Virtue (HTR)

In a Hunter's life, before the imbuing, they had beliefs and values. After they become Imbued, these ideas are completely invalidated by the horrifying revelation of truth.

Their beliefs, however, become a more potent representation of themselves, being the basis of how they deal with supernatural creatures and what Edges they gain in the Hunt.

The dedication to their Virtues also determines how powerful the Edges they use are, and, in advanced stages, they drive the Hunter to instability, usually causing the Hunter to become a threat to even other Hunters. Usually, when a character has a 10 in a virtue, they are completely insane, the constant exposure to the horrifying beings they were never meant to comprehend having destroyed everything they believe in. They become living personifications of their cause, and are usually hunted by their fellow, who call this affliction the "Archangel Complex."

There are three main Virtues, as well as one set aside for Waywards.
 * Mercy: Assumes that something is worth saving in every creature. All about Respect and courtesy.
 * Vision: Constantly searches for answers and asks questions.
 * Zeal: Absolute intolerance of the Supernatural, who are seen as bloody, manipulative tyrants.
 * Deliverance: Exclusive to the psychos of the Creeds, the Waywards. This is complete desperation to destroy all supernatural, no matter what. Killing innocents is completely justified if you destroy a Supernatural in the process.