Some Visionaries theorize their limited ability to "control" Waywards indicates the Messengers' intended organization for a Hunter team was Visionaries as The Leader and Waywards as The Lancer, before the Wayward Creed became "lost". Features: • 80-page hardback journal. Description: Hunter the Reckoning Character Sheet. Not Afraid to Die: Avengers generally live by Patton's motto that it's obviously better to make the other bastard die for his cause than to be the one who dies for your own — but they're also pretty realistic about accepting that it's very likely the Hunt will kill them in the end, and they're generally okay with this if they take as many monsters with them as they can when they go. Mission Control: A lot of Visionaries like hunter-net a lot and end up spending so much time on research that this ends up being their role in a Hunter cell, providing intel and guidance but never risking their own necks. The book itself is primarily laid out in a two-column layout. Includes: - 50 Sample Touchstones. Hunter the reckoning v5 character sheet. Seers: Once Extremist Visionaries get the level-5 Edge Foresee they actually become this, getting detailed visions of the future at will rather than the dribs and drabs fed to them haphazardly from the Messengers. Cryptic Conversation: For the most part averted — according to Demon rules, conversation between a Demon and a thrall is as easy as having a normal spoken conversation via telepathy, no coded language or bizarre hallucinations required. Going with the theme of the Hermit Creed, use of these Edges leaves their physical body in a Convenient Coma and a Remote, Yet Vulnerable state — better hope that basement you're dwelling in is well-hidden and/or well-defended. Child of Two Worlds: Innocents often see themselves as acting as "ambassadors" or "liaisons" between the Imbued and the other supernatural beings of the World of Darkness, often to the point of Living a Double Life in their relationships with both sides. Note that this is similar to the charms Defenders make, only Defenders' charms provide actual physical protection while Innocents' charms allow their owners to avoid danger in the first place through a Luck Manipulation Mechanic. Holy Burns Evil: The Messengers' powers and the Demon's coexist very uneasily within a Corrupt Extremist's soul. Note that this is the Ministers consciously emulating the structure of The Hero's Journey, and frequently entails forcing the Imbued to go through a Burning the Ships moment, destroying their connections to their ordinary human community and even to other Hunters so they have no one to turn to but the Ministers for aid, often pushing them into either violating their faithfulness to their core Virtue or committing an outright atrocity by human standards.
- Hunter the reckoning character sheets
- Hunter the reckoning v5 character sheet
- Hunter the reckoning character creation
- Hunter the reckoning character sheet
Hunter The Reckoning Character Sheets
Vision tempered by Zeal was a Creed intended to be the "generals" or "leaders" of the Imbued, but unfortunately everyone inducted into it has gone quite insane and become an Omnicidal Maniac, thus being known as the Wayward Creed. Concept Diversity Consultancy and Diversity Reading by Maple Intersectionality Consulting. In this version of Hunter the Reckoning, you are playing mortal hunters. For anyone familiar with the World of Darkness games, I doubt you would be shocked to find out that this is a d10 dice pool-based game. Science Hero: A lot of Visionaries get Imbued because they already worked in the sciences (or in some other part of academia) and are struggling to maintain an intellectual, rational worldview in the face of the World of Darkness (and don't always succeed). Hunter: The Reckoning 5th Edition RPG - Character Journal | RGS01104. Appendix: Advice for Considerate Play. Impeded Communication: The Second Sight lets you act against your patron's will and without their knowledge, allowing you to keep secrets from them temporarily — something Beyond the Impossible for any other demonic thrall. Bizarre Alien Psychology: There's something fundamentally incompatible between the way the Messengers think and normal human functioning, which is why the Hermit Creed became a disastrous failed experiment — the constant flow of information from the Messengers ends up being only Psychic Static that drives the Hermit insane and makes them unable to function. For example, it might be harder to gather information as the Danger Pool goes up, or at different Danger levels, different events might trigger, like an antagonist adding bodyguards to their retinue, or the antagonist being moved to put a Hunter's ally or contact in danger.
The Fool: The Innocent Creed is associated with the Tarot Major Arcana of the Fool (known as "the holy fool" by some anthropologists). In at least one of these situations, there is almost a whimsical aspect to the supernatural threat that is in stark contrast to how characters are introduced to the existence of the threat, that being a migrant woman dying in childbirth. The most common version of this is the stereotypical Hermit lucky enough to own their own property protecting it with an Angry Guard Dog.
