were doing, who you were shooting at, and who else was involved. They won't believe you about monsters, but they will believe you about your allies. Don't rat them out. If the cops are controlled by the enemy, you guarantee your friends' deaths.
Guns leave a paper trail if you get them legally, and they're a sure ticket to prison otherwise. If a few rounds don't find the target, they're an investigator's dotted line. They'll connect the dots to your gun, and then to you.
Getting a gun at all can be difficult and expensive. You could lack the connections or you might be in a hurry and unable to wait for registration. In places outside the U.S., like Canada and Japan, gun laws are even more strict. You're screwed.
If you can get a piece, know what you need. If you want to shred a zombie, you need something hefty. A 9mm isn't going to piss off something that's already dead. If your opposition is people who've been subverted, a concealable and readily available small-calibre weapon is the way to go. Don't bother with rifles unless you're creating a setup (it's not like you can run around the streets at night with a hunting rifle). Should you be dumb enough to “go fishing,” by all means bring a rifle, and remember that .22 long-rifle rounds are about the most common ammunition available. If you wear a trench coat, the sawed-off shotgun is your best friend: concealable, but able to take out almost anything — and at short range.
About firearm accessories: laser sights, night vision and suppressers arc all great. They're also expensive, and they show that you're a pro (or trying to be one). Since odds are that nobody believes you're hunting zombies, that means professional hitman. Don't go overboard. A laser sight, scope or other piece of high-tech wizardry can quickly reduce the concealability and manoeuvrability of a weapon; factor in these losses when counting the possible gains.
Military Weapons and Explosives
Hunters aren't the military. They're normal people who stand up, once and for all. They don't have any official training. That said, don't try to use military weapons, even if you can get them. Supply officers keep meticulous records of everything from paper clips to MlA2s, so you will get caught. Thirty rounds of 5.56mm NATO in six seconds may sound like a good idea, but automatic weapons are designed to suppress multiple enemies and force them to stay down, not to rip an entire clip into a lone target. If you haven't served a military stint, you won't be able to handle the recoil from an automatic weapon, anyway.
The only automatic weapon worth recommending is the submachine gun. Most guns in this class can be concealed with some effort. You can control them. They're easy to service. And they're available commercially (if you take the time to convert them to automatic fire). Still, save them for the parties with lots of goons. A full-automatic weapon is a waste of time against a lone enemy.
Explosives are just plain dumb: You might kill the target, but you will kill other people, quite possibly yourself and your allies. If you think local police are bad, wait until you deal with federal special task forces hunting you for using demolitions. Once you go down that road (and some wackos have), your partners may have to turn their attention on you.
Chop Chop
Nine rounds from a .357 Desert Eagle and the damn thing is still coming — and laughing! Sometimes bullets don't do the trick, but you still have to, so you have to get medieval. That means getting face to whatever-they-call-face. That means knives, axes, machetes or even swords — whatever the hell will drive the thing back into the grave.
Most hand weapons are easy to conceal, like many versatile firearms. A knife or hatchet can fit almost anywhere on your body. But is that enough? Using one of these means getting within inches of the enemy. A machete or sword has a lot more heft to it, and lends some distance, but you can't hide those things, so plan accordingly. Take a blade only when you know you can get away with it: in ambushes, setups or traps. Hide it somewhere in the area, somewhere you know you'll be and where you know you can get at it: in some bushes, in a trash can or a dumpster. Walking down the street with a sword only draws the worst kind of attention.
A well-made bladed weapon is heavy. Modern construction techniques can make swords that are relatively light and strong, but swinging around three feet of steel is exhausting. You don't want to wear yourself down in the process of taking out the enemy.
Fortunately, big blades do seem to cause considerable distress for goons. Most seem to prefer to keep limbs, even when they can grow back. Keep a cavalry sabre or machete in the garage. It could come in handy.
Fire!
Hunters with a little experience — who've survived a brush with the things out there — quickly discover that fire is a universal weapon. Monsters aren't human or natural, but they fear fire like everyone and everything else.
The trick is controlling fire; turning it on the enemy without getting burned. Acetylene torches, flamethrowers, heating coils, lighters and aerosol sprays all have potential, but fire tends to get out of hand. Not a big issue when a house is full of goons, but burning down an entire apartment complex is going too far.
