Thy Will Be Done
The Imbued (Playable Characters)
The Imbued (also called Hunters) are the protagonists of Hunter: The Reckoning. They are ordinary humans who are awakened to the presence of supernatural monsters through contact with the Messengers at a time of crisis. During this moment of imbuing, an individual sees the true nature of a supernatural creature or event, and either takes action or resolves to do so, confirming their status as a Hunter. Those who hesitate or recoil do not become Imbued, but are forever aware of their glimpse of the supernatural; these “failed” Hunters are generally known as bystanders.
Hunters are specifically not turned into supernatural creatures when they are Imbued; they still need everything a normal human does and can’t take Aggravated damage. All they are really given are abilities which allow them to resist, in various ways, the powers of truly supernatural enemies. There are several types of supernatural blessing are bestowed on Hunters by the Messengers: Conviction, Edges, Second Sight, The Word.
While commonly assumed to be “supernatural powers,” Hunters’ Edges are not classified as such (at least, not by the Imbued). They are bestowed by an outside source, the Messengers, and the individual Hunters themselves have no idea if they will work at any specific time. They don’t register as “wrong” to other Hunters, but they are visible when Second Sight is active, and supernatural creatures could see overt Edges normally.
The 7 Hunter Creeds
is like righteous anger, a fierce desire to see justice done. Zealous Hunters focus on the destruction or punishment of evil, and are the most obvious group of Imbued, though it is a mistake to assume they are all violent warriors. The zealous creeds are Avengers, Defenders and Judges; their Edges generally affect supernatural creatures directly, though not always by inflicting physical harm. There are other ways to punish evil, after all.
This primary path takes Zeal and runs with it. Those who follow it are widely called “Avengers”, but are also known as punishers, executioners or slayers. In the United States’ bible belt, they’re sometimes called “Soldiers Of God”.
Avengers are obsessed with settling the score. Evil must be punished. Compromise is not an option! Without swift, terrible retribution for the guilty, life consists of little more than fear of evil and an unfounded hope for safety. It doesn’t matter if revenge isn’t pleasant or convenient or safe: It is essential!
Avengers’ primary goals are to attack and destroy. “The best defense is a strong offense!” Sometimes mishaps occur or the wrong people get hurt in the process, but that’s the price paid for cleansing the Earth.
- Cleave; Impact; Wardance
- Trail; Muse of Flame
- Smolder; Fuel
- Surge; Firewalk
- Smite; Harpoon
Zeal demands dedication, unswerving loyalty and purpose. Defenders aspire to these qualities and seek to see horrors destroyed. Yet, followers of this primary path recognize the need to protect the people, places and things that must survive the war. If nothing remains when the battle is done, what was it fought for?
Defenders protect the normal people, but not with the heedless abandon of some Martyrs. Defenders tend to be thinkers and strategists who know they can’t take the fight to the enemy if their flank is exposed. Destroying the enemy is pointless if they die in the process, or if they can achieve a victory only by ruining what they hope to save.
Defenders tend to be optimistic. If a situation looks bad, they might make an orderly retreat and live to fight another night. However, if the enemy threatens a loved one or brings the fight to the doorstep, Defenders battle to the last drop of blood.
- Ward; Alarm
- Rejuvenate; Lock
- Brand; Guard; Stand
- Champion; Protect
- Burn; Blast
Zeal makes demand upon all of its followers: to see the supernatural destroyed. Avengers respond with punishment for the guilty. Defenders answer by singling out that which must be protected or remembered and damning the rest. Followers of the primary path of Judgement walk the line between. Judges prevail when it’s clear that the unknown cannot be tolerated, but when the greatest good is not certain.
A Judge places all his faith in higher values and ideals. However, unlike other adherents of Zeal, the Judge knows that answers aren’t necessarily obvious. You can’t always cut to the heart of the problem with a single blow. And sometimes protecting something in battle only makes you responsible for it throughout the war. Many Judges, in fact, question the instinctive reactions of their more direct or determined colleagues. Judges don’t do what they want, they do what they have to, and they do what’s right. If that means sparing even monsters, despite innocent lives lost – perhaps to discover the creatures’ master – then that’s the price of the greater good.
