Post by Seth on Dec 5, 2011 14:56:37 GMT -5
A Hunter is an ordinary human who has dedicated themselves to fighting the supernatural and protecting humanity from the encroaching darkness. The vast majority of hunters work on a small scale, either solo or in small groups called cells. These hunters defend a small area, such as a town, city neighborhood, or sacred area from supernatural creatures. Alternatively, they may dedicate themselves to hunting down a particular type of creature, such as vampires, werewolves, mages, and so on.
Hunters who become especially good at what they do or gather enough allies and influence may be lucky enough to extend their reach through a compact, a network of hunters that work across a region or towards a common goal. The most exceptional (or perhaps unfortunate) hunters may be offered a place in a conspiracy, a global organization with great reach and influence.
The average hunter is completely and utterly mortal; hunters, unlike other character types that appear in the World of Darkness, have no inherent supernatural abilities; the only benefit a hunter often has is a bonus specialty, any hunter-specific Merits, and simple awareness of what they are fighting. Hunters, more than any other character type, must rely on wits, caution, and group unity to accomplish their goals.
The exception to the rule are hunters in a conspiracy. Those with at least one point of Status in a conspiracy are granted access to Endowments, a special set of equipment, disciplines, blessings, or other benefit associated with that group that temporarily allows a hunter power equal or similar to a creature of darkness. However, Endowments also impose strict penalties when used, causing everything from derangements to instant death should they turn on their wielder.
Most hunter compacts and conspiracies seek to eradicate the creatures of darkness. Some are indiscriminate in which they destroy, while others are dedicated to one or two kinds, with vampires, mages, and demons receiving most of the attention. There are a rare few groups that recognize not all supernatural creatures or creature-types are inherently bad or evil, and will them offer opportunities for redemption or penance, or even form temporarily alliances to gain more information.
For all of their dedication, many groups of hunters remain remarkably uninformed about what they fight; many still follow the old myths and tales to operate. A few of the compacts and conspiracies have science in mind, hoping to explain the supernatural away with logic. Some groups simply don't care; they want the creatures of darkness dead as quickly as possible and will simply go in with guns blazing.
An Endowment is a special advantage given to hunters. They are used to help hunters within the conspiracy hunt down and kill or capture supernatural creatures. Endowments vary wildly in nature and depend on the origins, motivations, and methods of the conspiracies themselves.
Members of conspiracies are granted Endowments due to a conspiracy's age, influence, technology, or other factors. Compacts would rarely and cells would never be able to access the resources needed to grant them Endowments.
Endowments are considered a Merit, not a Trait, for purposes of character creation and gameplay. Hunters can only have a max of 2 endowments, but to have even one, the characters owner MUST give a very well written back story as to how they acquired these "gifts". Also, remember, they are temporary when used and can cause death for the user if it goes wrong.
Advanced Armory, the super weapons and armor that give members of Task Force: VALKYRIE the edge they need.
* Hod Rounds: Bullets of mistletoe used against vampires. Sheathed in tough fibers, the rounds splinter on impact, functioning as miniature steaks.
* Etheric Rounds: Renewable. A bullet bombarded by special energy that allows it to pierce spirit matter.
* Tranq Rounds: Renewable Specially manufactured bullets that fit into ordinary guns and release fast-acting tranquilizers upon contact with a body. The more powerful and complex the weapon, the higher the number of dots an agent will need to acquire these.
* Witch Buster: An electronic bait that projects a false signal, triggering the Unseen Sense Merit.
**Etheric Goggles: Along with acting as regular night-vision goggles, these allow the wearer to see objects in Twilight.
** The Bleeder: A tool that forces blood out of a vampire's body when used.
** Equalizer Grenade: Renewable. A special grenade that emits a frequency to prevent shapechanging.
** Huginn Visor: Specially treated sunglasses that prevent a vampire from seeing into the hunter's mind. Higher end versions come in contact form.
** Frequency Pulse Emitter: Renewable A grenade that releases a high-pitched noise that affects the heightened senses of the supernatural.
*** Gungnir Multi-Function Targeting System: A scope that automatically targets any supernatural creature.
*** Odin Reticle: Attached to the larger version of the Huginn, the Odin Reticle uses advanced after-image software to pinpoint vampires.
