Visionary

 

Visionaries perceive the intrusion of the paranormal into their everyday lives as a sign that the world is a larger and stranger place than they had ever dreamed. Once a firmly held belief - "There are no such things as monsters" - is yanked from its place beneath your worldview, it makes you wonder what other supports are worm-eaten. Visionaries are unwilling to jump to conclusions and dive into half-formed solutions. As a result, they keep their hunter allies on a higher road, thus avoiding pointless switchbacks and literal dead ends.
While Zealots ask, "What can destroy them?" and the Merciful wonder, "How can we help?" Visionaries take a step back and simply ask, "What are they?" This introspection has earned these hunters several nicknames. Those who respect Visionaries call them "pathfinders" and "wayfarers." Those who have little use for them apply names like "navel-gazers" or simply "fools."

 

O      FORESEE
While most hunters would simply be glad to have this power, Visionaries are compelled to debate its nature. One group suspects that it's a form of telepathy - if such a thing exists - that allows them to anticipate probabilities and the actions of others. Some think Foresee allows hunters a brief glimpse into the future - a look that allows them to choose the best course of action. Either way, your character has a momentary flash of how his choices might affect a situation, and may choose the best option available to him.


System: Roll Intelligence + Vision, difficulty 7. For each success achieved, you may make one extra roll for a specified action and choose the best result. You must announce in advance that one of your extra rolls will be dedicated to a particular action; you can't wait until a roll has been made and t h e n announce that an extra one will be taken. Only one extra roll is allowed per action. You might make two rolls to fire a gun, lift a rock or steer a car. (An attack is considered a single action; an extra roll is made for the attack itself. The better attack roll determines how many damage dice are rolled.)
The Storyteller literally narrates a vision had by your character based on each of the die rolls you make, then lets you choose which occurs. One roll might indicate a missed attack, whereas the other scores a hit. One roll might indicate a marginal success, whereas the other indicates a resounding one. Remember that visions are simply glimpses of short-term possibilities; the course you choose as a result may not have the more desirable results in the long term. Your character might envision what wire to cut to deactivate a bomb, but the building saved might still be possessed by a vicious poltergeist.
Foresee influences only an immediate action performed. A simple action that has direct results can convey clear images. An involved action, such as building a device through extended actions, does not reveal consequences of the final creation or its use. More likely, it indicates the possible results of the effort at your character's current stage in the process.
After you make the extra roll and your character sees a vision of both outcomes, one of the results must be chosen. Your character commits to the action — he simply averts events in time for optimal effect. If both rolls are poor, one of them still takes place. There's simply no good way out of the situation.
Foresee may be used to gain a number of extra rolls only once per chapter (game session). Once those extra rolls are used up, the edge cannot be activated again that chapter.
Re-rolls granted by the Destiny Background cannot usually be combined with Foresee in the same scene.
Activating Foresee is considered a reflexive action. It does not preclude taking actions in the same turn.
Extra rolls gained cannot be doled out to other players. Neither can your character forewarn other characters of impending events or the ramifications of actions. Conviction points invested into a Foresee roll simply increase the number of extra rolls you may gain for a chapter. Conviction does not affect the outcome of the individual actions to which extra rolls are dedicated.

 

O O      PINPOINT
This edge gives your character insight into the weaknesses of a supernatural creature. Sometimes, the information comes in the form of a vision (usually of a place or object of iimportance). Other times it is simple intuition – your character "just knows" that the creature can't use its powers freely under certain circumstances, for example.
Pinpoint is often used after a creature has been detected (through second sight) and recognized (through edges such as Discern, Illuminate or Witness), as part of a plan of attack.
The truly informed hunter is the most likely to survive. Thoroughly experienced hunters can also use this edge to identify some monsters through their weaknesses - "It feeds on pain to survive. Mostly zombies do that - mostly."


