Virtues and Edges
Courage
● Ward - Your hunter is able to ward their immediate vicinity against supernatural incursion.
● Project - Your hunter becomes near-impossible for supernaturals to interfere with.
● Alarm - Your hunter wards an area to warn of supernatural approach.
●● Lock - Your hunter secures a single entrance or device against the supernatural.
●● Forewarn - Your hunter develops a “danger sense” to warn of imminent attack.
●● Rejuvenate - Your hunter heals at an advanced rate and may lend healing to others as well.
Justice
● Discern - Your hunter gains preternatural levels of perception, noticing signs which would otherwise go unnoticed and becoming incapable of being blinded
● Impart - Your hunter activates the second sight of fellow hunters, with none of the usual concomitant protections.
●● Pinpoint - Your hunter gains insight into the weaknesses of supernaturals.
●● Revelation - Your hunter is able to read the current mental state of a target monster.
●● Insight - Your hunter is able to discern information about a monster’s human life.
●● Burden - Your hunter’s gaze freezes supernatural creatures in place.
Mercy
● Hide - Your hunter passes unnoticed by the supernatural.
● Bluster - Your hunter is able to deflect attacks with nothing but a shouted word.
● Outreach - Your hunter becomes approachable and non-threatening to a target monster.
●● Insinuate - Your hunter temporarily cripples a monster with the weight of its guilt.
●● Ease - Your hunter is able to alleviate stress and derangements in others.
●● Illuminate - Your hunter makes it possible to see the monsters for what they are.
Sacrifice
● Demand - Your hunter sacrifices health for a burst of strength.
● Vigilance - Your hunter requires less sleep than normal.
● Fool’s Luck - Your hunter is blessed with amazing luck in dangerous situations.
●● Anathema - Your hunter may mark a single person or place as off-limits to supernatural feeding.
●● Trail - Your hunter marks a target with a smoky trail discernible only to hunters.
●● Witness - Your hunter is able to identify monsters and discern some of their relationship with humanity.
Zeal
● Reach - Your hunter casts their senses beyond their body to experience distant events.
● Cleave - Your hunter empowers a weapon in the fight against the monsters.
● Foresee - Your hunter receives glimpses into possible immediate futures.
● Focus - Your hunter is able to restore commitment to the hunt in fellow Imbued.
●● Muse of Flame - Your hunter may look into a flame to discern the direction of the nearest monster.
●● Summon - Your hunter may place a mark to compel other hunters to gather at a specific spot.
●● Send - Your hunter transmits words and images into the minds of fellow imbued.
Courage
● Ward - Your hunter is able to ward their immediate vicinity against supernatural incursion.
● Project - Your hunter becomes near-impossible for supernaturals to interfere with.
● Alarm - Your hunter wards an area to warn of supernatural approach.
●● Lock - Your hunter secures a single entrance or device against the supernatural.
●● Forewarn - Your hunter develops a “danger sense” to warn of imminent attack.
●● Rejuvenate - Your hunter heals at an advanced rate and may lend healing to others as well.
Justice
● Discern - Your hunter gains preternatural levels of perception, noticing signs which would otherwise go unnoticed and becoming incapable of being blinded
● Impart - Your hunter activates the second sight of fellow hunters, with none of the usual concomitant protections.
●● Pinpoint - Your hunter gains insight into the weaknesses of supernaturals.
●● Revelation - Your hunter is able to read the current mental state of a target monster.
●● Insight - Your hunter is able to discern information about a monster’s human life.
●● Burden - Your hunter’s gaze freezes supernatural creatures in place.
Mercy
● Hide - Your hunter passes unnoticed by the supernatural.
● Bluster - Your hunter is able to deflect attacks with nothing but a shouted word.
● Outreach - Your hunter becomes approachable and non-threatening to a target monster.
●● Insinuate - Your hunter temporarily cripples a monster with the weight of its guilt.
●● Ease - Your hunter is able to alleviate stress and derangements in others.
●● Illuminate - Your hunter makes it possible to see the monsters for what they are.
Sacrifice
● Demand - Your hunter sacrifices health for a burst of strength.
● Vigilance - Your hunter requires less sleep than normal.
● Fool’s Luck - Your hunter is blessed with amazing luck in dangerous situations.
●● Anathema - Your hunter may mark a single person or place as off-limits to supernatural feeding.
●● Trail - Your hunter marks a target with a smoky trail discernible only to hunters.
●● Witness - Your hunter is able to identify monsters and discern some of their relationship with humanity.
Zeal
● Reach - Your hunter casts their senses beyond their body to experience distant events.
● Cleave - Your hunter empowers a weapon in the fight against the monsters.
● Foresee - Your hunter receives glimpses into possible immediate futures.
● Focus - Your hunter is able to restore commitment to the hunt in fellow Imbued.
●● Muse of Flame - Your hunter may look into a flame to discern the direction of the nearest monster.
●● Summon - Your hunter may place a mark to compel other hunters to gather at a specific spot.
●● Send - Your hunter transmits words and images into the minds of fellow imbued.