A makeshift (or real) blowtorch creates a controlled blast. Aerosol spray cans offer a quick burst, but are dangerous (they can explode in your hands) and don't inflict that much damage. A real blowtorch is better, and you can acquire one from most hardware supply stores without questions. Put a line of fire down on a zombie and it's guaranteed to panic. There are all the theological or philosophical implications of the purifying flame, too, but that's all crap.
Unlike guns, fire has to be used at short range. Real flame-throwers don't shoot a simple stream of flame; they create waves of fire. If you can't afford everything to go up in flames around you, you have to be in close. Fire is best used to finish something off or, in desperate circumstances, to destroy a wounded opponent or keep a feisty one back. Make sure that the thing is dust when you're done, too. Some goons come back when you least expect it.
Vehicles
Hunters don't ask for their new lives, or second sight or Edges, but they have them, and for most, the call to use them is irresistible. Some hunters protect designated areas, often their homes and neighbourhoods. Others prefer to travel in search of the enemy, maybe because they have no homes left. No matter how you carry out the fight, sooner or later you will have to go in pursuit of the enemy. That means transportation.
Travelling by air is difficult at best for hunters. If you're lucky, you can equip yourself at your destination, so you can climb on board without any incriminating weapons or tools (assuming you can bear going unarmed that long, and that one of them isn't on board). More likely, you resort to slower, safer methods of travel, such as the train or boat or car. The last is your best bet; you don't have to make any non-essential stops, and the fewer defenceless around you, the better.
Most hunters resort to whatever vehicles they possessed before, be it a motorcycle, a beat-up old car or a rig. In the long run, surviving the road on a motorcycle is impossible; you can't store everything you need and you're completely exposed. Cargo haulers are too conspicuous and too expensive, even if all your allies can crash in them if need be. Compact cars don't have the cargo capacity. A bunch of guns can fit in the trunk of a car, but what about a body? You may not have the luxury of a home or hotel room, so everything you need (or need to dispose of) has to travel with you.
A truck, van or station wagon is ideal. Station wagons ate relatively cheap; the old Volvos are built like tanks. That kind of sturdiness is perfect for a firefight or chase. Don't expect any pickup, though. More likely, you'll be the one getting chased. That's when someone climbs in back and pulls out the artillery. Nobody ever notices the “beat up family car,” either, so a station wagon makes for a decent transport when searching for infested sites.
Vans can move a group of hunters, their gear and maybe even a prisoner. The typical van has about as much kick as a station wagon, though, and handles like an ox. A van is ideal for abduction, surveillance or assault, but not so good for rapid response or chases. However, beware those old, beat-up, rusted out piles of crap; they look like serial-killer or child-molester vans and attract attention — especially when they sit for days at a time in a neighbourhood or near a schoolyard.
Trucks offer enough space to carry all of your gear for living on the road, and they have pretty good handling and power. They can also look intimidating without necessarily standing out in people's minds. The main problem with trucks is they're trendy. Single-child couples and punk kids love them, which also drives up the price. Don't mess with a new, shiny truck. What's the point of keeping it pretty? Go for a used one with a camper shell to keep all your gear dry. You can even keep a dog in back, to help keep watch for what might visit in the night.
No matter what kind of vehicle you use, the most important tip is: Keep it running. If you don't know shit about engines, get to know people who do. You want that engine to start every time, especially when bloodsuckers are on your ass. You might even get a few extras, like a spare gas tank, built in for emergencies.
Use Your Brain
You're just an ordinary person suddenly thrust into very unordinary circumstances. You don't know what to make of yourself or the world as it really seems to be, let alone how to get your hands on weapons and vehicles. All hunters go shorthanded at some time or another. Maybe that's why the Heralds give them the abilities they do. But you can't always rely on your gifts, either; few hunters seem capable of going it alone, not even with the tricks they have up their sleeves. However, there's one weapon that all imbued possess that can never be taken away: imagination. Don't have what you need? Fake it.
The first rule of improvisation: Nothing is sacred. You're fighting goddamn monsters to save the lives of everyone you know. Property, memorabilia, and often the law don't mean shit! Larceny isn't a crime when committed in the prevention of offences to nature. A priceless antique or heirloom isn't worth a hunter's life. Use whatever is at hand; don't hesitate to break, steal or destroy something when the situation demands it. The trick is ensuring that the need is commensurate to the act. Don't destroy homes or sacrifice lives. Otherwise, when you're under the gun, almost anything goes.