Hunter The Reckoning V5 Character Sheet
Their Lack of Empathy or any other moral restraint makes them fundamentally unsafe for anyone to be around, however useful their skills and powers might be. Chronic Hero Syndrome: All Hunters have some of this or they wouldn't be Hunters, but Martyrs are the ones most defined by it. Poke in the Third Eye: The effect Hermits have from proximity to Imbued or other supernatural being is called "the static", but unlike the TV Tropes entry for that trope it's not a conscious defense against Psychic Powers but the reverse — any exposure to the supernatural sends a firehose blast of psychic intel from the Messengers about what's going on, which, tragically, almost always gets filtered out by the conscious mind and is experienced only as intense pain. Hunter: The Reckoning 5th Edition Roleplaying Game Expanded Character Sheet Journal. Hunter the reckoning character sheet. Making the Demonic pact insteadly permanently severs the Imbued from the Messengers (and this severance remains even if the Demon is somehow banished or destroyed). It is an explicit rule of the Ordeal that the offer never comes until the candidate has, on every level, reached their Darkest Hour. Their visions themselves look to the outside world like paranoid schizophrenia, and the damage it does to their minds always gives them an actual Derangement on top of it that enforces their namesake lifestyle. Also note that, despite this, a Bystander can only become a Bystander by being eligible for Imbuing and cannot start out with any connection to the supernatural (hence a Kinfolk or a Revenant can't be a Bystander even if completely unaware of their own nature).
All There in the Manual: Although the Ministers are clearly identifiable as the Scarlet Queen and the Ebon Dragon from their descriptions in the Hunter books, almost no information is given about them within the gameline, and anything you want to learn about them you have to dig up from reading Kindred of the East or Exalted (much of which will be contradictory). Spider-Sense: The level-2 Edge Forewarn, which, like Second Sight, is always-on. I don't think A Night At Hill Manor was the best decision for this modern update because it is more based around older rules and sets up almost a prologue to what could be a more fleshed-out campaign. Psychopathic Manchild: One of the mindsets that are all-too-common among Waywards, both pre- and post-Imbuing, although as God45 points out, Waywards who are unable to show any restraint at all don't last long. Part-Time Hero: Innocents tend to be unwilling to let go of their previous lives and devote themselves fully to the Hunt, and to try to persuade Hunters around them that staying grounded in "normal" human life is absolutely necessary to avoid going off the deep end and forget what they're fighting for. In the in-universe fiction Witness1 often seems to be treating as one big social experiment allowing him to gather data and case studies to figure out, essentially, the information in the Hunter core rulebook about how the Imbuing functions. E. g. God45 himself, who, as Joshua Matthews, was by all accounts a gentle-mannered family man. Hunter the reckoning character creation. They are very clear that the only reason they're on is to devise strategies and tactics for more effectively killing monsters, and that the philosophical and moral debates they keep getting dragged into from other Hunters are a dangerous and unwanted distraction from this goal. A Form You Are Comfortable With: Notably averted with the Messengers, who mostly don't take any recognizable form at all and instead communicate in unfriendly, uncomfortable ways like Hearing Voices and seeing writing on the wall. Manifesto-Making Malcontent: More than any other hunter-net subforum, the /vitalis/ subforum representing the Innocent Creed is the personal work of one man, Bookworm55 (Jackson "Jake" Washington), whose voluminous contributions to hunter-net constitute one long manifesto about his complicated feelings about the Hunt.
Hunter The Reckoning Character Creation
Brown Note: The Denounce Edge is framed as a Divine Extremist telling a monster directly to their face what the Ministers think of them, with this being such a painful thing for them to hear it causes permanent damage to their soul, losing a permanent point from one of their stats. MrGone's Hunter The Reckoning 4-Page Character Sheets - White Wolf | Storytellers Vault. Fillable documents can be done on any web-connected device without leaving Chrome. In Hunter, The Reckoning, Players take the roles of hunters who fight hordes of monsters like wraiths and Vampires. A Mind Is a Terrible Thing to Read: A variant on this trope. Beethoven Was an Alien Spy: All Hunters are Conspiracy Theorists, but Avengers tend to be the ones most receptive to theories that literally all of the evil and suffering in human history is the fault of the hidden supernatural elite, and that if they simply kill everyone the world can be redeemed.
