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All Level 5 Edges

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  • All Level 5 Edges

    Classified by methods of latest stuff (Fall from Grace) – Divine (from Elohim), Corrupt (from Fallen), Independent (practice yourself).

    Let's see these ultimate weapons of God’s chosen.
    Last edited by Rock113; 10-18-2021, 03:45 AM.

  • #2

    Source: Fall from Grace (WW8135), Page 106-108


    Perhaps the supernatural's greatest sin is that it has cheated death itself. In pure nature, death is an ending and a beginning, part of an ongoing cycle. Supernatural creatures such as vampires, ghosts, zombies and necromancers upset this balance and make a mockery of the natural order. Cremate is intended to fight such blasphemy, to protect the bodies and souls of the dead and to ensure that the natural cycle is enforced.

    The hunter concentrates and a soundless explosion of light erupts from her. Any dead body in her vicinity is instantly consumed by fire and energy, burning the corpse to ashes. Any undead creatures caught in this explosion are also consumed. And even if they can endure, they are burned and mutilated.

    System: Spend four Conviction and roll your character's primary Virtue + Strength (difficulty 6). Cremate affects any dead body within a number of yards equal to the successes achieved on your roll. Those bodies are burned to ashes instantly. This process is so efficient that it leaves no remains - bones, teeth, clothes and pacemakers are reduced to ash. The heat from the bodies does not set surroundings on fire. Cremate affects only the remains of dead creatures, animals and people - it does not set wood on fire, even though wood is the "dead body” of a tree. Once a body is consumed, the fire winks out.

    Bodies destroyed by Cremate cannot be resurrected, reanimated, possessed by spirits or affected in any other way. If a person's corpse is destroyed by Cremate, that person does not rise as a ghost in the future. And if a dead person's body is subjected to Cremate after he has become a ghost, the spirit is harmed no matter where it is located as if subjected to the power in person (see below). Ashes left by the edge are resistant to forensic analysis. No amount of study or science is able to determine the identity of a body, or even that ashes were once a body.

    lf an undead creature - a vampire, zombie or ghost - is in the radius of Cremate, it takes a number of levels of lethal damage equal to the successes achieved on your roll. This damage cannot be soaked with Stamina or powers. Cremate sets the creature's very essence alight, not just its flesh. The creature can make a Willpower roll (difficulty 8) to reduce the damage, however. Each success reduces the harm suffered by one level.

    Cremate can only be used once per scene.


    A hunter with this power can channel the wrath of the divine into a single word or phrase - a judgment made upon a person or creature that has been found wanting. The power of this word rips apart a subject's very being. It does not injure or wound her, but it leaves her weakened and chastened for the rest of her existence. Unlike most divine edges, Denounce does not create a display of light or fire - merely a word that echoes like thunder in one pair of ears.

    Just what word is used with Denounce is up to the hunter. It can be a whisper or a scream, a single syllable or a string of words. A pious hunter might shout, "God judges you!" or "I cast you out! " A more withdrawn hunter might simply whisper “Burn" or "Wither. " The hunter can use a different word or phrase each time he uses Denounce. What matters is his intent to weaken the subject of his wrath.

    System: Your character speaks a word or phrase. Spend four Conviction and roll your character's primary Virtue + Charisma (difficulty 6). Denounce can affect any single, specified target that can hear the word. Deaf targets are not affected by the edge. Nor are those who are too far away to hear the word. (The effect cannot be accomplished through a megaphone or loudspeaker.) It's necessary for the target to be in the same area as the hunter - the word cannot be transmitted over telephones, recorded on tape or reproduced artificially. If the target hears the word, it may resist with a Willpower roll (difficulty 8). Others who hear the word are not affected - only the person targeted feels the edge's power.

    For each success from your roll that remains, the target loses a Trait point permanently. Denounce can affect the target's Attributes, Abilities and permanent Willpower. The player decides what Traits are affected. Your character must know a target possesses a particular Trait in order to affect it, so Abilities can be affected only if the hunter has some knowledge of the target's capabilities. Attributes and Willpower can be reduced to a minimum of 1, while Abilities can be reduced to zero - effectively destroying a target's ability to use the talent, skill or knowledge forever. (Experience cannot be spent to restore lost points of any kind).

    Channelling the immense power of the divine is more than a mortal frame can bear. After using Denounce, your hunter suffers a level of lethal damage that cannot be soaked. Denounce can be used only once per scene, and it can affect a given target only once. If a target has lost any Trait levels to Denounce - ever - any attempt to use the edge on him a second time fails. The hunter can keep using the edge on a given target, however, if previous efforts have failed to remove any Trait points from the intended victim.


    More than any other divine edge, this capability hearkens to the heroes of the ancient past – resplendent warriors of light with awesome power. Surrounded by a blazing halo of light and heat, the hunter is blessed with great physical power, and a majesty that strikes fear and awe into the hearts of friends and enemies alike.

    System: Spend four Conviction and roll your character's primary Virtue + Stamina roll (difficulty 7). The successes on this roll enhance other rolls and capabilities. Conviction can be risked on this edge roll, but not on any rolls enhanced by this power.

    Successes rolled are applied to all of the following applications:

    ● Successes are added as dice to your hunter's soak pool. If lethal damage is incurred, these extra dice can be rolled to soak that damage.

