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Other Creeds react to the supernatural with some sort of confrontation, violent, verbal, or intellectual. Innocents meet the otherworldly with curiosity and at least some degree of optimism. Unlike Redeemers, the Creed closest to them in outlook, they don't see "monsters" as unfortunates that need healing, but rather enigmas that need dialogue and understanding. The understandings they eventually develop differ wildly; some condone the killing of dangerous or manipulative monsters, others condemn all forms of killing, and may go so far as to actively undermine the efforts of other Hunters. Whatever their conclusions, Innocents are united by at least a spark of faith in the goodness, or potential goodness, of both monsters and mankind. Many Innocent Edges help them observe and relate to supernaturals safely, or help their fellow Imbued.

The special ability that Innocents have is to create charms. In order to create a charm, the Innocent must have a strong connection with the person they are creating the charm for, the item used for the charm must have some meaning for both parties, and the person can't be a hunter or supernatural. The charm gives the bearer certain abilities to protect them from the supernatural

The signature Innocent character is Bookworm55, aka Jake Washington, a studious young black man who defines the main categories of supernaturals, and provides information on all of them, in a post to hunter-net called "The Enemy," after a vampire he'd been in conversation with paralyzed him from the waist down. Later, Bookworm regretted providing information that helped more violent Hunters find, identify, and kill supernaturals; he started the Vitalis list, the online Innocent community, and reaffirmed his commitment to peaceful understanding with "the other side" after travelling with the extremist Visionary Fyodor.

Standard Edges

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    • Hide: Innocents are percieved as innocuous, harmless and inconsequential. Supernatural characters have a tendency to overlook or miss their presence. They will "appear" when they draw attention to themselves, such as through attacking.
    • Fool's Luck: In times of grave danger, some events will go their way. An escape route presents itself or a weapon is at hand to defend themselves. To activate this edge, Innocent tend to make a sign for good luck and they'll feel a surge of optimism when the fortuitous event transpires.
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    • Illuminate: Allows the Innocent and fellow hunters to identify supernatural creatures. It can suggest what kind of creature they are, but monsters seem to be able to perceive its use and can even tell which human generates the effect.
    • Ease: This edge allows Innocents to suppress a hunter's derangements temporarily. They must be able to engage the target in conversation, although they might not be listening willingly. Their words will seem especially powerful to the listener.
    • Conceal: By using this edge, a Innocent can hide a single person from the senses of any monster, which is triggered by saying something reassuring to them. Unless that person has a particular reason to mistrust the hunter or is extremely paranoid, they won't immediately resist.
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    • Radiate: When this edge is activated, the Innocent radiates a white light that impedes supernatural attacks. People protected by this field appear blurry and indistinct to unnatural creatures, even to monsters who don't rely on visual senses. Hunters are not affected.
    • Inspire: They can transfer some of their own confidence and protection through comforting touch. For other Imbued, the Innocent using this edge becomes a store of resolve, proof that hunters aren't alone. For the masses, they offer reassurance and a respite from despair and terror.
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    • Confront: When the Innocent meets a creature's gaze directly and makes no attempt at avoiding an attack, striking them becomes terribly difficult. The Innocent seems to embody everything that ever was pure, important and valuable to the attacker. If they force themselves, they find it excruciating.
    • Bond: After getting to know and care for another imbued, the Innocent can create a powerful bond with them. When concentrating, they can gain a sense on their status. The subject of the edge may feel a slight surge of confidence.
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    • Blaze : The Innocent can make one light source agonizing and damaging to unnatural creatures of all kinds. The degree of damage depends on the intensity of the light source. Doesn't work with moonlight.

References

^  Level 1

Hide HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 148
Fool's Luck HTR: Hunter Book: Innocent Buy it from DriveThruRPG! Pg. 78-79

^  Level 2

Illuminate HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 148-149
Ease HTR: Hunter Book: Innocent Buy it from DriveThruRPG! Pg. 79-80
Conceal HTR: Hunter: Holy War Buy it from DriveThruRPG! Pg. 100-101

^  Level 3

Radiate HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 149
Inspire HTR: Hunter Book: Innocent Buy it from DriveThruRPG! Pg. 80

^  Level 4

Confront HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 149
Bond HTR: Hunter Book: Innocent Buy it from DriveThruRPG! Pg. 80

^  Level 5

Blaze HTR: Hunter: The Reckoning Rulebook Buy it from DriveThruRPG! Pg. 149-150

Hunter: The Reckoning Creeds

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

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