The second rule: Think sideways. A fireplace poker makes a decent weapon, but it can also be used to wedge a door shut, break open a window and clear out the glass, or hook an out-of-reach object. A pipe or board not only works as a bludgeon, but can also keep some goons at arm's length, or serve as a makeshift step when jammed against a wall. Don't think in terms of the tool you need. Think about what you want to do, and then look around and see what can be used to do it.
A clever hunter can't be restricted to the intended uses of objects. You have some tools, but not always the right ones. If you need to get attention, you can get it with a gun without hurting anyone. When you need to lower yourself down a hole, use your trench coat as a “rope.” You must devise your own uses for every item. It could mean your life.
The third rule: Learn. A trick can work more than once. If you notice that some kinds of enemies have the same tricks, develop your own responses. If a tool proves effective for completely unintended uses, keep using it. You can also learn from your allies. Other hunters have tricks of their own that all can use. Just hope the enemy doesn't catch on.
Getting The Goods
Hunters need weapons. Weapons aren’t cheap, and they often aren’t legal. Many of the other tools that hunters use - lockpicks, explosives, body armour - fall into similarly questionable categories. That makes acquisition a top priority, but a difficult one. Some imbued are fortunate enough to have their own stockpiles of material from before. For most, a handgun and a pocket knife are the extent of prior weapons experience. You basically have three routes to securing gear: retail, government or crime.
Over The Counter
Lots of useful material is available retail, if you look in the right places. Local ordinances may prohibit the sale of particular weapons and devices; fully automatic weapons are difficult to procure in the United States, and are straight-up illegal elsewhere. Still, most localities sell hunting rifles (of the mundane variety), and some hunters discover that mail order is a direct line to God. Paper trails are a bitch, though: Most over-the-counter weaponry and armour require some sort of registration. Even mail-order supplies can be traced. Your best bet is to have material sent to a post-office box under an assumed name, and to close it up quickly afterward.
Retail stores generally carry fairly straightforward supplies: knapsacks, rifles, knives. Specialty shops are a necessity for more esoteric gear such as silencer kits, body armour and swords (it’s especially difficult to find battle-ready blades; look for full tang and high-tension spring steel). Military surplus and subtle mail order are really the way to go.
Government Supplies
If you’re fortunate enough to have contacts in the right branches of the military or police, you can get guns relatively easily. Drugs, armour and “special devices” are even possible, with access to an evidence room or high-ranking officer. Since the government likes to keep a monopoly on the use of deadly force, you’d expect many hunters to resort to government sources for gear.
Truth is, the government is a hunter’s enemy. Local police forces don’t’ care whether a dead goon was a zombie or a Martian. All they know is that they have a dead body and a maniac using bizarre weapons. Some government agencies are suspected of covering for the opposition, either as part of the government’s agenda or because they’ve been subverted by the enemy. Even for a hunter fortunate enough to count friends among the authorities, there’s no easy way to get the goods: Government groups tend to keep meticulous track of all of their materials, right down to wrenches. The rule of thumb is, if a government contract can’t be coerced into supplying through family ties, loyalty or friendship, she can’t be trusted. If you can buy her, so can anyone else. Don’t trust the government!
Of course, not all governments are so tightfisted (although they’re all corrupted by monsters). If a country’s economy is bad or torn by political upheaval or war, just about anything can be for sale, even by the powers that be themselves. Mexico is an infamous source of guns in North America, and is frequently travelled by resourceful hunters.
The only real problem with getting goods from these places is that first-world nations typically have first-class customs officials, so smuggling becomes a necessity. A few simple tips: Never smuggle a weapon through an airport unless it’s disassembled and the pieces are in separate bags. Never smuggle in bulks without a deal with the local criminal organisations; they will know about it. And never assume the enemy is ignorant of smuggling movements, even if foreign or domestic governments never find out.
