Thy Will Be Done
Edges are (usually minor) supernatural powers granted by the Messengers. In general, Edges allow Hunters only to resist the effects and defenses of the supernatural, though some certainly have more dramatic effects. Each creed has its own set of Edges, though a Hunter will only ever be granted a limited number during their career. More powerful Edges are only granted to Hunters who reinforce their commitment to the Hunt by bolstering their virtues, becoming more zealous, merciful or visionary. The most powerful Edges are thus only granted to Hunters who become virtually insane, obsessed with their aspect of the Hunt above all else in life; such Hunters are exceedingly rare, since the Imbued rarely survive long enough to become so devoted.
Imbued Hunters who aren’t true or devoted to their Virtues (zeal, mercy, vision) will have a dramatic effect on their Edges. Their Edges simply won’t be as effective and the difficulty will be raised substantially. Rolling a botch will cause their very own Edge to turn against themselves. (In this case you might want to consider switching Creeds, suitable to that of your hunter’s concept of the supernatural. There are stories of zealous Hunters that transform into merciful Hunters and vice-versa, their response upon the discovery of their new-found Edges turn them for the better or for the worse. Some become “broken” or “lost”, these hunters then eventually become Hermits, Waywards, or simply Bystanders.)
Vengeance – “You’re going down mothafucka!”
Any weapon your hunter wields suddenly becomes much more potent. The weapon can already be dangerous- a knife, baseball bat- or be fairly harmless- a stick, a bottle. Even your character’s fist or body becomes deadly. There are also stories of hunters brandishing red-hot, glowing blades, and a rumor of a one armed hunter growing a phantom limb witch which to strike at the enemy. Regardless of the form a weapon takes, it can damage just about anything it touches! Werewolves, ghosts, barred doors, annoying people, name it.
Your hunter can create a weapon spontaneously as long as your hunter wills it or while she remains conscious. Existing weapons that are empowered can endure only so much punishment before being ruined. An empowered object doesn’t necessarily look any different, but it feels warm to the touch to the wielding hunter, and seems to vibrate with energy of its own. In cases of manifested blades and limbs, only the imbued and supernaturals can see the weapons.
Your hunter touches a supernatural target and causes that person or thing to leave a smoky streamer behind it. This trail is only visible to the hunter that placed it, although other hunters with observation edges may notice it also. The streamer roils in the direction in which the subject traveled. A trail can neither be touched or felt. Likewise, it cannot be dissipated by the wind, by being walked through or by anything else that would scatter a physical fog. A creature or person being followed cannot see or sense the trail. This power does not affect objects or normal people. Trail cannot be removed, only by the hunter that placed it.
This edge produces a cloud of thick black smoke. Some smolder clouds appear sourceless. Others must be exhaled by the creator. A cloud shields the hunter from all mortal perception and from most supernatural awareness. Sight, smell, hearing, heat perception. If your hunter or anyone within the concealment of the smolder cloud fires a shotgun, the sound of the shot is about as loud as a finger snap. Any Imbued hunter can see through the Smolder cloud if second sight or observation edges are activated. Normal people, spirits and supernaturals are unable to see or pierce through this.
A hunter who uses Surge feels a tingling sensation course through his limbs. With but a thought, this sensation can be directed to different body parts. It can be poured into muscles and used for extraordinary feats of strength, channeled through the nerves for remarkable speed, or shunted into the bones and skin to absorb damage.
The faithful like to call this effect “The Wrath of God”. Your hunter gestures, and something that’s not quite lightning and not quite fire erupts from her body and usually incinerates whatever she’s pissed at. Smite is not subtle: it produces a blazing light, a deafening crash and an acrid ammonia stench. Electronic equipment within 20 feet is usually scrambled, glass breaks, metal surfaces are discolored and people nearby often suffer nose bleeds. Anything can be damaged by this!
Defense – “Get behind me!”
Whether through sheer determination, monsters’ fear, or some invisible barrier, a Defender can keep supernatural creatures at bay. They cannot approach her unless she allows it or their will is stronger than hers (difficulty is raised for supernaturals). A character using Ward sees and feels a crackling energy radiate from her body. Creatures making contact with her aura spark a static charge; no damage is done, but a monsters’ limits of approach are demarcated. A monster already within the radius is hurled (Force Push) towards the end of the perimeter. Minor bashing damage is given. The edge doesn’t affect other hunters or normal humans, and those people may take shelter in the character’s proximity.
A Defender doesn’t have to concentrate on this power for it to persist; she can fight and perform other actions while warding, the perimeter also moves with her. However, the power fails if your character is incapacitated and it does not interfere with incoming ranged attacks.