    ● Successes are added to the damage pool rolled when Melee or Brawl attacks are made. The type of damage normally inflicted with an attack does not change – bashing for a punch or lethal for a knife, for example. This effect cannot be combined with the effects of Cleave - your hunter must use one edge or the other.

    ● Successes are added to the pool of any Social roll used to intimidate, impress or command others. Your hunter's will is simply hard to resist. Such efforts work on normal humans, other hunters and supernatural creatures.

    The successes from your Virtue + Stamina roll are applied equally to every benefit above, not spread or divided among them. It's also important to note that the successes are added as dice, not automatic successes.

    The halo of light created by Infuse is not bright enough to blind opponents, but it is bright enough to be noticed even in direct sunlight. Infuse can be used once a scene and lasts for a number of minutes equal to the successes rolled. If your hunter is Incapacitated, the edge's effects cease. The effect can also be terminated prematurely if your character chooses.


    • #3

      Source: Fall from Grace (WW8135), Page 112-114


      We all know the image of the classic "demon" - a nightmare monstrosity with claws and horns, wings and scales. Through the power of his dark master, a corrupt hunter can become such a creature, actually changing shape for a short time to assume devil form.

      When transformed, the extremist is a horror to behold. Spikes burst from his scaled skin, inch-long claws emerge from his fingertips, and bat-like wings burst from his back. The hunter is deformed with little semblance to humanity. He is a monster. The hunter is also a killing machine - stronger and faster than humanly possible, able to shred flesh with claws and fangs, and with skin like armor.

      System: Spends four Conviction and roll your character's primary Virtue + Wits (difficulty 7). If the roll succeeds, your hunter transforms into a demonic creature. This is a real, physical transformation that is obvious and terrifying to anyone in the vicinity. Clothes are ripped and torn, wings emerge, guns cannot be held in misshapen hands. Infernal form persists for a number of turns equal to the successes you achieved on your roll, although it may be undone prematurely if the character chooses. After this time, the hunter reverts back tohis normal state. Channel can be used only once per scene and requires a full action to complete; no multiple actions are allowed when transforming.

      The hunter receives the following benefits while in demonic form.

      ● The total successes you rolled are added as bonus points to your character's Physical Attributes. Each success used raises an Attribute by one point, to a maximum total of 7. You choose which Attributes are raised, and they can be different every time your character uses this edge. If you get six successes on the roll, you might raise each Physical Attribute by two dots. If you get six successes again on another occasion, you might improve your character's Dexterity by four and his Stamina by two, leaving his Strength unchanged.

      ● Your character can soak both bashing and lethal damage with his Stamina rating. If his Stamina has been improved by the change, he soaks damage using his new rating.

      ● Your character's claws and fangs are similar to knives, doing Strength +2 lethal damage. Roll Dexterity + Brawl to hit with these weapons.

      ● The spines growing from your character's skin damage anyone who touches him or attacks him unarmed. Anyone hitting the hunter in this fashion takes two dice of lethal damage.

      ● Using his wings, your character can fly at a speed equal to his normal running speed. If his Dexterity is improved by the metamorphosis, recalculate his speed using his new rating.

      While in demonic form, your hunter cannot speak or communicate effectively. This is a killing shape, illsuited for anything but destruction. If the hunter becomes Incapacitated, the edge's effects cease and he reverts back to his normal form.


      The hunter can influence the minds of people and even monsters by using honeyed words and impassioned speech. This isn't telepathy or mind control (not exactly). The hunter becomes so charismatic in the eyes of his audience that members would do anything he asks. Under the influence of Enthrall, people agree to create cults, overthrow governments or even sacrifice their loved ones at the hunter's whim. Supernatural creatures are slightly more resistant to the edge.

      System: The hunter addresses a target or a group of targets. He has to speak for at least a minute, so this power isn't usable in combat. A number of targets up to the hunter's Manipulation can be affected at one time. If more people listen, the hunter decides which are affected. Subjects must be in your character's physical presence; he can't be on TV or recorded.

      Spend four Conviction and roll your character's primary Virtue + Manipulation (difficulty 7). Targets resist with a Willpower roll (difficulty 8 for humans and hunters, 6 for monsters; one roll can be made for all members of a group or the Storyteller can roll for each subject individually, as he chooses). If the subjects don't get more successes than you do, they consider your character a wise and wonderful person who should be obeyed or even worshipped.

      The effects of the edge last indefinitely (although your character can repeal them completely at any time, at will). Affected subjects continue to revere the hunter while he is Incapacitated and even after his death, raising him to the status of a messiah who looks down from Heaven upon his devoted followers. Subjects may eventually overcome the effects of Enthrall if the hunter forces them to act against their nature or personal well-being. It's up to the Storyteller to decide what actions might cause a subject to rebel. Sacrificing one's family, defying religious beliefs or demonstrations of the hunter's corrupt nature might all qualify. Wavering followers get another chance to resist with a new Willpower roll, and can add successes achieved to any rolled in previous efforts to escape. When accumulated successes finally exceed those you gained on your initial edge roll, the subject throws off Enthrall's effects. Your character cannot use this edge on a follower again until he or she breaks free, although it's unlikely that many of them defy his will if he is careful not to push them too far.

      The Storyteller may decide that particularly potent or ancient monsters are particularly resistant to Enthrall and make Willpower rolls against a difficulty lower than 6, or that they get one or more automatic successes on the roll.