Crime Does Pay
Every hunter steps outside the law at some point. Once you accept that, it’s just a matter of deciding how far to go. Dedicated hunters understand that there’s a line that can’t be crossed, and most won’t resort to kidnapping or the murder of normal people in the name of the cause. Yet, hunters are no angels; the imbued seem to emerge from all social classes and professions, criminals included. Once these people dedicate themselves to the hunt, they can prove to be assets. They have the contacts and know-how to acquire illegal goods.
The biggest hurdle to dealing with criminal organisations is getting inside. Organised crime works because everybody knows everybody else. Drug dealers sell to people they know. Same goes for guns, information or “services.” Even freelancers know go-betweens who investigate prospective deals. Smart criminals minimise their exposure to setups and screw-ups; the dumb ones aren’t worth dealing with. Dealing with criminals therefore means establishing a name for yourself, and that requires an introduction.
Arranging a meeting takes time. Those who don’t already have ties to “the family” or the local syndicate have to start at the bottom, with the local hoods. Try the vice rings and parts of the organisation most likely to be raided - the expendable parts. The scum of the Earth are a protective layer that you must penetrate to get to the top. It takes lots of cash or the willingness to make deals or even compromise your values for the greater good. Big-time players don’t waste time selling to penny-ante religious martyrs with a cause. They want something in return - a rival knocked off, a drug ring shut down, perhaps even a robbery staged.
Once you’re “inside,” all kinds of materials are available, for the right price. Remember, though, that the price is always more than money. Dealing with organised crime puts you in a precarious position. The possibilities of blackmail and extortion are constant; don’t reveal the cause or your abilities - not that anyone would believe their eyes, though. Notorious criminals may renege on a deal, taking your money or favours and running. And many criminal organisations are undoubtedly controlled by the enemy. It makes sense; they’re everything else, with fingers in every other business. Be careful to not contribute to their power in an effort to gain some of your own. Otherwise, gaining weapons and tools from our foe, only to turn them against the enemy, is my favourite irony.
Just don’t forget that once you turn to crime for help in the war, there’s no going back. You’re forever indebted to those elements, regardless of what you believe in equitable. You’re therefore subject to scrutiny by their masters. Be careful that in pursuing the mission you don’t sacrifice your soul.
|
|
|
Post by Annabelle Devonshire on May 18, 2020 1:48:52 GMT -5
History of the Imbued
The imbued of modern times are very much like “aware” individuals from past ages, when prophets and warriors protected humanity from the dangers that lurked in the shadows. These aware individuals enjoyed the blessings of what can be best called “the Ministers”: agents of the Creator of the universe. Then and now, the Creator concerned himself little with his creation, preferring to allow it to develop on its own. Although this preference allowed humanity to grow and thrive without interference, it also made humanity vulnerable to the dark forces that waited in the shadows. Unlike the Creator, these forces had little compunction about interfering with the world for their own benefit.
The Ministers, meanwhile, were unwilling to sit back and do nothing while the darkness had its way with humanity. The Ministers used a portion of their own powers to uplift certain mortals - the original hunters - to become defenders of their kind. Unfortunately, these predecessors of the imbued eventually became drunk on their own power and succumbed to corruption. Their crimes became so great that even the self-absorbed Creator noticed and punished them. He then ordered his Ministers to turn their backs on the world and abandon it once more.
And so for untold generations, mankind went without defenders, left helpless to the depredations of the forces that still inhabited the dark places. These entities grew more powerful with the turning of each age until they at last threatened to bring about hell on earth. To the Creator, this was all as it should be, for history is a great wheel that ever turns, moving from order to chaos and back again.
Yet the Ministers were distressed by humanity’s plight. Once more, they considered the problem of protecting mankind from the forces of evil. Remembering their past failure, the Ministers decided to act more subtly - both for the ultimate benefit of the world and to avoid attracting the attention of the Creator. This time they selected weaker vessels as their agents against the darkness - the modern imbued - believing that these heroes would be less likely to succumb to corruption than the mighty heroes of the past.
The Ministers represented two divergent perspectives, cosmic opposites whose interaction had given form to the diversity of the universe. One perspective was active and the other passive; both necessary for the proper working of the cosmos. The Virtue of Zeal represented the active principle, while Mercy represented the passive. But neither was sufficient in itself, nor without the guidance of a third, mixed principle that took the best from each perspective. Thus was born the Vision Virtue.