Defenders are remarkably hard to put down for good. Minor injuries (slight abrasions, bruises) close up and heal visibly. Strained joints stop swelling on their own and pop back into place spontaneously. Even broken bones and limbs straighten out, lock into place and heal up, blood is also replenished all within hours. Vital organs heal supernaturally and miraculously, Defenders are able to impart their healing abilities upon others simply by laying their hands on a subject.
Destroyed is destroyed of course, no matter who the recipient of the power is. It cannot regrow lost limbs or appendages. It does not cure cancer or long term illnesses, it also doesn’t counteract poison or alcohol. Rejuvenate applies to healing health only and works automatically. This is always on.
Your character’s hand crackles with energy and when laid upon a supernatural creature, can burn a mark on it. This sign isn’t just skin deep; the brand smolders through any clothing that covers it. Sturdy coverings like armor aren’t burned through, but do become tremendously hot enough to damage the wearer! The brand is about the size of the hand and can be in any shape or symbol the hunter desires. Most commonly the hunter Brands the creature in the hunter image language for other hunters to see. The sign is visible to everyone- even mortals who aren’t hunters. Further more, the brand can be seen even if the target becomes invisible to normal sight or changes appearance (the brand can still be seen even without the use of second sight)
Defenders use this power to mark the enemy for their allies to see, and to alienate victims from their own kind. (Brand does not affect objects, normal people or other hunters). A brand seems like a disturbing- even ominous- tattoo. This ability also can be used to mark hunter symbols on surfaces, and it will appear burned.
A brand is a constant source of irritation for a creature (the target suffers one lethal health level and doesn’t pass until the brand wears off). The sign persists no matter what form or magical disguise the creature undertakes. It even marks disembodied spirits that your hunter passes through. A brand can only be removed by the hunter who placed it.
Sometimes the best way to protect someone or something valuable is to make the monster come to you. A Defender uses this edge to force her foes to confront her instead of others. She simply draws the attention to herself in hopes of preserving another person or thing, and with the intent of winning the battle.
When this edge is activated, a monster has difficulty focusing its attention on anything but your character, because the Defender appears to be the weakest prey among the flock, the most compelling challenge, the most fun to toy with, the most imposing danger, or simply the most attractive. “You look good enough to eat!” Your hunter’s appeal is determined by the motives or intentions of the offending creature. This edge is often triggered by feigning weakness or stupidity, or by a simple taunt: “You don’t look so tough!” or “Pick on someone your own size!”
By diverting creatures, this edge is perfect for tactical possibilities that Defenders are quick to exploit. It can allow others to slip by unnoticed or lure monsters right into a trap or well prepared ambush.
When this edge is activated, your character is infused with a searing energy. Visible to all hunters and supernaturals alike, this energy looks like a seething, red-yellow glow, almost as if your character has lava running through her veins. Touching or being touched by a hunter in this state is suicide.
Burn does not damage objects such as clothes or tools (but it gets really hot!), but it can hurt anyone else including disembodies spirits through which your huntert passes through.
Judgement – “To kill, or not to kill?”
Your hunter exhibits a hyper-alertness to supernatural creatures, a surreal perspective that allows her to perceive things about the unknown that most could not. She might notice that a hand laid on a desk leaves no heat impression, that a person’s eyes don’t dilate with changing light, or that a being simply doesn’t breathe. Such information is usually enough to determine the approximate kind of creature a Judge faces.
Also, your hunter cannot be blinded, even if her eyes are closed or she’s in utter darkness. This power also permits vision when your character’s eyes heave been dazzled (or torn out, for that matter). The hunter can see what’s in front of her face as if she were in a clear well-lit room, regardless of the real conditions. Even formerly bad eye sight is corrected miraculously.
Second sight reveals creatures that use magic to hide, that disguise themselves in unassuming forms or that are simply not human or alive, but does not reveal the true nature of those beings. Discern exposes the features that identify those creatures. That which does not breathe might be the walking dead. A brutish person with rapid breathing might be a shapechanger. A newly dead spirit has now obvious deathmarks. A bloodsucker’s pawn could have abnormally bulging veins and pallid skin. Etc.
Furthermore, if abomination activity has occurred recently in an area or to a person, your character may sense what kind of creature- restless spirit, walking dead, skinchanger- was responsible with sufficient successes.
Your hunter can imprison a supernatural creature briefly, fixing it to the ground where it stands (in some cases, “freezing it in the space it occupies” might be more accurate). Some Judges theorize that the overpowering scrutiny that occurs with the edge is more than the guilty consciences of monsters can bear, and they’re immobilized.
