AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
White wolf wikia8/31/2023 Visionaries: Intended as the leaders or priests of the Imbued, Visionary edges allow them to see into the future and the past.Originally intended as communication hubs for the Imbued, Hermits are almost totally unable to stay around other hunters because of the noise. ![]() Hermits receive messages from the Messengers continuously, as well as information from other hunters. Hermits are one of the lost Vision creeds.Redeemers focus on the conscience and cursed nature of monsters, both by preventing them from attacking or otherwise indulging their habits and making them face their current state.Martyrs use their own pain as a weapon Martyrs can focus pain and suffering into responses, both to heal and to harm monsters, and are willing to sacrifice themselves for the cause.Innocents exemplify the Mercy virtue, their edges emphasize protection and defense, as well as control of light.Seven Creeds are outlined in the main Hunter manual, with the two "lost" Creeds ( Wayward and Hermit) detailed in separate splatbooks. Several supplements indicate that the Messengers intended the Imbued to serve as an army, but intentionally limited the Imbued in order to prevent the problems encountered with their predecessors (presumably the Solar Exalted). The nine Hunter Creeds represented different outlooks and walks on life, as well as different military roles. List of Hunter: the Reckoning books Creeds Main article: creed The hunters presented within are not Imbued. In 2022 Renegade games released a new edition of Hunter: the Reckoning using the 5th edition rules. Although it was the game's first edition, it was released using the Revised-era (i.e. The first edition of the game was released in 1999's Year of the Reckoning, and featured the Imbued. Hunters had several supernatural gifts from the Messengers, their mysterious sponsors: supernatural abilities in the form of Edges, the ability to understand the mysterious shared language of Hunter Code and the ability to recognize and withstand mind control and illusions from monsters. Many hunters are at least a little bit insane, and the more advanced they were in their virtues, the more distracted they became. ![]() Players were encouraged to play ordinary joes who were suddenly thrust into a world gone horribly mad and with few resources. Unlike the other World of Darkness games, Hunter specifically emphasized the plebeian and ordinary elements of the characters. The nature of that initial action taken at the moment of their imbuing determined their creed- a Hunter who made a martial choice, attack or defense, might come from a Zeal creed, whereas a Hunter who chose to evacuate or attempt to "talk him down" might come from a Mercy creed. Each creed had a distinct outlook on the world, ranging from exterminating monsters, to protecting communities, to redeeming monsters. The "action" could be anything: attack, defend, negotiate, evacuate innocents, or even simply resolve to act when they're better equipped to do so-anything but passivity or retreat.Įach Hunter came from one of nine creeds, each of which was an example of the three Imbued virtues: Mercy, Zeal, or Vision. At that point, given the choice to flee or stand and fight, a Hunter chose to act, and was Imbued. ![]() Hunters were explicitly ordinary people who faced a moment of crisis in this moment, they briefly viewed the world as it really was - that monsters like Vampires, Werewolves and wizards existed and preyed on humanity.
0 Comments
Read More
Leave a Reply. |