      Hunters with active Conviction are unaffected by Enthrall, but can be brainwashed like any other normal person when their second sight is inactive. If a hunter is captivated and later activates second sight, Enthrall's hold may be broken completely or the character may regain control only for the duration of a scene, after which the obedience is restored. The Storyteller decides if subsequent use of second sight can break Enthrall.

      This edge can be used only once per scene.


      For all the powers of the imbued, they are beings of this world, this reality. Some have seen hints that there are worlds beyond, levels of existence invisible to reality - but all they get are glimmers. A hunter with Transport sees more than glimmers. He can reach out and touch the fabric of a different space. Indeed, he can tear it open and open a tunnel.

      Invisible to the human eye, a doorway hangs open for an instant, long enough for the character to slip through before it closes behind him. In that alien space, time and distance do not mean much, and the hunter is bombarded with incomprehensible stimuli. Moving through a “tunnel” in that space, the hunter exits out the other end - hundreds of yards from where he entered.

      System: Spend four Conviction and roll your character's primary Virtue + Wits (difficulty 7). If the roll succeeds, an invisible gateway opens fot an instant and envelops him. Hunters with active second sight see a brief glimpse of a jagged hole in space, filled with roiling energy and clouds of black light. To every other witness, it's as if your character simply disappears.

      ln the next turn, your hunter reappears some distance from his original position. Walls and obstacles are meaningless. The character moves outside the real world when using Transport. The only thing that could thwart your character's travel is Suspend, the level-five Redeemer edge (Hunter, p.154), which blocks movement out of this level of reality.

      The distance traveled depends on your roll - up to 100 yards per success achieved. Your character hunter can "aim" for any destination he can see, instinctively knowing how far the edge can reach when activating it. It's also possible for the hunter to appear at a destination he can't see as long as his demon mentor can sense the location and guide the edge's effects (which is a matter for the Storyteller to decide). There is no danger of reappearing within solid objects; your hunter's infernal guide makes sure of that. If he chooses, your character can travel a shorter distance than your successes would indicate.

      Moving through the tunnel's alien space is a traumatic and unsettling experience. The first use of the edge in a scene calls for a Willpower roll as usual to test for "revulsion" by your character's damnation (see p.111). Each subsequent use of the edge in the same scene increases the difficulty of the Willpower roll by one. A hunter who relies heavily on his edge soon crumbles under the strain of seeing that which humans are not equipped to comprehend, and he rapidly falls to absolute corruption by his mentor.

      No other people, hunters or monsters can be brought with your character when he travels.


      • #4
        Independent (Those in Core and Creedbooks)

        See blow.
        Last edited by Rock113; 10-18-2021, 03:40 AM.


        • #5



          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 flashlight is dangerous and (on a clear day) the sun is destructive.

          Blaze is 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.

          Some Innocent extremists with this power describe its use as “sharing the true light."

          System: Spend two Conviction points and roll Strength+ Mercy, difficulty 8. Even one success inflicts the lethal damage dice listed on the following chart, based on the light source used.

          Light Source
          Damage Dice
          Match/lighter flame
          Torch/ small flashlight/ flare
          Large flashlight/ car headlights
          Spotlight or searchlight
          The sun

          The range of this power is five yards per success rolled. Thus, all supernatural creatures within range of your character (as opposed to the light source, which can be in someone else's possession) when this power is used suffer searing pain. lf you score four successes on your edge roll and your character holds a flare (three damage dice), you roll three lethal damage dice against all supernaturals within 20 yards of your character (or against those within range and that are caught in a light beam).

          Many artificial light sources are directional and can be pointed at only one or two targets at a time. As a rule of thumb, using Blaze with a flashlight allows your character to harm three creatures at most, if they're standing close together.

          Targets do not have to be physical; spirits and ghosts are vulnerable, too.

          Source: Core (WW8100), Page 149-150


          Innocents sometimes believe that their fellow imbued are so committed to violence that such "allies" are more dangerous than any creature. This edge forces another imbued to "put down his weapons" for a time - or to reap the pain he sows.

          To invoke this edge, the Innocent lays her hands on the subject and an impressive light show occurs. The Innocent glows as if using Radiate, while the subject seems to burn with bright flames. This display is visible to supernatural creatures and hunters, but not to normal people or bystanders. The pyrotechnics cease when contact is broken.

          The subject suffers searing agony if he commits an act of violence thereafter. It doesn't matter how mundane or extreme the act is - it's as if his own burning anger is turned against him, inflicting debilitating pain.

          System: Spend Two Conviction. The lnnocent must touch the subject to activate this edge. Doing so counts as an action and takes one full turn (no multiple actions are allowed in that turn). The Subject can attempt to avoid being touched, but once contact is made, a contest of wills (or Virtues) begins, during which the subject can't perform any physical actions to break contact. A resisted roll is made: your character's Mercy versus the subject's Willpower, difficulty 6. If the subject wins, contact is broken and the edge fails. lf a draw occurs, the struggle continues into the next turn. If you win, contact is broken and the edge takes effect immediately, It persists for a period based on net successes achieved.

          Net Successes
          five turns
          one scene
          one day
          one week
          one month

          Whenever the subject tries to commit an act of planned, premeditated violence in that period not in self-defense, as determine by the Storyteller - he suffers bashing damage equal to his own Zeal ratting (which may be soaked). Backlash damage is incurred only once per turn, not for each attack staged if multiple actions are performed.