Your hunter must look at the thing and hold it in her gaze. (Eye-to-eye contact is not required. Blinking is allowed but if you look away long enough to attack anything else or pay attention to anything else sets the creature free.) The entity can still act- speak, fight, use any power it possesses- but it cannot move more than a foot where it is. More than one creature can be Burdened at one time, as long as they can all be seen simultaneously.
This edge does not work on human beings and other hunters. It works on possessed victims, if the spirit is perceived and targeted, holding the entity in place while the host is simply pulled away; the spirit passes through the victim and regains control of her body.
With this power, your hunter can deny an entity access to its source of strength (usually an energy stolen from humankind). To use this edge, your hunter must look at the creature and verbally curse it in some fashion. This can be anything from “By my oath, no blood shall nourish you today!” to a simple, “STARVE YOU MOTHERFUCKING BASTARD!” or, “You cannot change your appearance today!”
The opponent cannot use any power or perform any function that requires supernatural energy.
A hunter with this edge is a human lie detector. When she hears falsehood, she typically experiences a distinct and very unpleasant sensation. The feeling is different for each hunter. Some perceive it as a foul smell, others as a queasy feeling, still others as brief flash of light. Whatever form the warning takes, it is unique and cannot be mistaken for anything else.
Furthermore, your hunter develops a specialized form of postcognition- the ability to share a subject’s memories of the past. Specifically, if your hunter touches a person who has had an encounter with a supernatural being, she has a vision of that person’s most recent encounter. If your hunter touches a supernatural creature, she receives a vision of the creature’s past- either looking back on its encounters with a certain object, person, or place, or casting back to a specific, short period of time (“What were you doing on the night of September 9, 1999?”). These visions are all silent.
When your hunter uses this edge, the normal people around her become aware of any supernatural beings in their presence. The creatures are immediately perceptible for what they truly are, despite how they seek to hide themselves with unnatural powers. The effect does not apply to hunters, they appear perfectly normal.
This edge reveals all monsters in the area with the most horrific aspect of their appearance. This visage is momentary, but enough to expose a creature as an abomination. A vampire looks like a blood-lusting horror, a shapechanger appears as a man-beast, and a ghost is a looming spectral figure. A creature doesn’t actually change in any way; it’s appearance is simply altered to human onlookers so that their identity is given away.
How common people respond to the horrors that they’re exposed to depends on the circumstances. Essentially, they see creatures just as your hunter first saw them on her imbuing (Note: This edge does not intentionally imbue regular people or turn them into bystanders). However, normal people still have a sanity mechanism that tells them to run away and hide from monsters, but some of these people might actually be other Imbued hunters as well and might be the angry type. So Expose doesn’t mean angry torch bearers will come to your aid, but it can definitely save your life.
Martyrdom – “My life, for a better tomorrow.”
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 hunter is willing to exhaust himself in a desperate bit 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 perform an amazing feat of strength at the cost of his own health. The damage cannot be soaked.
Allows your hunter to recognize the nature of supernatural creatures in her presence. It also gives her a glimpse of specified creatures’ relationships with mankind.
This edge expands upon the capabilities of second sight. 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 monster’s horrific side is clear on a successful roll. To your hunter’s eyes, the creature’s most horrific aspect flashes across its face. Any creature observed is revealed for what it really is. Additionally, your hunter can momentarily witness one previous contact had between a human and a monster in your hunter’s presence. The first contact viewed is usually the most recent, and each viewed thereafter occurred further back in time. If multiple monsters are present, your hunter may choose which is “studied” or recent flashes may be taken from a variety of creatures.
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.
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 hunter 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.
Martyr’s describe this power as, "Tearing something open- like injuring the world. It hurts us, it hurts them- but it hurts them worse.
Every time this edge is used, your hunter suffers one level of bashing damage that cannot be soaked.
A hunter far along the Martyrdom path can blur the lines between herself and others. Her 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 her shoes- while she’s still in them.
Your hunter can make this “loan” to any willing person whom she can touch. The exchange is immediate though not always complete.
If physical qualities are lent, your hunter is weakened commensurably. Lending mental acuity is a bit more complex: The donor’s intellect and attention are literally split between herself and the recipient. 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 hunter can share of herself for a limited period. If she wishes to share all of herself then she will be out cold for the duration of how many successes rolled.
Any attribute can be donated, except for Appearance. No traits, abilities or backgrounds can be conferred with this edge. Extra dots from “maxed” attributes can then be filtered down to any abilities the recipient wishes to do so.
