Visionaries are the only common Hunter creed to follow the virtue of Vision.
They seek to find a plan or pattern in the hunt, to look beyond the day-to-day exercise of unmasking and killing monsters to find the hunters' greater purpose. They're unwilling to jump to conclusions and dive into half-formed solutions, looking forward to the future and seeking to guide their fellow hunters towards ideals of a better world. They ask themselves where monsters came from, where they were chosen, and make an effort to understand the true state of things, striving to make a better reality for everyone, perhaps even for monsters themselves. They are often the planners and directors of hunter groups, as their commonly granted Edges allow them insight beyond that of normal humans.
Visionaries have a special ability allowing them to create new symbols of the Word by pouring their soul, dreams and purpose on the creation of a new symbol with a very specific (and often complex) meaning. Once the symbol is created, other hunters who espouse the principles it represents can learn it and reproduce it.
Camps[]
- Single-Minded
- Pragmatic
- Open-Minded
Known Visionaries[]
Standard Edges[]
- [1]
- Foresee: The Visionary has a momentary flash of how their choices might affect a situation, and may choose the best option available to them. They're limited to short-term possibilities and influences an immediate action performed. After seeing a vision of several outcomes, one of the results must be chosen.
- Focus: If another Imbued's Conviction drops below the starting rank for their creed, the Visionary may use this edge to restore their vigor. Their words of encouragement, direction, inspiration and praise seem to rejuvenate the faltering subject, awakening a renewed passion for the cause.
- [2]
- Pinpoint: Gains insight into the weakness of a supernatural creature. Sometimes the information comes in the form of a vision and others as simple intuition. Experienced hunters can identify some monsters through their weakness. Has no effect on mortals.
- Summon: When the Visionary inscribes the symbol for "summoning" in a large enough surface, the image acts as a beacon to imbued who have not yet seen it. It manifests a sudden, inexplicable wind that blows in the intended direction at a receiver's locale. The subjects will feel a strong impulse to head in that direction and following it feels right to them. The wind seems unusual to normal people and monsters.
- Return: Allows an imbued to have a vision of the last time an item was used for a specific purpose, or to determine whom the last person to hold the item was. They can also try to see events that occurred around an object, although it's challenging for the inexperienced.
- [3]
- Delve: The user can see into the past of their current location, with no restriction of how far back they can see. The vision can be commanded according to time, connecting to a person or object or connecting to an event. Normally, they can only see, but with effort, they can hear what transpired as well.
- Rally: Immediately before an encounter with the enemy, a Visionary can speak to their team, transferring some of their vigor to the others and giving them Conviction
- [4]
- Restore: Can regrow lost or mangled limbs and organs, applied to the Visionary or others. The regenerated limbs are often "perfect", lacking scars, wrinkles or any sighs of aging.
- Unify: This edge allows Visionaries to prepare a space for an encounter with the enemy. They must spend an hour pacing the space, contemplating objectives for the encounter, planning what they want to do and how they expect other hunters to act. Then, they inscribe the "unity" symbol on a prominent surface in the area. Hunters in the area will gain second sight and protection against monsters' mental attacks without spending Conviction
- [5]
- Augur : The Visionary can anticipate likely futures at their specific location by concentrating. It can be commanded similarly as Delve, but it cannot generate sound.
- Determine: Similar to Foresee, but it allows the Visionary to influence the immediate future of a creature in their line of sight instead. They'll gain insight into the possibilities of a monster's actions at an instant and choose the action that suits them the best. Other hunters and people are not affected.
References[]
^ Level 1
Foresee | HTR: Hunter: The Reckoning Rulebook | Pg. 155 | |
Foresee | cMET: Laws of the Reckoning | Pg. 205-206 | |
Focus | HTR: Hunter Book: Visionary | Pg. 77 | |
Focus | cMET: Laws of the Reckoning | Pg. 206 |
^ Level 2
Pinpoint | HTR: Hunter: The Reckoning Rulebook | Pg. 155-156 | |
Pinpoint | cMET: Laws of the Reckoning | Pg. 206-207 | |
Summon | HTR: Hunter Book: Visionary | Pg. 77-78 | |
Summon | cMET: Laws of the Reckoning | Pg. 207 | |
Return | HTR: Hunter: Holy War | Pg. 97 |
^ Level 3
Delve | HTR: Hunter: The Reckoning Rulebook | Pg. 156 | |
Delve | cMET: Laws of the Reckoning | Pg. 207-208 | |
Rally | HTR: Hunter Book: Visionary | Pg. 78 | |
Rally | cMET: Laws of the Reckoning | Pg. 208 |
^ Level 4
Restore | HTR: Hunter: The Reckoning Rulebook | Pg. 156-157 | |
Restore | cMET: Laws of the Reckoning | Pg. 208 | |
Unify | HTR: Hunter Book: Visionary | Pg. 78-79 | |
Unify | cMET: Laws of the Reckoning | Pg. 208-209 |
^ Level 5
Expose | HTR: Hunter: The Reckoning Rulebook | Pg. 162 | |
Augur | cMET: Laws of the Reckoning | Pg. 209 | |
Determine | HTR: Hunter Book: Visionary | Pg. 79 | |
Determine | cMET: Laws of the Reckoning | Pg. 209-210 |
- HTR: Hunter: The Reckoning Rulebook, p. 21, 76-77, 84
- cMET: Laws of the Reckoning, p. 17, 65-69
- HTR: Hunter Book: Visionary
- HTR: Hunter: Holy War, p. 93, 97
- WOD: World of Darkness: Time of Judgment, p. 114, 119, 122, 134
- cMET: Laws of Judgment, p. 193-194, 208, 218-219
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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