          The Innocent need not remain in the subject's proximity for Backlash to take effect. In fact, the Innocent never knows if the edge is triggered by the subject unless she's there to witness the event. Your character may terminate the power at any time before its normal expiration. The edge persists if your Innocent is ever Incapacitated during its duration.

          lf an attempt to impose Backlash on a subject fails, the edge cannot be attempted against that person again in the same scene. Backlash can be applied to a number of subjects equal to your character's Mercy, simultaneously. A separate challenge must be made to use the power on each person. Only the imbued may be subjected to Backlash - bystanders, normal people and the supernatural are immune.

          Source: Innocent (WW8106), Page 81


          • #6


            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 to 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.

            System: 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), spend five Conviction points and roll Manipulation + Mercy, difficulty of the target's Stamina +4. lf you get even one success, the creature suffers that vulnerability until it leaves your character's presence. (In the case of truly powerful opponents, the Storyteller may impose a higher difficulty to your roll, and may grant a resisted roll, say Willpower, to the creature.) Only one human "failing" can be imposed on a single creature at one time. The circumstances and the Storyteller often determine the immediate results of making a supernatural “mortal” again. 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? She might even ensure your character's constant presence by capturing him.

            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 away again!" "I don't want it to be able to turn invisible." Assuming the Storyteller knows what power you refer to, she sets the difficulty - usually the creature's Willpower rating or Stamina +3. If you get even a single success, the creature cannot use that capability until it leaves your character's presence. 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.

            lf your character 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 character is Incapacitated, the effects of Payback fail immediately. And, of course, if a creature manages to leave your character's presence and return, all bets are off. Payback must be used again to impose a human frailty or to strip a monster of the same power previously removed.

            Source: Core (WW8100), Page 151-152


            The ultimate goal of any Martyr is to give himself, body and soul, for the salvation of the world. This need expresses itself in working long hours, taking extra watches and suffering untold amounts of pain so that others don't have to. Given the chance, most Martyrs wouldn't hesitate to cleanse the world of its evil, no matter the cost to themselves.

            Expiate is the ultimate expression of these compulsions. Use of this power was reported by a group of imbued operating in the Appalachians. They witnessed a local preacher, supposedly a fellow hunter by the name of Father Moses, call the power of "divine grace" to drain a monster of its "burden of sin." According to the preacher, he drew the unholy forces from the beast, breaking its pact with Satan and returning it to its natural state. He claimed to have done the same to another creature, although those close to the preacher whispered that his behavior had grown increasingly bizarre after his supposed miracle. Two days after claiming to expiate yet another monster, the preacher declared to his congregation that the time had come for him to return to God. At that point, he doused himself and his audience with gasoline from a can hidden behind the pulpit and set the church on fire. The preacher and ten people died.

            System: The power of this edge seems to rob a monster of its very nature by draining its supernatural essence and returning the creature to a possible natural state. A Martyr must have 10 Conviction available in order to use this power. The hunter must make physical contact with the intended target for three consecutive turns, during which a battle of wills takes place. Make a resisted Willpower roll between hunter and monster, with a mutual 6 difficulty. If the monster wins, it goes unaffected while the hunter loses a point of Conviction. If your roll botches, all of your character's Conviction points are lost. Note that because this edge calls upon all of a hunter's Conviction, no points can be risked when using the power. If the hunter wins, his available Conviction drops to the minimum starting level for his creed - 4 - and the monster appears to lose its supernatural "being" permanently. Shapeshifters and warlocks appear to become normal human beings. Zombies and vampires are reputed to become inanimate corpses or piles of dust. This power does not seem to work on ghosts or goblins at all.

            Your character must also pay a terrible price for performing such a miracle. Martyrs close to the Messengers speculate that a miracle worker draws a creature's very evil into himself, which manifests as inoperable tumors and organ failure, imposing terminal illness. No hunter edge can heal or alleviate these afflictions, and his condition grows worse each time the Martyr uses Expiate.

            To reflect this degeneration, the Storyteller rolls a die each time the hunter uses this power successfully. On a roll of 1-5, the hunter incurs another derangement and the difficulties of all actions performed thereafter suffer a +1 modifier, permanently, as the user's body becomes increasingly decrepit. On a roll of 6-10, the hunter dies immediately.

            Despite this extreme act of heroism and sacrifice, it's possible that certain creatures stalk the world that are so ancient or powerful that not even Expiate can absolve their existence. The Storyteller has final say on whether this edge can affect any given creature.

            Source: Martyr (WW8109), Page 77-78


            • #7


              Many hunters believe in other worlds, including Heaven, Hell or Purgatory - perhaps even other dimensions or alien planes. A hunter who proceeds this far along the path of Redemption begins to understand that other realms might exist 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 hunter 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." Redeemers who attain this level of dedication rarely discuss what it is they believe is "watching."

              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!

              System: Spend two Conviction points and roll Charisma + Mercy, difficulty 8. If any successes result, your character seals the material world he knows from all other possible realms for the remainder of the scene. The barrier arises wherever your character can physically see. No supernatural creature may escape your character's presence without leaving conventionally. Any power sources that originate from another plane or reality, and that feed the physical world in your character's proximity, are severed.