- Discern; Vigilance
- Burden; Anathema; View
- Balance; Vow; Condemn
- Pierce; Confession
- Expose; Imprison
is the virtue of forgiveness. Merciful Hunters seek to redeem or protect those monsters worth saving, or to take the suffering of others onto themselves. They primarily focus on what they can save via the Hunt. The Innocent, Martyr and Redeemer creeds all focus on Mercy; their Edges rarely inflict physical harm, but are either defensive or attempts to reach what humanity is left within their foes.
Martyrs are compelled to destroy the unknown and the monstrous, but they can’t escape the knowledge that their quarry has (or had) human feelings just as they do. Avengers have a definite us vs them mind-set. Martyrs don’t have that luxury. They understand all too well the emotions and motivations of the intolerable. Yet, for all their sympathy, followers of this primary path hunt with an almost self-destructive fury.
Martyrs can understand the misery of a compulsive predator, because they are the same. They know that these hideous beings, whose very appearance fills a Martyr with repulsion and disgust, might have once been fully human. Martyrs are therefore miserable with their role, but know that if they pursue it, fewer others will have to share their fate. Every Martyr longs for the day when hunters are obsolete.
- Demand; Project
- Witness; Revelation
- Ravage: Inflict
- Donate; Ordeal
- Payback; Expiate
Individuals whose first instinct is conciliatory tend to find themselves on the primary path of Redemption. Redeemers are widely sought for their ability to put injured people back together, but they often find themselves at odds with Hunters who possess different priorities. Some Redeemers aren’t afraid to understand their prey. They hope to that understanding they can settle the spirits that haunt mortal life or remove whatever curse or psychic illness creates “monsters”.
- Bluster; Outreach
- Insinuate; Insight
- Respire; Punish; Preserve
- Becalm; Abjure
- Suspend; Shame
Although many Innocents are young, there are no age restrictions. Hunters on this primary path answer the Call but do so with no preconceived notions. More than any other Hunters, Innocents deal with the immediate present, without holding grudges from the past or scheming for the future. Like others on Mercy’s paths, they recognize kindred spirits in monsters – beings with horrific powers and terrible lives foisted upon them. Whereas the Martyr hates what he sees and the Redeemer wants to change it, the Innocent looks on without judgement.
Innocents’ unusual candor can sometimes produce unexpected reactions from night-creatures, but more often it simply puts them or the whole squad in danger. Who else could ask a monster a direct question and expect a straight answer? This straightforwardness has led other Hunters to give Innocents various nicknames, some meant kindly (“cherubs”), others less so (“bait”).
- Hide; Fool’s Luck
- Illuminate; Ease; Conceal
- Radiate; Inspire
- Confront; Bond
- Blaze; Backlash
is the least-understood virtue by those who do not possess it. It represents a hope for the future, a plan for a new world, and a belief that the Hunt will have an end. Visionaries are the rarest of the common creeds, looking beyond the night’s Hunt to the consequences of their actions and the big picture, and usually seek to make changes with wide-ranging effect. Their Edges help them see the path that other Hunters must follow. The two other creeds based on Vision are the Hermits and Waywards, both of whom are dysfunctional; those rare few in the Hunter community aware of their existence tend to consider them ‘lost’, failed experiments by the Messengers who have been broken by their imbuing.
Hunters who act from Zeal believe that they know an obvious truth. Hunters who follow paths of Mercy believe in doing what feels right, over following some personal standard. And then there are a few who believe there is another course – it just hasn’t been marked yet.
Like Zealots, these Hunters set their sights to the distance and try to perceive a big picture. Like the Merciful, they are willing to consider new ideas and sensations with an open mind. Some are dreamers, some are outcasts. A radical few believe there is no truth, beauty or mortality beyond what we make ourselves. Hunters on this primary path pursue freedom for all. Rather than fight to win battles against the unknown, they fight to end the war.
Visionaries don’t pick one of the most obvious reactions to the Call. If your character doesn’t attack, doesn’t intervene and doesn’t run away at her imbuing, but still does something – probably something clever and unpredictable – she could be a disciple of Vision. If her first response is curiosity, a need to know what the thing is and what it intends, rather than whether it should be destroyed or pitied, she probably sees the forest, not the trees.