But unlike the Creator, the Ministers might have been fallible beings and their initial efforts to create a new kind of agent were inadequate. The result was the so-called “lost” creeds - Hermits and Waywards - whom the Ministers intended to serve as the leaders of their respective heroes. The Hermits were to be intelligence gatherers, capable of understanding the dark forces, discerning their weaknesses, and receiving commands from above. The Waywards were to form a “war council” that would plot the strategy of the struggle against the enemy.
Unfortunately, the Ministers had not dealt with humanity for ages and failed to understand how to bless them with the powers needed for the coming battle. Perhaps millennia of exposure to shadowy influences diminished human potential in general. Or maybe the turning of the ages and the approach of ruin tainted the human soul. Regardless, those who would become known as Hermits and Waywards suffered from too close a relationship with the Ministers. Quite simply, these chosen could not cope with the direct attention of their divine patrons, becoming less than ideal for their intended use as leaders of armies for Mercy and Zeal.
Learning from their mistakes, the Ministers worked together to create the Visionaries as the overall leaders of the imbued. In this case, however, the Ministers did not (and still do not) interact as immediately with their new creations or with the other hunters they also created - the bands of heroes the new leaders would command. Instead, the Ministers touched their children indirectly, through brief moments of insight. Seemingly bizarre sensory perceptions such as disembodied voices and the hunter code evolved as a means of conveying information to the imbued without overloading the fragile human mind.
In a sense, the Ministers’ initial errors with their most recent chosen reinforced their desire to create agents who were weaker - and less prone to corruption - than the chosen of the ancient past. No longer in direct connection with the divine and bestowed lesser gifts, the modern imbued would have to rely on their own wits - and each other - to contend with the darkness. Sadly, the lack of direct communication between the Ministers and these imbued left hunters without any more direction than they could learn for themselves. Even the new, intended leaders had only the most fragmentary understanding of the true purpose of the chosen and the nature of the hunt.
The Merciful were intended to seek out and save those supernatural beings that they could, while the Zealous would destroy those who could not be saved. Visionaries, meanwhile, were to find solutions to the thorny problems that defied easy categorisation. And then, even the first, failed imbued still had some purpose - to convey what little knowledge they could understand and to be tremendous weapons against those dark powers that no “lesser” imbued could hope to defeat, so they were both still created on rare occasions. Thus, the imbued prepared the world for the next turning of the great cycle.
What the imbued do not fully understand is that the next age is one of chaos and ruin, not a golden age as many hope. Not even the Ministers can change the ironclad laws of the cosmos, meaning that an age of order such as the present one can be followed only by one of chaos. The Ministers might minimise the damage caused by the turning of a new age, however. This is hunters’ true purpose: to prepare for the time when they and their allies may “inherit the earth.” Yet, that time is not now nor is it the next age. The war against the darkness will take many generations and the best that can be expected is to hold its destruction in check rather than to avert it completely.
Very few (perhaps no) hunters realise the Ministers’ true purpose in imbuing people. This ignorance serves the Ministers well enough, but poses a grave danger to the success of the hunt. If the chosen ever realise that they are not supposed to stave off an apocalypse but are to merely minimise it, some imbued may rebel against their divine patrons, making the situation even more unstable.
The truth also presents an opportunity for the malignant forces that still linger in the world to undo the Ministers’ work. Weak, without direct communication and kept in the dark, the modern imbued are ironically ripe for corruption, just like their ancient predecessors. Despite the best efforts of the Ministers, the forces of evil can offer much to turn hunters against their divine patrons. No small temptation from the mission is the offer of knowledge about hunters’ true origins and purpose - at least as the demons understand it. (And in game terms, while the Ministers deny hunters access to level-five edges for fear of distracting the imbued with too much power, the forces of darkness are quick to offer such “rewards” in return for favours and allegiance.)
Perhaps most disturbing, there’s no guarantee that the Ministers’ plan will succeed. In the past, the Creator turned his eternal gaze back upon the earth and prevented long-term interference in creation. Likewise, he recognised the folly of employing mortal agents. Might he do so again? Might the imbued become another failed experiment? Or is it possible that the chosen may find their own way, one that not even their patrons can foresee? ------------------------------------------- © Copyright White Wolf Publishing, Inc.
|
|