              Likewise, any supernatural creatures that can enter the physical world are suddenly barred from it in your character's vicinity. They must enter in an area beyond his influence. Otherworldly powers on other planes cannot even perceive the physical realm where your character stands.

              Your character may undo the effect early if he chooses, but it persists for the scene, even if he's rendered unconscious.

              Source: Core (WW8100), Page 154


              Drawing on the same divisions within a monster's soul as Abjure does, the user can fill a supernatural target with near-suicidal self-loathing. This hatred is normally activated when the imbued makes a scornful or pitying comment to creatures about what they have become, such as "Look at yourselves," or "What do you think you are?" The resulting frenzy of self-loathing lasts momentarily, but makes victims lash out at themselves in fury.

              System: Spend two Conviction points and roll Manipulation + Mercy, difficulty 8. One action must be spent to express concern or scorn. All monsters that hear your character and that have hostile intentions toward humanity in general, or that have yet to morally question their own malicious acts, can suffer damage. A resisted Willpower roll, difficulty 6, is made against your single roll for each potential victim. Each outstanding success that you achieve imposes one level of damage, probably lethal, that monsters inflict upon themselves using any handy means of the Storyteller's choice. Generally, a monster seeks to do itself the worst harm possible, even if it's utterly self-destructive. A vampire might therefore throw itself into a nearby inferno, for example. Damage caused can be soaked, if allowed. Armor may also apply if appropriate. This power can be used only once per scene.

              The Storyteller may rule that certain powerful or truly ancient monsters are immune to this effect as they feel no regret for what they have become and thus do not punish themselves.

              Penitent monsters, those who actively seek redemption for their inhuman acts or who feel genuine regret for crimes committed as monsters, are not forced to harm themselves. The Storyteller decides which creatures these are if you or your character do not already know. To salvageable creatures’ eyes, your character is a forgiving messiah figure, perhaps come to save their souls.

              This edge has no effect on the imbued, bystanders or other people.

              Source: Redeemer (WW8110), Page 76-77


              • #8

                Hermit (Lost Creed)


                With Edict, a Hermit can show a creature its insignificance or blasphemy in the world. With Proclaim, she can actually bring that being to the Heralds' attention.

                This is not an imbuing, bur it sure brings back memories to those who are already imbued. The effect conjures the same overwhelming sense of need and duty backed by otherworldly power and intelligence - the same pain and revelation.

                As for its effects on the unnatural, it seems to be maddeningly agonizing - literally. They generally go into hysterics and don't seem to be the same afterward.

                Proclaiming to a creature is not necessarily easy or safe. The Hermit becomes a conduit through which the power of the Messengers flows, and their view of How It Is goes head to head against the will and worldview of the monster. If the Hermit was a perfect medium for the Messengers' will, it would be no contest. But, as we know, Hermits are far from perfect. If a monster's will to resist is greater than the Hermit's desire to proclaim, the Hermit may suffer from grievous psychic trauma.

                Most amazing of all, proclaiming to an existing bystander gives her a second chance, bringing her back to the Messengers' attention as a potential new recruit. Unless the bystander deliberately shies away a second time, she can join the imbued as a genuine hunter. Proclaim has no effect on humans who have not already been exposed to the imbuing - it cannot be used to spontaneously imbue people.

                This edge is triggered by speaking in tongues. Some theorize that the words spoken are a heretofore unknown spoken equivalent of hunter code.

                System: Spend two points of Conviction and roll Vision. If proclaiming to hunters or bystanders, the difficulty is 6. If proclaiming to creatures, the difficulty is the highest current Willpower in the group, maximum 10. Potential targets must be within your character's sight. Your character spends one full turn blathering at the targets to activate the power.

                For each success rolled while addressing imbued, one of them enters close contact with the Messengers as if she possesses the Patron Background, assuming she doesn't already, and it is active for the rest of the scene. The Storyteller may take this opportunity to confront each and all recipients with hallucinations, dreams, spoken messages - like those of any imbuing - to communicate information directly to the chosen. These signs and symbols can be as disorienting and nonsensical as ever, but they should allude to something important to hunter origins or purpose, or to dangers or important events yet to come in the chronicle. It's a great chance to give characters prophetic roles in the game, all thanks to the channeling Hermit. The Storyteller decides if hunter subjects of Proclaim suffer difficulties to actions attempted while confronted with messages from above.

                If your character allocates at least two successes to a bystander when proclaiming, and in the presence of at least one monster, that bystander has a chance to be imbued again. The bystander's reaction determines creed as it would at any imbuing. If he fails to respond again, he remains a bystander forever thereafter. (No further uses of Proclaim grant another opportunity.)

                The effect of proclaiming to supernatural creatures depends on the number of successes achieved. Successes are allocated to or among monsters as you choose.
                Your Hermit gains a derangement or loses a point of Intelligence, permanently.
                1 Allocate
                The creature gains a derangement that lasts for the rest of the scene.
                2 Allocated
                The creature gains a derangement that lasts for 24 hours.
                3+ Allocated
                The creatures gains a permanent derangement or loses a point of either Willpower or Intelligence, permanently.

                Derangements inflicted on creatures by Proclaim are typically phobias, fugues or paranoia. The Storyteller decides exactly which derangement affects each creature, and how the creature reacts to the sudden onslaught of mental torment. (For a quick and dirty system, assume the creature loses a die from every pool for the duration.)