*** VDSB: A bomb that momentarily resembles sunlight.
*** Screamer Pistol: A gun that generates an ultra-low pitch, disrupting concentration in living beings
*** Etheric Tracker: A gun that fires pellets that can be used to track creatures in ethereal and physical realms.
**** Munin Serum: Renewable. A drug that erases up to six hours of a person's memory.
***** Mjolnir Cannon: A "ray gun" that emits an extremely strong electromagnetic beam that fries any targets in its path.
***** Logehamarr Personal Flamethrower: Customized for anti-personnel use, the Logehamarr is weilded to combat ENEs on the ground using fire to push them back
***** Urban Response Vehicle: Special A light-armored vehicle with special armory and features that is disguised as an ordinary van.
Benediction, ancient, lost Catholic rites that bless the members of Malleus Maleficarum against harm.
The Apostle's Teachings: The hunter inspires others to perform acts of good faith or righteousness.
Armor of St. Martin: The hunter gains a blessed "armor" that protects them in battle.
Blessed Protection of St. Agrippina: The hunter creates a blessed area of protection that can safeguard against supernatural creatures.
The Boon of Lazarus: A hunter can revive an ally who has only been dead for a few minutes at the cost of their sanity.
Epipodian Safeguard: The hunter can safeguard themselves against mind control.
Fortitude of St. George: A hunter gains temporary spiritual fortitude in the form of Stamina as well as having no need for rest or food while this ritual lasts.
Hands of St. Luke: A hunter can heal the injured through prayer.
Sanctification of the Blessed Virgin: The hunter turns a mundane object into a blessed object.
Shepard's Blessing: The hunter can temporarily escape any notice so long as they pray continuosly.
True Sight of St. Abel: The hunter can distinguish supernatural from mortal.
Vade Retro Satana: A hunter performs a powerful exorcising ritual on a possessed target.
Wrathful Sword of St. Michael the Archangel: A regular weapon temporarily becomes a holy weapon that deals aggravated damage to all supernaturals at the cost of durability.
Revelationes Coelestes: The hunter's prayer causes any witches in the area to begin bleeding.
Miracle of Gadarene (also called Cast Into Swine): A hunter casts a demon out of a person and into an animal representing the opposite of the demon's powers
Binding of St. Amabilis: A hunter sings a song that temporarily causes a werewolf to lose their healing abilities
Castigation, the innate powers of the demonically-tainted Lucifuge.
Calling Forth the Pit: A hunter can call forth a demon from Hell, or force one to return there.
Familiar: The hunter can call a lesser demon to serve him, either as a spirit with no body or a demon in the form of a small animal.
Gaze of the Penitent: If the hunter has a bit of a target's person on him (hair, blood, and so on), they may force the target to endure visions of the torments of Hell.
Hellfire: A hunter can call and manipulate the flames of Hell itself.
Infernal Visions: A hunter may gain supernatural insight on a question or topic once every night.
Mandate of Hell: The hunter can easily manipulate lesser demons.
Sense of the Unrighteous: A hunter can sense and read the sins of others.
Shackles of Pandemonium: The hunter can trap a demon in a ritual circle.
Tongue of Babel: The hunter can speak and understand every language on Earth as long as it is spoken out loud.
Prima Dictum: The hunter calls upon his own cursed blood to defile the blood in a vampires body
Abbadon's Call: The hunter raises a corpse to have it do his bidding.
The Mark of Lucifuge: The hunter brands the vampire with the symbol of Cain so that others will recognize the vampire as a creature of evil.
Abyssal Bondage: The hunter puts the power of the Abyss into their blood, causing any mages splashed with it to have their spells misfire.
Familiar Betrayal: A hunter can call, bind, and command a werewolf pack familiar.
Mark of the Beast: A hunter channels their own physical form into a demonic one.
Guilt's Bloody Trial: The hunter forces the blood of a victim to pour from stigmata-type wounds on the killer.
Elixir, the ritual poisoned potions of ancient Egypt handed down by members of the Ascending Ones. As they have since their origins in ancient Egypt, the Ascending Ones continue to rely on the special alchemic brews called elixirs that grant them special powers to deal with the supernatural. And as they also have always been, these potent potions are also lethal poisons in the right circumstances. Users of Elixirs should stick with ones equal to their Endowment Merit or below; an Ascending One can attempt to take a potion higher than their rating, but at a higher risk of failing and poisoning themselves.
* Crocodile Tears: The hunter appears to be extremely ill until they are ready to unveil their strength.
* Eye of Ra: A hunter may gain bonuses to their perception.
