—Inventory [₪] ITEM ONE HERE. [₪] High power UV Flashlight [₪] Desert Eagle, specialized bullets (silver and incendiary) [₪] Silver Knuckle Dusters [₪] Wooden Stakes [₪] Uzi, specialized bullets (silver and incendiary) [₪] Torch [₪] SPAS-12, silver and incendiary bullets(dragons breath) [₪] Sunglasses [₪] Cellphone - Nokia.
—Edge: Innocence [₪] (•) to (•••••)
Hide (•)
The Innocent are often perceived as innocuous, harmless and inconsequential. Being underestimated gives them power. Supernatural creatures literally have a tendency to overlook or miss your character's presence. You're there, but not worth the time, attention or effort, or you simply don't seem to exist. Only when your character specifically draws attention to themselves, such as through attacking, do they "appear." Your character could even stand face to face with a creature and have it not acknowledge your presence.
An Innocent often discovers their invisibility among monsters when first instinctual response to such creatures is to stand gaping or to ask straightforward questions. Creatures either take no notice or their attention must be actively attracted. A rampaging monster that completely bypasses a blatantly obvious Innocent is also a hint that Hide is in use.
( Once a creature knows your character is present, they do not forget again, also, once an individual in a creature group notices you, ALL members of the group do. This power also does not work on other Hunters or normal humans, it also does not function when the character is Incapacitated and must be "Activated" before use. )
Illuminate (••)
This edge makes it possible for your character and fellow hunters to identify supernatural creatures. Not only does it indicate which beings are inhuman, it suggests what kind of creatures they are. One drawback to illuminate is that monsters seem able to perceive its use and can even tell which human generates the effect.
Creatures exposed by Illuminate perceive the wielder as a source of bright light; they are clearly the one revealing the Monsters. Use of Illuminate undoes Hide.
Radiate (•••)
If there was ever evidence that hunters are of divine origin, this is it -- or, at least, this edge cold be used to justify such claims. Once this power is activated, your character radiates a white light that impedes supernatural attacks. People protected by this field appear blurry and indistinct to the eyes of unnatural creatures. The light itself is distinct to hunters but otherwise has no effect on them, whether they're inside or outside the aura. Monsters that do not rely on visual senses are still confused and disoriented by the power.
Confront (••••)
To use this edge, your character must meet a creature's gaze directly and make no attempt to avoid the monster's attack. Even though your character is a "sitting duck," striking them becomes terribly difficult. The few creatures who've been subjected to this power and are willing to discuss it say that striking becomes emotionally impossible. The hunter seems to embody everything that is ( or ever was ) pure, important and valuable to the attacker -- perhaps even dredging up emotions the creature had thought lost for centuries. Striking or acting against the hunter seems psychologically suicidal -- a crime of grotesque magnitude. Attackers that do force themselves to perform the repellent action find it excruciating.
This edge functions against only one opponent at a time.
Blaze (•••••)
Your character can make one light source agonizing and damaging to unnatural creatures of all kinds. The degree of damage inflicted depends on the intensity of the light source. A match is irritating, a powerful high grade flashlight is dangerous and ( on a clear day ) the sun is destructive.
Blaze in instantaneous. Your character uses this power and the light source in question becomes amazingly powerful for a moment. While the effect does not last, it can traumatize every supernatural creature exposed to the rays. Strangely, Blaze does not work with moonlight.
The range on this ability is anyone within 6 feet of your character as opposed to the light source.
—Edge: Martyrdom [₪] (•) to (•••••)
Demand (•)
Martyrs, by definition, are willing to hurt themselves to save another's life or to hurt an enemy. This willingness to chase even Pyrrhic victory is reflected in Demand. Your character is willing to exhaust himself in a desperate bid to accomplish amazing deeds; he puts his all into an action and receives might born from purity of purpose. Martyrs' willingness to sacrifice themselves simply invigorates them with energy and power.
Your character can preform amazing feats such as empowering their attacks, or moving at almost supernatural speeds ( such in the case of jumping in front of a bullet )
Witness (••)
Witness allows your character to recognize the nature of supernatural creatures in their presence. It also gives them a glimpse of the specified creatures' relationships with mankind.
A creature that seems wrong with second sight, but not in any perceptible way -- a warlock, a shapechanger in human form, a bloodsucker imitating life signs -- is revealed to your character. The monsters horrific side is clear to you for a flashing moment. To your characters eyes, the creature's most horrific aspect flashes across its face.
As a secondary ability Witness is capable of granting your character a glimpse into the targets past, momentarily witnessing one previous contact between a human and the target. The first contact viewed is usually the most reach, and each viewed thereafter occurred further back in time. Visions might reveal attacks, such as feeding or could reveal a passionate or poignant meeting, depending on who was contacted. The image is visual only and is virtually instantaneous. Sometimes such visions suggest regret or even mercy in creatures' attacks, a hint at their true nature.
Witness seems to conjure no images of humans' or hunters' acts, but it does for those people who possess powers or gifts bestowed by unnatural creatures.
Ravage (•••)
No one's quite sure what the hell happens when a hunter cuts loose with this edge. It seems to produce a roiling heat-haze. This gas (for lack of a better term) pours out of or from your character and travels where he gestures. Physical matter seems unaffected, but supernatural creatures react violently. It seems to corrupt and decay their very bodies. Not even intangible creatures are safe.