                If fewer successes are rolled than hunters and/or monsters are present, you have to choose which ones are the recipients of these effects, and how many successes apply to each target in the case of bystanders and monsters.

                A Hermit can use this power only once per day. It has no effect on other Hermits or Waywards; they're already close to the Messengers and subject to intense contact. The Storyteller has the option of making truly ancient or powerful monsters immune to Proclaim, or they might be subject to it only if enough successes are applied to them.

                Source: Hermit (WW8112), Page 91


                • #9


                  Your character can anticipate likely futures at her specific location. All she has to do is concentrate. As with Delve, this power can be based on time frame, person, objector a specific event.

                  System: Spend three Conviction points. The Storyteller secretly rolls your character's Intelligence + Vision score, difficulty 8. For each success achieved, a vision of the future lasts for one minute. Visions of a year or two in advance can come through relatively clearly, but glimpses of the distant future are notoriously vague and disorienting. Unlike Delve, this edge cannot generate sound.

                  The Storyteller makes the roll in case it fails or botches. On a fail, no vision appears and your Conviction is wasted. On a botch, a wildly inaccurate, deceptively false or devastatingly harrowing vision of the future appears (and Conviction is simply gone when the character tries to draw upon it next). Even on a successful roll, images could be based on a possible future, as determined by the millions of decisions and coincidental events that transpire to create reality. (Any Conviction points won through a successful roll can be awarded quietly later, so the player doesn't immediately know a vision is legitimate.) The Storyteller should base images on events as she knows them in the coming chronicle. However, some events may specifically not occur, so no visions can be had of them, despite successes rolled. If a character's ally has died and he doesn't know it, searching for a vision of when she will next come through his door is futile (at least, that's true for her next living appearance).

                  Augur can be used only once per scene. Repeated efforts inflict punishing headaches and blurry images at best. Rumor holds that the few hunters supposedly capable of this power are preoccupied with the future and barely manage to exist in the present.

                  Source: Core (WW8100), Page 157


                  Whereas struggling Visionaries can sometimes get a glimpse of their own future and decide how to act accordingly, those who are truly dedicated to the path of Vision can actually preordain the actions of others. Although this edge does not allow a Visionary to take control of a monster, it allows her to gain insight into the possibilities of a monster's actions at any instant and choose the option that suits her best. Any supernatural creature can be affected (other people and hunters cannot be) but has no active knowledge that someone dabbles with its immediate fate. The worst luck simply seems to befall it - sometimes again and again.

                  System: This edge is similar to Foresee (Hunter, p. 155) but allows your character to influence the immediate future of a creature. The being must be within your character's direct line of sight.

                  Roll Manipulation + Vision, difficulty 7, and spend two Conviction points. For each success achieved, your character has one opportunity to control a creature's fate. You must announce that your character intends to apply one of these opportunities after the Storyteller has determined a monster's action in a turn, but before he has made the roll for it. Your character cannot try to interfere with a monster's action that has already been performed. Thus, your character must delay his action in the initiative to interfere with a slower creature's - see Hunter, p.189. Or it might be possible, at the Storyteller's discretion, to call upon the effects of this edge in one turn and make it applicable to a monster's first action in the subsequent turn.

                  Each time your character meddles with a creature's future, the Storyteller makes one extra roll to determine the effects of the intended action. He narrates a glimpse that your character has of each result and you get to choose which applies. Even if neither option is ultimately desirable, you still must choose one (this edge allows your character to influence the future, not dictate it). Also, consider that your character's insight applies only to the immediate results of actions. You might decide that a monster's botch is the roll that applies, but the after-effects of that botch could cause unanticipated residual damage - say, a misdirected bullet goes on to pierce a gas tank and cause an enormous explosion.

                  The Determine edge influences only simple actions that are decided by single rolls, such as combat attacks. Your character cannot control the overall outcome of extended or resisted actions, although this edge might affect component rolls made during such efforts.

                  Each application of Determine may influence monsters' fate (may impose a total number of extra rolls) in that chapter only. So if you get three successes on your Determine roll, your character may alter a creature's acts up to three separate times in the same game session. Once those extra rolls are used up, the edge cannot be activated again that chapter.

                  This edge can be used to affect the actions of the same subject over and over, but no more than one extra roll can be imposed on any single monster action.

                  Your Visionary cannot forewarn other characters of monsters' impending acts or the ramifications thereof.

                  Conviction points risked on a Determine roll simply increase the number of extra rolls you may impose on monsters for a chapter. Conviction does not affect the outcome of any monster's individual action to which an extra roll is dedicated.

                  Source: Visionary (WW8111), Page 79


                  • #10
                    Wayward (Lost Creed)


                    There are faint clues that the imbued - and more specifically, the creeds - are coupled somehow with certain elements. Zeal with fire. Mercy with light. And sometimes, Vision is associated with wind. Whether these affiliations are accurate or just an illusion is hard to say. Very few hunters are even aware of the possible associations and those who are can be so far gone into the hunt that no one would really understand them anyway.

                    A Wayward with this edge is able to harness and command the power of the wind - and this is no small breeze. It's more like a miniature hurricane, a localized tornado whirling with violent gusts and invisible wind shears. The psycho focuses briefly and unleashes his wrath as a literal force of nature. Whether this effect is related to Waywards capacity for farsightedness or it's a bizarre manifestation of their frightful aggression is open to debate. It doesn't much matter when one is caught in the vortex.