** Breath of Ma'at: A hunter can ease the burdens of their sins by acquiring a feeling of truth and justice.
** Justice of Ma'at: Inhaling this brew gives the hunter an inescapable drive to find the truth.
** Elixir of the Fiery Heart: A hunter becomes completely fearless in the face of confrontation.
** Vapors of Mercury: The hunter turns their own blood into a silver-like substance harmful to werewolves.
*** Bennu-Bird Feather: The hunter can accelerate the healing of any of their injuries.
*** A Glimpse of After: A hunter gains a vision of their heavenly reward (or hellish punishment) and can ignore any minor injuries.
*** The Tallyman's Eyes The hunter can see strange traces around mages, slashers, and other abnormal humans.
**** Mind-Talking Drug: The hunter gains temporarily telepathic abilities, including mental communication.
**** Balm of Chronos: A hunter slows how they perceive time, enabling them to move faster.
**** Breath of the Dragon: The hunter can exhale a toxic cloud of gas.
**** Amun's Water: A hunter can turn themselves completely and truly invisible.
**** Incense of the Next World: A hunter can leave their body and travel through Twilight.
***** Blood of the Cobra: Along with making their blood poisonous, a hunter acquires extra strength and dexterity.
***** Mesmeric Vapors: The hunter exhales a special smoke that has a psychotropic effect on anyone in range and allows the hunter to plant a hypnotic suggestion.
Goetic Gospels, the cyphers of ancient gods hidden under Christian iconography used by the Knights of Saint George.
The Gospel of Agares
* Lie of the Heart: The Knight avoids any magic spells in an area.
** Crocodile Armor: The Knight calls a demon that serves as an armor against magic.
*** Agares' Goosehawk: The Knight slowly erodes away a witch's spell.
**** Envy's Barb: The Knight conjures a demon that soaks up magic, effectively countering a spell.
***** Flagellant's Denial: The Knight injures himself, summoning a demon which prevents all magic from being cast.
The Gospel of Amon
*Stolen Vice: The Knight attaches a Willpower-soaking demon to a witch.
** Maddening Whispers: The Knight calls a demon that whispers crazed thoughts to a mage.
*** Magpie Mysteries: The Knight cuts off a mage's access to one of their Mysteries.
**** Vicious Cycle: The Knight summons a demon that forces a witch to relive their worst sin.
***** Demon King of Nothing: The Knight merges a demon to a mage, causing the mage to gain Paradox on all magic used.
The Gospel of Beleth
* Gluttonous Devourer: The Knight conjures a Source-eating demon.
** Servitor of Sloth: The Knight forces a witch to use Willpower when casting spells.
*** Poison Baubles: The Knight can poison the Source within a witch's body.
Relic, the powerful artifacts of history that affect the supernatural and are guarded by Aegis Kai Doru. While there are many marvelous but trifling Relics that would not help the average member of Aegis Kai Doru in the field, only a few truly useful in the battle against the supernatural are granted to agents. Agents who have gained possession of a Relic to use must have proven themselves extensively, and to have one is a symbol of great status among the Aegis Kai Doru's numbers. Likewise, no greater shame can befall an agent than to have a Relic broken, stolen, or lost on a mission; many who do so ritually kill themselves, especially if the Relic falls into the hands of the supernatural creature they were attempting to defeat with it.
* One-Eyed Kings: A set of two coins that can be used to spy on events in another nearby location.
* Skeleton Key: A key that cannot only unlock doors, but remove any trace of an intruder's passage.
** Blood of Pope Joan: A blessed item that also causes werewolves in its presence to weaken.
** Eye of Hubris: A crystal that interferes with the use of magic in its vicinity.
*** Icarine Servitor: A wax doll that can be used as a servant or spy.
*** Ringsel: Stones from the remains of a Buddhist master that allow the agent to heal themselves.
*** Mask of Terror: Made from the face of a serial killer or a mask possessed by one, this relic inspires terror in those who look upon it similar to the terror the killer once inspired in a victim.
*** Watchful Keris: A specially-made dagger that allows the bearer to gain the upper hand in an attack.
**** Heart of Stone: When an electric current is passed through this stone, it causes great envy and eventually attracts monsters.
**** Witch-Candle: A special candlestick with carvings that will attack anyone using magic nearby.
**** Idol of Gévaudan: A small stone wolf idol, which causes werewolves to fight ferociously over it when splashed with werewolf blood.
