Redemption
Individuals whose first instinct is conciliatory tend to find themselves on the primary path of Redemption. Redeemers are widely sought for their ability to put injured people back together, but they often find themselves at odds with hunters who possess different priorities. Some Redeemers aren't afraid to understand their prey. They hope that through understanding they can either settle the spirits that haunt mortal life or remove whatever curse or psychic illness creates "monsters."
O BLUSTER
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 such as bolts of fire or lightning. The attack can be made against your character 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 or a natural bolt of lightning.
System: Roll Wits + Mercy, difficulty 6. The roll is typically resisted against the appropriate attack roll made by the enemy, and your character must be able to see - have line of sight to - the action he intends to interrupt. This edge can be used in a turn at any time that a defensive manoeuvre - dodge, parry or block - can be. In fact, Bluster should be treated like a fourth form of defence for system purposes - all the same mechanics apply. This edge cannot actually be combined with dodge, parry or block, though; you must choose one course of defensive action. Note that an attacker can still harm its target, even if your character attempts to avert the action (the attacker gets more successes than you do).
O O. INSINUATE
Your character 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 character interacts with the creature as if it were a person, not a thing. This simple act, when fuelled by hunter spirit, forces the creature to confront mortals in human terms. The edge usually causes intense feelings of sorrow, loss and isolation. A common question is, "Do you remember?"
System: Roll Manipulation + Mercy, difficulty 6. Each success adds one to the difficulty of the supernatural creature's next intended action. 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 behaviour. Even an undamaged creature who is winning a fight may flee rather than have to face the emotions raised by Insinuate.
The specific psychological effect of this edge depends on the creature confronted, of course. Spirits experience a taste of what life was like before they perished. Bloodsuckers are reminded of their lost mortality. Other creatures may have visions from the lives of people they've slain. More "human" creatures may foresee futures in which they succumb to their monstrous natures, or they may remember a lost love or a choice they regret. Creatures who have very little thought or feeling left may be less affected. Insinuate's visions may simply annoy or confuse them.
The Storyteller decides the exact results of this power in the story, whether as a distraction for a monster, another attempt in an ongoing effort to get through to the buried vulnerability of a creature, or as a cathartic moment (if you roll enough successes) that confronts a being with its very perversity.
Typically, Insinuate can be used against a single creature only once per scene, unless the Storyteller authorizes otherwise.
O O O RESPIRE
Also called the "Kiss of Life," this edge allows your character to heal a person by breathing into her mouth. While your character 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. Yet your character must be nearby to inhale the stuff from an enemy. This power is dangerous even to intangible foes.
System: To heal someone, roll Stamina + Mercy, difficulty 6. The target gains one health level, bashing or lethal, for each success achieved. Using Respire in this fashion is draining. You must pay for each level healed either by spending one Conviction or by suffering a + 1 difficulty to all actions for the remainder of the scene. (It's possible to mix and match payments. A character who heals three health levels can spend two Conviction and accept a + 1 penalty for the rest of the scene.) If a botch is rolled, your character suffers a bashing health level, instead. This edge cannot be used on oneself, but can be used on normal people and even supernatural creatures.
To drain a monstrous enemy, your character must be within a distance of Mercy in yards of the intended target. Roll Dexterity + Mercy, difficulty 6. The target resists by rolling Stamina, also against difficulty 6 (although the Storyteller can modify difficulties for both attacker and defender depending on their relative potency; a simple hunter may be hard-pressed to exhaust an ages-old ghost). For every two full success in excess of the opponent's that you achieve, your character gains one point of Conviction, up to the limit of your character's starting Conviction (based on crccd). The target also suffers one level of lethal damage for each single success rolled (your character's starting Conviction imposes no limit on damage). If your roll botches, your character incurs one level of lethal damage, and the supernatural opponent gains one point of Willpower. Respire can be used against spirits that possess humans, without harming the hosts. It cannot harm humans, and affects only one
target at a time.
O O O O BECALM
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.
Becalm does not affect normal actions such as speaking or moving slowly, as long as those actions do not have explosive or violent results.
System: Spend one Conviction point and roll Manipulation + Mercy, difficulty 7. The effect lasts a number of minutes equal to the number of successes rolled. During that time, anyone who tries to perform any sort of violent attack or sudden movement has to make a Stamina, Strength or Dexterity roll (whichever is highest), difficulty 8, per action. Even pulling a trigger is affected for the outburst that results. The effect extends five yards in every direction for each point of Mercy your character has. In addition to interfering with or stopping fights, this edge can be used to halt physical seizures 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 character's presence, must make a Willpower roll, difficulty 8.
Becalm affects your character as well as any hunters or normal people in its area of deployment. Humans may not behave hysterically in the presence of monsters while becalmed, but they still typically forget or rationalize what they experience afterward. This edge's effect can be terminated prematurely if you choose, and it ceases altogether if your
character is Incapacitated.
Attacks, particularly ranged ones, performed outside the area of effect against targets within it are not affected by Becalm.
O O O O O SUSPEND
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.
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