                    System: Spend two Conviction points and roll Strength + Vision, difficulty 8. A terrible windstorm is centered on your Wayward that has a three-yard diameter for each success rolled. (If four successes are gained, the whirlwind rages around your character across 12 yards or 56 feet in diameter - six yards or 18 feet in radius).

                    This whirlwind does lethal damage to all in its path, automatically inflicting damage for each turn of exposure equal to the number of successes gained on pour edge roll (four successes means four levels of lethal damage). Anything is capable of sustaining damage - people, furniture, structures, monsters and even incorporeal and possessing spirits, as if the wind blasts in this world and the next. Damage from the winds can be soaked at the Storyteller's discretion (armor bonuses may be taken into consideration).

                    Also, any individual caught in the spiral must make a Stamina roll each turn, difficulty 8, to remain upright. All movement within the area of effect is reduced by one-half regardless of whether a victim stands or is knocked down.

                    Attacking a Wayward with this edge activated is a very tricky proposition. Every attack roll against pour character is made at -1 die per success gained on your initial edge roll. If your roll achieved five successes, any attack rolls against your character are reduced by five dice.

                    Your character can perform no other actions other than move when surrounded by such a cyclone. The storm travels with him if he moves. He's in the "eye" of the hurricane, as it were - and doesn't take any damage from it. He, too, can travel no faster than one-half movement.

                    Winds persist for the remainder of the scene or can be stopped prematurely at your Wayward's command. They also cease if he's knocked unconscious or incapacitated. Your character cannot diminish the power's area of effect. It's always full size and affects all caught in its way, whether hunter, human or supernatural. This edge can be activated only once per scene.

                    Source: Wayward (WW8113), Page 84-85


                    • #11



                      When this edge is activated your character is infused with a searing energy. Visible to all hunters and supernatural creatures alike, this energy looks like a seething, red-yellow glow, almost as if your character has lava running through his veins. Touching (or being touched by) a hunter in this state is painful and damaging.

                      System: Roll Stamina + Zeal, difficulty 6, and spend two Conviction points to activate this edge. Burn lasts one turn for each success rolled. During that time, when anyone touches or is touched by your character, roll lethal damage dice equal to the number of successes you achieved you’re your character strikes someone bare handed, burn damage is added to your brawling damage pool (and the whole attack is considered lethal).

                      Burn does not damage inanimate objects (such as clothes or tools) but can hurt any animate creature, including normal people and disembodied spirits through which your character passes. Burn can be deactivated at will, or ceases after your successes run out or your character is Incapacitated.

                      Source: Core (WW8100), Page 159


                      When this edge is activated, a ring of electrical energy erupts from the surface of your character's body and expands outward. A hail of miniature lightning bolts showers any monsters that the ring contacts. This effect is visible to all hunters and supernaturals. It does not affect normal humans or other hunters, and they may take shelter in your character's proximity.

                      System: Spend two Conviction points. The barrier erupts from your character's body and expands instantaneously to a radius of Zeal in yards from him. When a creature contacts or crosses the barrier, roll Zeal + Stamina, difficulty 6, as lethal damage (there is no attack roll). The power affects even noncorporeal spirits that seek to cross.

                      A creature that somehow teleports inside the area is not affected by the power. However, any creature within this power's radius in the turn that it's activated is subjected to harm as the energy expands outward. Once inside the perimeter, the creature does not continue to take damage. It is harmed only once, unless it chooses to exit and cross the boundary again. Creatures take no damage from leaving the area.

                      The effect lasts one turn, plus an additional turn per point of Conviction spent when the edge is activated. Your Defender may also choose to terminate the effect prematurely. If your character moves or becomes Incapacitated, the edge comes to an end. No other actions may be performed while Blast is active.

                      Blast can be activated only once per scene.

                      Source: Defender (WW8104), Page 76-77


                      • #12


                        When your character uses this edge, the normal people around him 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 revealing hunters as anything unusual; most look perfectly normal.

                        System: Roll Zeal, difficulty 8, and spend two Conviction points. The number of successes achieved indicates how far from your character the effect extends.

                        A 15-foot radius
                        A 50-foot radius
                        A city-block
                        An acre
                        A one-mile radius

                        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 simply alters to human onlookers.

                        How common people respond to the horrors that they're exposed to depends on the circumstances. Essentially, they see creatures just as your character first saw them upon being imbued. However, normal people still have a sanity mechanism that tells them to run and hide from many monsters, or that rationalizes what they witness to interpret it as harmless. So Expose doesn't necessary bring torch-bearing hordes to your character's side. But, then again, the same sturdy people who could confront a cocky or careless hunter who presents himself publicly might just as easily act against a monstrous entity (see Edge Appearances, p. 145).

                        Certainly, exposing a creature to human sight undoes all the stealth and secrets behind which the monster hides, so this edge can save a hunter's very life - the creature unveiled may flee rather than remain exposed. And revealing a mayoral candidate as a night-creature can't do his campaign any good, even if people don't quite recall what it was that was wrong with him.

                        Expose does not create the circumstances required to imbue anyone. Human witnesses do not suddenly become hunters or bystanders. The edge can be used only once per scene; its sweeping effect is taxing.