Donating Physical Attributes is fairly straightforward: Your hunter’s rating is reduced while the subject’s is increased. If a Mental Attribute is shared, the two characters can speak to each other telepathically for the duration of the donation; the recipient can use your hunter’s mind as a sort of “parallel processor.” If a Social Attribute is donated, telepathic communication is not possible, but both people have a vague sense of how the other feels emotionally.
If your hunter donates all of her Attributes, she passes out and remains unconscious until the edge wears off. You as a player may continue to advise the recipient in terms of the Trait shared, and as far as the Storyteller allows. You can contribute solutions to problems if Wits is shared, or suggest emotions to play upon in social situations if Manipulation is lent, but you probably can’t advise another player how to do research in either case, because Intelligence hasn’t been shared.
If your hunter is conscious, she can cancel donation at anytime. However, the recipient cannot choose to “give back” a borrowed Trait at any time; the lender must take it willingly. If your hunter becomes Incapacitated while sharing, a donation continues until she regain consciousness. If your hunter is killed with dots lent out, the recipient loses them immediately. If the receiver dies, your hunter loses all donation dots, permanently. If you botch the donation roll, your character could lose one point of the Trait in question, permanently, or the GM can devise another mishap. Hunters are already disturbed people. Would the identity of one trapped in the body of another really be acknowledged as anything more than schizophrenia?
Your hunter can impose human mortal limitations and vulnerabilities upon inhuman opponents. She can also rob such beings of their powers. All your hunter has to do is lock her gaze with a supernatural enemy’s and concentrate on the specific way she wants to cut that being down to size. The Martyr imposes a righteous moral punishment upon the creature.
This power can also 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 again!” “I don’t want it 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 hunter is conscious, she may revoke human weaknesses or reinstate supernatural powers at will, even if she is still in the presence of the victim. If your hunter is incapacitated, the effects of Payback fail immediately. And of course, if a creature manages to leave your hunter’s presence and return, all bets are off. Payback must be used all over again to impose a human frailty or to strip a monster of the same power previously removed.
Redemption – “There’s still some good left inside of you.”
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 a switchblade to a chainsaw or even arcane weapons or spells such as bolts of fire or lightning. The attack can be made against your hunter or another person. The edge has no effect on attacks that don’t do damage (such as mind control attempts) or on attacks that are not direct (such as stabbing a voodoo doll of your character). Furthermore, it works only against actions that other individuals undertake. It can protect your hunter or another person from being run down with a car (even if the driver is careless, not actively malevolent). It cannot stop an avalanche, natural bolt of lightning or natural disasters.
You cannot use this in the same turn as dodging. You must either dodge an attack or use this edge.
Your hunter 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 hunter 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 feelings of sorrow and isolation.
A common question is “Do you remember?”
The feat becomes challenging as the being is confronted by forgotten memories, long dead feelings and desperately suppressed compassion. With a spectacular number of successes, the target may undergo a substantial shift in behavior. Even an undamaged creature who is winning a fight may flee rather than have to face the emotions raised by Insinuate.
Also called the “Kiss of Life” or “Breath of Life”, this edge allows your hunter to heal a person by breathing into her mouth. While your hunter appears to be performing mouth-to-mouth 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, just close enough for your hunter to be able to inhale the essence from an enemy. This power is dangerous even to intangible foes.
Healing a fellow ally or a normal person takes a toll on your hunter’s body and will be temporarily be in a weakened state as she is imparting her very life energy onto others. Should you botch, it could cause more disastrous effects on your body.
Stealing life energy from a supernatural is the opposite effect. You either A: heal yourself. or B: enhance any attribute temporarily (until the edge wears off) and at the same time cause lethal damage towards the supernatural that cannot be soaked. If you botch your stealing energy roll, you take the lethal damage upon yourself instead.
Supernaturals have tremendous amounts of life energy (except zombies), hence “supernatural”, so it is very unlikely that you can steal all their energy in one sitting, but with sufficient successes it can be done. This Edge requires inhaling deep breaths each time and the supernatural will either flee or simply smack you away once discovered.
A Redeemer radiates his inner calm and tolerance as if it were an energy form. The edge has two simultaneous effects. The first is physical: Becalm makes it difficult for those around your character to act in a sudden or deliberate way. Events occur slowly. Response times are delayed. Actions seem to be performed as if subjects are groggy. The second effect is emotional: Becalm stifles anger, alleviates fear and tension, and generally makes subjects gain perspective and relax- at least somewhat. This effect doesn’t make the becalmed lose their will to fight or survive. The power doesn’t change motivation, it just makes events seem less urgent, less critical, less important. Becalm does not affect normal actions such as speaking or moving slowly, as long as those actions do not have explosive or violent results.