Ravage has no physical effect on human targets, but it causes deep emotional trauma: headaches, depression, terrified fugues and uncontrolled weeping. As for wielders of Ravage themselves, the power makes them sick. Stomach pains, coughing, blurred vision and vomiting are all associated with the edge.
Martyrs describe the power as, "Tearing something open -- like injuring the world. It hurts us, it hurts them -- but it hurts them worse."
Donate (••••)
A hunter far along the Martyrdom path can blur the lines between themselves and others. Their sense of self becomes so diffused that it's possible to lend that "self" to others for their use. The most obvious loan is physical potency or speed, but less tangible capacities can be donated as well. One Martyr has likened the experience to another person walking a mile in their shoes -- while they're still in them.
Your character can make this "loan" to any willing person whom they can touch. The exchange is immediate, though not always complete.
If physical qualities are lent, your character is weakened commensurably. Lending mental acuity is a bit more complex: The donor's intellect and attention are literally split between themselves and the recipent. This "split attention" can function almost like a two-way radio, with no known limit to the distance separating the two parties. The biggest restriction is time: Your character can share themselves for a limited period.
If your character is conscious you can cancel donation at any time, however the recipient cannot choose to "give back" a borrowed trait at any time; the lender must take it willingly.
If your character becomes incapacitated while sharing, a donation continues until they regain consciousness. If your character is killed while lending, they recipient loses them immediately. If the receiver dies, your character loses all donations, permanently.
Payback (•••••)
Your character can impose human, mortal limitations and vulnerabilities upon inhuman opponents. He can also rob such beings of their powers. All your hunter has do is lock his gaze with a supernatural enemy's and concentrate on the specific way he wants to cut that being down to size. The Martyr imposes a righteous moral punishment upon the creature.
To inflict a human limitation upon a supernatural being ( say, to make a dead thing need to breathe to survive, or a ghost to assume physical form ) you need to touch the target and the vulnerability lasts until it leaves your character's presence -- only one human "failing" can be imposed on a single creature at a time. Food not blood might be required for sustenance. Human form might become the only one a creature can assume. A spirit might become as physical and fragile as he was in life.
Now, an ages-old creature does not turn to dust because it's suddenly mortal, but it could perhaps be destroyed forever by conventional means. Also, beware granting monsters the strengths of being human. What bloodsucker would not relish withstanding the sun again?
This power can be used to deny a creature use of a certain supernatural power. To do this, you have to specify what the beast is prevented from doing: "I want it to stop moving so fast." "I don't want it fading away again!" "I don't want it to be able to turn invisible." Only one power can be denied a creature at one time, and a monstrosity cannot be assigned a human weakness and be stripped of a capability simultaneously.
If your character is conscious, they may revoke human weakness or reinstate supernatural powers at will, even if they are still in the presence of the victim, if your character is Incapacitated, the effects of Payback fail immediately.
—Edge: EDGE NAME HERE [₪] (•) to (•••••)
Bluster (•)
A shouted syllable becomes a veritable shield against harm. The word spoken doesn't' matter ("No!" "Stop!" and "Don't!" are all common choices), but it can abort any type of deliberate attack. A hunter often learns a word's power when she blurts it out instinctively, and the word amazingly averts harm. Bluster can turn aside anything from switchblade to a chain saw -- or even arcane weapons such as bolts of fire or lightning. The attack can be made against your character or another person. The edge has no effect that don't do damage ( such as mind-reading or mind-control attempts ) or on attacks that are not direct ( such as stabbing a voodoo doll of your character ). Furthermore it only works against actions that other individuals undertake. It can protect your hunter or another person from being run down with a car, but it can't stop an avalanche or natural lightning.
This edge cannot be used indefinitely once you stop a strike, you have to wait a few moments before you can stop another. Just like with Vampires and Vitae, or Werewolves and their War Form, each thing is based on a characters personal stamina.
Insinuate (••)
Your character has to ask one question of a supernatural creature, and that creature has to understand that a question has been asked. The particular question is not really important, and it doesn't matter if the being replies. What matters is that your character interacts with the creature as if it were a person, not a thing. This simple act, when fueled by hunter spirit, forces the creature to confront mortals in human terms. The edge usually causes intense feeling of sorrow, loss and isolation. A common question is, "Do you remember?"
The specific psychological effect of this edge depends on the creature confronted, of course. Spirits experience a taste of what life was before they perished. Bloodsuckers are reminded of their lost mortality. Other creatures may have visions from the lives of the people they've slain. More "human" creatures may foresee futures in which they succumb to their monstrous natures, or they may remember a lost love or a choice they regret. Creatures who have very little thought of feelings left may be less affected. Insinuate's visions may simply annoy or confuse them.
Respire (•••)
Also called the "Kiss of Life," this edge allows your character to heal a person by breathing into her mouth. While your character appears to be performing moth-to-moth resuscitation, this power accomplishes a lot more: It can heal cuts, slashes, damaged organs and broken bones.
Respire can do something altogether different to supernaturals. Instead of infusing healing energy, it steals energy. Mouth-to-mouth contact isn't required. Yet your character must be nearby to inhale the stuff from an enemy. This power is dangerous even to intangible foes.