                        Source: Core (WW8100), Page 162


                        This edge is best understood as an advanced version of Burden. A Judge can freeze an unnatural being in place, not for minutes but for hours. While it's possible that the efforts of another might budge a monster thus bound, the creature itself cannot normally depart under its own power.

                        System: Your character must fix a creature with his gaze in one turn's action. Spend two Conviction points and roll Stamina + Zeal. The difficulty is the creature's Stamina + 3. The creature is trapped in place for one hour per each success achieved, even if your character becomes Incapacitated thereafter. Your character no longer need keep his eyes on the target once it is bound.

                        A Judge who has imprisoned a creature may choose to release it prematurely and must be able to see the being to do so (this edge is effective for convincing creatures to agree to a vow...). If a creature is attacked or endangered while affixed, a Willpower roll, difficulty 8, may be made for it to escape. The creature's successes must exceed those achieved in your original Stamina + Zeal roll. The same requirements must be fulfilled to escape Imprison by use of a power of unnatural movement - amazing speed, teleportation – in a roll of Stamina + the relevant Trait, difficulty 8.

                        This power cannot be used on regular people or other hunters.

                        Source: Judge (WW8107), Page 79


                        • #13


                          The faithful like to call this effect "the Wrath of God." Your character 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.

                          System: Spend a point of Conviction. Roll Dexterity + Zeal, difficulty 6. Any successes achieved after the first are added to Strength and rolled in a lethal damage pool. Maximum range equals your character's Zeal score in yards. Supernatural and human targets can be damaged.

                          Source: Core (WW8100), Page 164


                          Novice Avengers have a problem with monsters attacking them, but experienced ones have an entirely different problem: Monsters often flee. Sure, Trail is good for finding them again, but it's better to simply keep them in place so they can be terminated. Extremist Avengers remark - when they speak sensibly - that this power is a special gift from the Messengers, allowing these hunters to fulfill their obsession with the hunt.

                          To the user, other imbued and supernatural creatures, Harpoon looks like a burning spear. The Avenger can hurl it into the body of a nearby creature, even a ghost or a possessing spirit. Once a monster's been hit, it's stuck – the avenger feels an invisible bond to the target. To get away, the monster has to rip itself free of the hunter's weapon. (Apparently hunters and normal people, including possession victims, are unaffected by this weapon; it passes through them harmlessly.)

                          The one hunter known to possess this edge - a taxi driver in Byelorussia - drives up to his prey on the street, spears them, then drives away. To normal people in the vicinity, it looks like he makes a gesture at someone on the street, right before that person has some sort of horrible scizure.

                          System: To plant Harpoon, spend two Conviction and roll Dexterity + Athletics, usually difficulty 6. Range equals your character's Zeal in yards. Harpoon inflicts Strength +2 lethal damage on impact, and creates a tie between hunter and prey that persists for Zeal in turns. The length of this bond equals the distance between attacker and target. It gets no longer.

                          If the prey tries to break free, roll the competitors' Willpower in a resisted action, difficulty 6. If the prey gets more successes, it becomes free, but harms itself in the process, (Roll the creature's own Strength as a lethal damage pool.)

                          If you get more Willpower successes, the target is still stuck and must face your Avenger's wrath. The link between hunter and prey persists until the prey breaks free, renders the hunter Incapacitated, the duration of the bond expires or the monster is destroyed.

                          Your hunter can escalate this contest simply by exceeding the bond's radius. In the case of the cab driver mentioned above, he steps on the gas. Make resisted Strength rolls (or whatever is appropriate) to determine whether the harpooned creature is dragged. If an Avenger can use this power to drag a creature behind a moving vehicle, the Storyteller decides how much damage the trip inflicts. A good rule of thumb is two dice of lethal damage for every 10 mph, per turn. This could be a lot less on ice or a lot more on gravel.

                          Example: Yevgeny drags a werewolf behind his cab. On his first turn, he gets up to 20mph. The lethal damage pool is four dice. In its action, the werewolf tries to free itself. Its 7 Willpower is rolled against Yevgeny’s 8. Yevgeny wins, so the creature continues to be dragged. Next turn, Yevgeny gets initiative and revs the cab up to 40 mph. Eight dice are rolled for dragging damage. The shapechanger tries to break free again and fails.

                          Yevgeny is driving in the city, so he doesn't dare take his car over 40 (or about 70 kph in his country). He gets initiative again and does his eight dice of dragging damage to the creature. The desperate shapechanger makes a tremendous effort to free itself; a Willpower point is spent to ensure success. As it happens, Yevgeny gets a poor Willpower roll and the werewolf rips the harpoon out. Unfortunately for the shapechanger, this means its own 5 Strength is rolled as a lethal damage pool against itself.

                          The werewolf is reeling and badly injured in the subsequent turn, when Yevgeny rams it and hits it with on other Harpoon.

                          All damage from Harpoon occurs as internal burns, which can leave a coroner scratching her head. "Death by electrocution" is the most likely conclusion.

                          If Conviction is risked in a Harpoon roll, it must be in the initial attack roll to establish a bond. Any successes achieved after the first are added to the Harpoon damage pool.

                          Source: Avenger (WW8103), Page 72-73


                          • #14
                            This seems to just be copying from the books and no commentary on anything. Closed.

                            Author of Cthulhu Armageddon, I was a Teenage Weredeer, Straight Outta Fangton, Lucifer's Star, and the Supervillainy Saga.

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