White Wolf Wiki
Advertisement

Redeemers are a creed of Hunters that follow the virtue of Mercy. Like Innocents, they do not believe all monsters are evil, but they do believe they are unnatural and that the worthy among them should be saved from their condition. In many cases, especially for the undead, this means a "clean" death, in which the soul is supposedly cleansed. For others, like werewolves and warlocks, Redeemers face harder decisions. They are commonly granted Edges which help monsters to see the error of their ways and heal their own kind. It is a mistake, however, to think that Redeemers see good in every supernatural creature; they seek only to save those they find worthy, and destroy the rest.

Some Redeemers have the ability to create a "source" of sustenance and energy for penitent monsters to survive from rather than human blood, fear or souls, so they can stop hurting others in order to survive once they've understood what they do is inherently wrong and they can live closer to humans. A "source" can only be made for a single, specific creature, and it's a complicated process only experienced and determined Redeemers can achieve.

Standard Edges[]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet [1]
    • Bluster: A shouted word can abort any type of deliberate attack. It can turn aside any weapon or magical attack against any target, but it has no effect on attacks that don't do damage or aren't direct such as mind control or stabbing a woodoo doll. It can only protect against actions that an individual undertakes.
    • Outreach: The Redeemer appears reasonable and non-threatening to a monster. They must be unarmed and visibly nonaggressive, making some kind of reassuring comment to the subject. To the creature, the approaching person simply seems innocuous or interesting, but not dangerous or tempting prey.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet [2]
    • Insinuate: The Redeemer asks a question to the supernatural creature, interacting with it as if it was a person, and it forces the creature to confront mortals in human terms. In usually causes intense feelings of sorrow and loss, as they're confronted by forgotten memories and suppressed compassion.
    • Insight: By surveying a monster for enough time for signs of humanity, they can deduce information about their past life as a human, what they miss and regret losing. For mindless creatures, it's not very useful.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet [3]
    • Respire: The Redeemer heals a person or hunter by breathing into their mouth. It can heal cuts, slashes, damaged organs and broken bones. To supernaturals, it steals energy. It's dangerous even to intangible foes.
    • Punish: By touching a monster, the Redeemer can draw the remnants of humanity from a monster to subject it to the terror and pain it'd inflict to a would-be prey. Every creature's experience will be different.
    • Preserve: Using this edge, a Redeemer can keep someone who has been severely injured from dying as if by will alone. They simply urge their fellows to hang on long enough and focus on them, usually managing to get them to survive long enough to receive medical care.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet [4]
    • Becalm: The Redeemer radiates their inner calm and tolerance. It makes it difficult for those around them to act and actions seem to be performed as if subjects were groggy. It also stifles anger, alleviates fear and tension, and makes subject relax somewhat. It doesn't affect actions that don't have explosive or violent results.
    • Abjure: Once this edge is activated, the Redeemer seems to represent all that is good, pure and worthy about humanity towards monsters, a reminder of everything they have lost. It can invoke feelings of misery, guilt or fear and most creatures will try to get away as quickly as possible. Monsters who actively seek redemption or feel regret are not driven off, and instead the Redeemer seems like a role model to imitate.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet [5]
    • Suspend : The Redeemer seals the material world from all other realms temporarily. No supernatural creature may escape without leaving conventionally, severing powers originating from another plane or reality. Likewise, supernatural creatures that can enter the physical world are barred from it in the vicinity.
    • Shame: When the Redeemer makes a scornful or pitying comment to creatures about what they have become, they can fill a supernatural target with near-suicidal self-loathing. It lasts momentarily, but the victim may lash out at themselves in fury. Certain monsters may be immune as they feel no regret for what they've become. Penitent monsters who seek redemption are not forced to harm themselves either.

References[]

^  Level 1

Bluster HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 152
Outreach HTR: Hunter Book: Redeemer Buy it from DriveThruRPG! Pg. 74-75

^  Level 2

Insinuate HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 152
Insight HTR: Hunter Book: Redeemer Buy it from DriveThruRPG! Pg. 75

^  Level 3

Respire HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 153
Punish HTR: Hunter Book: Redeemer Buy it from DriveThruRPG! Pg. 75-76
Preserve HTR: Hunter: Holy War Buy it from DriveThruRPG! Pg. 101-102

^  Level 4

Becalm HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 153-154
Abjure HTR: Hunter Book: Redeemer Buy it from DriveThruRPG! Pg. 76

^  Level 5

Suspend HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 154
Shame HTR: Hunter Book: Redeemer Buy it from DriveThruRPG! Pg. 76-77

Hunter: The Reckoning Creeds

Avenger · Defender · Hermit · Innocent · Judge · Martyr · Redeemer · Visionary · Wayward

Advertisement