- creed: A statement of belief—usually religious belief—or faith. The word derives from the Latin credo for I believe.
In Hunter: The Reckoning, the creeds are the major factions that comprise the society of imbued, and the primary philosophies regarding the best approach to the Hunt by mortal Hunters.
Overview[]
Creeds among the imbued are built around the larger virtues of Mercy, Vision and Zeal, which themselves are constructs representing the passive principle, the active principle, and a melding of the two. They were created each with an express purpose in the time leading up to Armageddon, as well as a role to play in the world which will follow.
By contrast, the creeds of mortal Hunters have developed naturally, and unlike the recent arrivals of the imbued, have characterized such Hunters and their methods for all the many millennia that mortals have fought back against the supernatural. While each of the different org types do correspond to the five primary creeds, individual lowercase-H hunters within those are not generally considered to belong to any creed until they defect and become an independent capital-H Hunter.
Creeds, while definite separate groupings, are nearly "transparent" within the World of Darkness. Individual Hunters aren't really consciously aware of them except as variations in the manners and methods one uses to hunt, to the point that even the names of individual creeds are primarily out-of-character game terms not recognized by Hunters within the setting. As time goes on, however, "like attracts like" and certain creeds tend to identify with each other, forming their own communities (for example, the JudgmentDay and Firelight sublists of hunter-net.org).
Imbued Creeds[]
The imbued, the playable characters in the original edition of Hunter: the Reckoning, are sorted into 3 virtues of 3 creeds each, for a total of 9 different creeds to choose from.
Mercy creeds[]
Vision creeds[]
Zeal creeds[]
Mortal Creeds[]
The Hunters of Hunter: The Reckoning 5th Edition, which are not playable in the game's older edition, are each sorted into one of five creeds. It should be noted that creeds, and Drives, are specific to the individualistic and idiosyncratic types found among Hunters not directly under the employ of any org.
- Entrepreneurial - Hunters who believe in constant adaptation against their Quarry and seek to innovate the fundamental principles underpinning the methods of all Hunters.
- Faithful - Hunters whose faith guides them to following the old practices against their Quarry that Hunters who prefer more modern methods may scoff at.
- Inquisitive - Hunters who believe that gaining a true understanding of the Quarry and the world in which it resides is the surest pathway to success, against this Quarry and all those that follow.
- Martial - Hunters who believe that the surest way to defeat their Quarry is also the simplest, and that direct, violent action is the only way to guarantee that the problem will be solved for good.
- Underground - Hunters who never turn down a potential resource, and who only confront the Quarry once they are sure that the playing field is as unfair as they can possibly make it.
References[]
- HTR: Hunter: The Reckoning Rulebook, p. 20, 62-77, 84, 88, 128-129, 223, 230
- HTR: Hunter: The Reckoning Players Guide, p. 14, 17-23
- HTR: 5th Edition Core Book, p. 32-51
- cMET: Laws of the Reckoning, p. 16, 35-81, 86-87
- cMET: Laws of Judgment, p. 192-194
Hunter: The Reckoning Creeds | ||
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Imbued creeds | Avenger · Defender · Hermit · Innocent · Judge · Martyr · Redeemer · Visionary · Wayward | |
Mortal creeds | Entrepreneurial · Faithful · Inquisitive · Martial · Underground
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