System: Roll Perception + Vision, difficulty 6. If you get a success, your character learns a weakness about the creature she observes: impalement, sunlight, garlic, cold iron, running water, silver, fire or anything else the Storyteller deems appropriate. The Storyteller can also be elusive or vague about the nature of a weakness - "life," "time" or "control." Just because your character asks a question doesn't mean she understands the answer.
Some creatures are tied to particular locations or objects. If you get three or more successes on the roll, your character not only knows that the creature has a lair (or is attached to a specific item), she gets a vague sense of where that object/ place is.
Knowing a weakness and capitalizing on it are two different things. Turning fire on an opponent in an oil refinery isn't safe for anyone. A specific variety of ferrous metal to be used as a weapon probably isn't conveniently at hand.
Once your character has determined a specific weakness of a being, Pinpoint does not repeat that failing. It's up to you to remember the flaw. Subsequent use of Pinpoint against the same kind of creature turns up a new weakness, whether concrete or obscure. Of course, there's no telling if a new failing classifies an unidentified creature as anything your character has faced before.
Pinpoint has no effect on mortals. It can be used only once per scene. Whatever force - presumably the Messengers - that provides the information requested doesn't seem to tolerate holding hands. Subsequent uses in the same scene simply draw blanks.
Ultimately, the Storyteller decides how effective this edge is under any given circumstances. The answers it provides may not be any help in the here and now, but may be in the next chapter.

 

O O O      DELVE
Also known as "Past Viewing," this power lets the user see into the past of a specific area. Whereas other edges (particularly Pierce) also allow visions of the past, Delve is both more specific and more versatile.
Delve is keyed to place: Your character can see the past of her current location only. However, there is no known limit to how far back she can see. Visions can be commanded according to time ("What happened here 24 hours ago?"), by connection to a person or
object ("Show me what happened when the jewels were taken.") or in connection to an event ("I want to see the murder as it occurred.").
With a supreme effort, your character can even hear what transpired.


System: Roll Perception + Vision, difficulty 6. For each success, your character gets five minutes of "viewing" at the location.
If the event took place more than a year ago, the difficulty increases by two. It increases to 10 for any event that occurred more than five years ago. (Yet one of the truly potent disciples of Vision claims to have witnessed a millennia-old civilization to which he felt a bond. At least, he claimed such a revelation before his disappearance.)
To hear as well as see, you must either spend two Conviction or raise the difficulty by two. Only people with Visionary as their primary path can use Delve to "hear" the past.
The Storyteller ultimately decides how clear an image is. Traumatic events, chaos or intense anger experienced at the time and place witnessed may distort events. The Storyteller may even want to make Delve rolls secretly for players to keep them guessing about the veracity of their insights. Delve can be used only once per scene.

 

O O O O      RESTORE
This is the power to regrow lost or mangled limbs and organs. It's not just accelerated healing. Restore can bring back body parts that were lost completely. It can be applied to your character himself or used on other people. These regenerated limbs are often eerily "perfect" -
lacking scars, suntans, wrinkles or, indeed, any signs of aging - as if they're idealized, Platonic manifestations of such body parts. Although Restore is powerful, it cannot bring the dead back to life.
Your character imagines mending skin and knitting bones, or a perfect limb or body part to replace that lost, and it manifests. The few hunters who can use this edge hold it up as proof of an idealized state out there some- where - a place Visionaries are meant to discover. Perhaps this place or condition is the ultimate object or goal in the war against the unknown. Meanwhile, hunters capable of this power keep it secret for fear of drawing unwanted attention - or persecution.


System: This edge effectively turns lethal damage into bashing damage. It doesn't actually restore any lost health levels, but it does make injuries a lot more bearable.
Roll Stamina + Vision and spend three Conviction points. The difficulty is 6, plus one for each lethal health level the subject has lost (maximum difficulty of 10). If the roll gets even one success, all those levels become bashing immediately. If lost health levels represented massive injuries (mangled eyeballs, lost limbs) they grow back in seconds. The new limbs are sore, weak and bruised until the subject has a chance to break them in.
Restore can be used only once per scene.

 

O O O O O      AUGUR
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, object or a specific event.


System: Spend three Conviction points. The Story- teller 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. Rumour holds that the few hunters supposedly capable of this power are preoccupied with the future and barely manage to exist in the present.

 

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