In addition to interfering with or stopping fights, this edge can be used to halt physical seizures, self inflicted wounds by a possessed victim, or hysterical fits of any type, and can bring supernatural creatures out of frenzies, whatever the cause. Creatures that hope to maintain a frenzied state, despite the challenge of acting in your hunter’s presence, must make a Willpower roll with a raised difficulty.
Becalm affects everybody even tormented spirits in the area of effect deployed. Humans may not behave hysterically in the presence of monsters while becalmed, but they still typically rationalize what they experience after that event. This edge’s effect can be terminated at will if the hunter so chooses, and ceases if the hunter is incapacitated. Ranged attacks performed from outside the area of effect is not affected by Becalm.
Many hunters believe in other worlds, including Heaven, Hell, or Purgatory- perhaps even other dimensions or alien planes and suspects that supernatural creatures are tied to them and can travel to and from such places. Certainly, creatures have been known to disappear without a trace, even to a hunter’s sight. This edge denies a monster those escape routes and forces it to face the error of its ways in the here and now. It also protects the world from unspecified “prying eyes” from the other side.
Users and witnesses of this power report sensations like popping ears, nosebleeds and headaches, but also a sense of liberation. Some fear horrendous side effects, such as keeping the souls of the recently dead from traveling to their rightful places- trapping those souls on Earth!
If any successes rolled, your hunter seals the material world she knows from all other possible realms for the remainder of the scene. The barrier arises wherever your character can physically see. No supernatural creature can escape your hunter’s presence without leaving conventionally. Any power sources that originate from another plane or reality, and that feed the physical world in your hunter’s proximity, are severed. Likewise, any supernatural creatures attempting to enter the physical world are suddenly barred from it in the hunter’s presence for unknown reasons. Otherworldly powers on other planes cannot even perceive the physical realm where the hunter stands. The hunter may undo the effect early if she chooses but it persists for the remainder of the scene even if she’s rendered unconscious.
Innocence – “You’re a vampire?! That’s wicked awesome!”
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 hunter’s presence. She’s there, but not worth the time, attention or effort, or she simply does not seem to exist for whatever reason. Only when your hunter specifically draws attention to herself, such as through attacking, does she “appear”. Your hunter could even stand face to face with a creature and have it not acknowledge her presence at all.
An Innocent often discovers her invisibility among monsters when her 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 blatantly obvious Innocent is also a hint that Hide is in use.
Your hunter goes unnoticed for the remainder of the scene as long as she does not attract attention to herself. Making physical contact with the enemy or performing blatant acts such as jumping up and down and shouting will draw attention. However, standing still, walking slowly, or talking slowly does not attract attention.
This edge makes it possible for your hunter and fellow hunters to identify supernatural creatures. Not only does it indicate which beings are inhuman, it suggests what kinds of creatures they are. One drawback to Illuminate is that monsters seem able to perceive its use and can tell which human generates it.
If any successes rolled, your hunter and all other hunters in her presence perceive any supernatural creatures in the area. The effect duplicates and replaces the need for hunters to spend Conviction on second sight.
Furthermore, this edge allows all affected hunters to recognize the true nature of creatures that otherwise appear normal- warlocks, the recently deceased, shapechangers, bloodsuckers, in human form.
Creatures exposed by Illuminate perceive the wielder as a source of bright light; she is clearly the one revealing the monsters. Use of this edge undoes Hide.
If there were ever evidence that hunters are of divine origin, this is it- or, at least, this edge could 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 hunters but otherwise has no effect on them, whether they’re inside or outside the aura. Monsters that do not reply on visual senses are still confused and disoriented by the power.
Difficulty is raised significantly for attackers. The nature of attack does not matter- guns, claws, mystic attacks of any sort; are all impeded. No monster’s mystical sight or other sense can be used to negate the field. Hunter senses, even edge based ones are not affected.
To use this edge, your hunter must meet a creature’s gaze directly and make no attempt to avoid the monster’s attack. Even though your hunter is a “sitting duck”, striking her becomes terribly difficult. The few creatures who’ve been subjected to this power 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 who do force themselves to perform a repelling action find it excruciatingly painful within their mind.
This edge functions against one opponent at a time, unless everyone in a group huddle is looking at your hunter’s eyes.
Your hunter 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 flashlight is dangerous and on a clear day the sun is instant kill.
Blaze is instantaneous: Your hunter 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, it does not work with moonlight.
Some Innocent extremists with this power describe its use as “sharing the true light.”
Visionary – “Can’t we all just get along?!”