She supports no accepted truth that she hasn’t tested herself. “Yes, the punishment should fit the crime, but who should be punished, the criminal or the society that creates him?”“Of course gravity works, but does my soul rise or fall when I die?” Life is about the search for answers, which lie everywhere. The proponent of Vision simply looks for the right questions. In the fight against the unknown, her foremost question is: “How can this conflict be settled, once and for all?”
There is currently only one creed and path for the followers of this Virtue, at least as far as hunters are able to tell.
- Foresee; Focus
- Pinpoint; Summon; Return
- Delve; Rally
- Restore; Unify
- Augur; Determine
The Lost Creeds
Hermits are one of the “lost” Hunter creeds who follow the virtue of Vision. While other hunters may only hear the voices of the Messengers when they are first imbued, Hermits hear them constantly, as an ever-present sensory ‘static’ – and find it gets worse in the presence of monsters or other hunters. Consequently they earn their name by hiding from the world, seeking to quiet the voices in their heads, though some are committed enough to the hunt to try and pass on the secrets they learn to other hunters.
Waywards are one of the “lost” Hunter creeds who follow the virtue of Vision. Waywards are united by a common belief: the supernatural should be destroyed utterly, no matter the cost. A typical Wayward thinks little of inflicting massive mortal casualties if they can successfully destroy a vampire or warlock. Most Waywards are psychotically insane; some, however, are able to hide their psychosis, masquerading as Avengers.
Strike Force Zero Agents (Playable with restrictions)
There’s also another type of Hunter, and that is the sort of Hunter that is willing to impart himself with today’s biotechnology enhancements to aid in this overwhelming Hunt. These Hunters are more robot than human, but they still have a conscience and a living heart.
Strike Force Zero (SFO) is a top-secret agency known only to the highest echelons of the Japanese government (in other words this is the equivalent of The Messengers to the Imbued). Nobody knows who controls it, rumors have it that a wealthy Japanese man planted this organization, particularly one that had a horrible run in with supernaturals in the past. This Agency has branched out to multiple locations around the globe to help mankind such as The United States, Europe, South America, Africa, and the Middle East.
Agents are handpicked at childhood, preferably ones with no ties such as orphans and then harbored into a secret facility where they are trained to become supernatural killing machines. They are then released at the age of 20+ or whenever the agency presumes the agent is ready for the Hunt. These hunters work under the radar and work in groups of 3-5 members (limit is 2 others and I will assign them to you). They live as secret agents who await orders from their superior officers to assign them their specific targets.
There has been cases in the past of renegade agents who went rogue due to side-effects of biotechnology implants that became unstable and have become more of a threat to human society rather than help save it. But these rogue agents are quickly disposed of by his former comrades with the given order. The downside to imparting yourself with so much technological equipment is that you are easily seen on the radar. Microchips and GPS tracking devices are also imparted on you.
With that said, the Agency keeps an eye on all its agents and supplies their basic needs such as food, shelter, clothing, and enough money to make it by but not enough to stand out. They are also often given specialized weaponry suitable for the assigned missions. They are free to live as normal human beings however they must answer the Call whenever called upon.
Should you choose to play this role, your hunter knows next to nothing about the Imbued nor their powers and secret codes. They appear as regular people to you and vice-versa. There is nothing supernatural about biotechnology and robotics hence the coverup, but should you pull a stunt in front of them that exposes your enhancements they will be suspicious of you. This works vice-versa as well. Should an Imbued perform one of her Edges in front of you, she is not automatically classified as supernatural. Note that not all Imbued Edges are ever visible to the naked eye.
You start out with 3 cybernetic implants and can purchase additional ones later down the road. Feel free to come up with your own custom implants. Custom implants must be approved by the GM.
Demon Hunters X (Non-Playable)
These Hunters are not familiar with the Imbued and may require extra persuasion that you are on the same side. These Hunters are known for being as strong or even stronger than Elder Vampires and Werewolves. These Hunters show no mercy and wouldn’t even think about sparing a supernatural. These Hunters are born and bred to kill supernaturals. They are killing machines! Majority of these Hunters come from the East of Asian descent that train in the mystical and ancient arts of hand-to-hand combat.