Muggle Best Friend: Bystanders are a good candidate for being these for an Imbued, since unlike other Muggles they have unambiguous proof the supernatural is real but they lack any tools for dealing with it. Becoming an Extremist always makes this worse in some way, regardless of what Path is taken, and everyone who interacts with them sees and senses there's something deeply wrong with them. Living Emotional Crutch: Visionaries seem to have specifically designed to function this way for the other two "lost" Vision Creeds, Waywards and Hermits, as though the Messengers sent the Visionaries to salvage their botched first attempts. Hermit Guru: What a particularly successful Hermit might evolve into, given the opportunity to actually use their powers and advance in their Creed. Anthropomorphic Personification: Unlike the other two Paths, both of which make the Hunter into a puppet of some incomprehensible higher force — which may or may not match their original Creed's mission at all — an Independent Extremist is almost a physical embodiment of their Creed, and is the only Path that uses the level-5 Edges from the earlier books designed for the existing Creeds. Combine that with their level-2 Spider-Sense Edge and it seems being in a cell led by a Wayward would be as safe as you could possibly get from the supernatural... if Waywards themselves weren't something most people feel the need to be kept safe from. Fictional Disability: "The static" looks like some kind of agoraphobia or social anxiety disorder, and would probably be diagnosed by a Muggle psychologist as such, but is a real, physical phenomenon that cannot be treated or cured by any mundane means. Talking Your Way Out: Innocents are a Creed that relies on The Power of Language like Redeemers, but are more prone to this trope than the Break Them by Talking trope — rather than directly attacking a monster with guilt and trying to get them to deny their own nature, Innocents tend to use their words for straightforward negotiation to try and rationally resolve a situation without necessarily needing to attack anyone or make anyone feel bad. Fire-Forged Friends: Innocents believe very strongly in this trope, and think of it as the ultimate salvation the Imbued must put their faith in that may ultimately save the whole World of Darkness. Vampires and warlocks and the demon-possessed are just people with a kind of "illness" that makes them prone to harming others; arguably, the effect of the Imbuing on certain Hunters, including but not limited to the Waywards, is just another kind of "illness". Each set of official Hunter: The Reckoning 5th Edition dice contains: - A set of Hunter: The Reckoning 5th Edition Dice with custom die faces for use in playing 5th Edition. There's a few Redeemers who were Imbued specifically because their Love Interest became a monster or turned out to have been one all along, with somehow rescuing them being their driving obsession — others develop such an obsession post-Imbuing upon meeting some powerful monster who seems on the cusp of a HeelFace Turn. Any Hunters who are even slightly more in the know than average are pretty aware that the Messengers are dicking them around to some degree, and anyone with a bigger-picture view of the World of Darkness — especially "monsters" investigating the Imbuing from their own POV — finds it obvious the Hunters are being lied to about the nature of their mission.
Hunter The Reckoning Character Sheet
Brought Down to Normal: The two possible level-5 Edges for a Martyr, Payback and Expiate, do this to monsters — the former temporarily, the latter permanently. Signature Redeemer character Leaf Pankowski (Potter116) also has a long saga running through the Hunter metaplot of her doomed search for a scientific/medical cure alongside Mad Doctor (from the Judge Creed) Carlton van Wyk (Doctor119), and how the unsavory methods involved drive her ideals almost to the breaking point. Good Luck Charm: Innocents' special crafting power is to make good-luck charms for their True Companions that provide some measure of magical protection. You might find a loner vampire running a criminal empire, or one that is a bizarre mutated experiment. Note that this was somewhat more cumbersome and expensive to set up with realistically available off-the-shelf equipment at the Turn of the Millennium. Notably, when used on normal humans, it always drains Willpower if they're connected to monsters in some way, has no effect on evil humans unconnected to the supernatural at all, and may restore Willpower for the rare human who's living an exceptionally virtuous life (and who is not in any sense hobnobbing with "monsters" while doing so). A storytelling game of desperate measures. It's also suggested that Bystanders getting Imbued might be a sign of the "rules breaking down" as the Hunter setting enters the Time of Judgment — and that if this does happen then it happen in an obviously flawed way that makes Bystanders regret their prayers for it, ranging from Bystanders getting default Derangements or even all joining the Brainwashed and Crazy Wayward Creed, to Bystanders instantly becoming Divine Extremists (ultra-powerful People Puppets). The Entrepreneurial may not just be about monetizing their monster hunting, but about making sure the cell can pay its bills and afford to do research on how to hunt monsters more efficiently. There are airport scanners that can detect vampires and alert federal agencies when they get off an airplane. Granted, this is from some players who, as a whole, only played basic DnD.
One common "endgame" for Martyrs is to end up completely destitute and Walking the Earth as a crazy homeless person because they threw away their normal life completely and spent all their money and resources on the Hunt. Immune to Mind Control: The only other supernatural power Bystanders have by default besides the sixth sense to recognize other people touched by the Messengers, and the one that makes them viable player characters at all — they share a normal Hunter's immunity to being controlled or changed by monsters, but by default they must spend a point of Willpower every time they use it, which means it runs out very quickly. I know one exists, because I have a character written on one, but I need to know where to find a PDF of the sheet, as I don't have a copy of my own. The vast majority of Waywards are only even able to kind of get along with other Waywards, and Waywards are far too few in number for the idea of an all-Wayward hunter cell to be viable (thank the Messengers). Note that interacting with them on their own terms... might not be the safest pursuit, given how little about them Hunters know. ) How objective the truth is, of course, up to the Storyteller to decide, but the way the power functions it feels true and is very difficult for the monster to resist.
Descent into Addiction: Addiction is, obviously, incredibly common as a Derangement among Hunters — and among mortals with rough lives generally — but it's a particular monkey on the back of the Redemption Creed, who, as a Mercy Creed, are in constant pain from the negative emotions brought on by the Hunt, and who neither embrace that pain like the Martyrs nor seem to be able to shrug it off like the Innocents. Their hatred burns cold, not hot — much depends on the Wayward's specific Derangement but their genocidal desires tend to manifest as detached, "rational" hatred without needing the emotion of rage to fuel it (hence why so many Waywards' Derangement is specifically being The Sociopath). As Carpenter169 taunts hunter-net with, "You're not even the janitor, just the janitor's mop, bucket and broom!