***** Aegis Talisman: The agent who wears one gains special protection from physical and magical attacks.
***** Centurion's Gladius: An ancient Roman sword that deactivates magical items.
***** Dead Man's Face: A mask that can briefly allow a corpse to speak for a few minutes.
***** Doru Talisman: A small spear amulet that can be used in the same way as full-sized weapon when needed.
***** Phylactery of Commius: An ancient, small box that, when bound with a spirit, slows the aging of the bearer, causes the spirit to take damage for them, and helps the bearer speak with spirits
Unlike many other Endowments, Relics can be used by anyone who knows the correct way to activate it; they are not limited to agents, hunters, or supernaturals.
Rites du Cheval, the art of spirit-riding practiced by Les Mystères. Spirit powers are tricky to borrow, as many spirits are unpredicable and often extremely emotional. Most spirits must be offered some sort of appeasement before they allow themselves to be used. Weak spirits most likely require a simple thanks and a small material offering, while the most powerful spirits may involve invocations or sacrifices to call down their talents. Spirits come in a variety of types, and the ways to invoke them are as diverse as the kinds that exist.
Spirit talkers are fiercely protective of their powers and abilities, and do not willingly share them with anyone, even others in other cells of Les Mystères. The number of dots by each ability represents how well know they are, with one dot being common knowledge, to five dots meaning a scarce few know the power. Often, a hunter who wishes to learn a high-level rite will have to do years of hunting and traveling to find someone willing to teach them. As with most other hunters, a character may not take a rite rated higher than their Endowment Merit.
Although the rites have names reminiscent of voodoo here, members around the world, especially those of different religious beliefs, will give them different names to reflect their culture.
* Skin of the Loa: The spirit toughens the skin of the ridden.
* Ephemeral Disguise: The spirit helps the ridden hide in plain sight.
** Elemental Rebuke: An elemental spirit affects the body of a target.
** Light as a Feather: Spirits of wind and air help the ridden's body float and bounce safely around.
*** The Hands of Raphael: The spirit of Raphael the archangel heals the hunter and bestows a special grace on them.
*** Spiritual Guidance: The ridden calls on a spirit talented in a specific skill to help them with a task.
**** Clinging Leech: A leech spirit can steal away health from any opponent the ridden touches.
**** Voodoo Doll: A spirit enters a specially-prepared doll, allowing the hunter to use it to manipulate a foe.
***** Deny the Moon: Spirits who oppose the moon can cut off werewolves' moon-strengthened powers.
***** Wearing the Baron's Hat: The ridden calls on Baron Samedi himself, who enhances the ridden's combat skills.
Teleinformatics, the psychically-heightened investigation practices used by the Vanguard Serial Crimes Unit. A requirement to join VASCU is to have innate psychic talent of some sort. In order to allow agents to truly tap into their potential, the agency works on unlocking their skills through drugs, amplifying their potential. Once the psychic skills have been refined, the agent's talents are classified into one of three areas and they are then put to work.
The skills found in VASCU agents tend towards one of three categories: Interviewing, in which the agent uses telepathic abilities to raid a target's mind; Investigation, which heightens an agent's normal senses to inhuman proportions, and Research that grants ESP-type powers to allow agents to view things as no other person can.
Interviewing Abilities
* Just One More Thing - An agent becomes especially sensitive to feelings of guilt relating to a short phrase.
** Polygraph - The agent can read their subject's surface emotions.
*** Synchronization - An agent can make a copy of a target's mind within their own, allowing them free access to the target's memories, feelings, and, unfortunately, derangements.
**** The Talon - The agent mentally strikes out at specific parts of the target's mind, pressuring them to answer questions.
***** Tactical Co-ordination - An agent can create a mental network with other allies, using their own abilities as a center.
Investigation Abilities
* Psychometry - An agent can read special psychic traces on an item, revealing any basic secrets it holds.
** Scene Read - The agent can quickly and mentally trace a basic idea of what happened at a crime scene.
*** Speed of Thought - An agent can speed up their mental processes, giving them inhuman abilities.
**** Postcognition - The agent mentally recreates a crime scene, able to accurately see the events that transpired there.
***** Hall of Mirrors - An agent enters another mental state that allows them to see a quick blast of the future.
Research Abilities
* Network - An agent instantly knows where to begin hunting for information on an inanimate object or a subject.
** Deep Background - With a single piece of information, an agent can psychically direct themselves to anything about a subject online.
*** Bookworm - An agent can focus and instantly learn any information in an area on a subject they're researching.
**** Tag - The agent can use lenses and animals as eyes to follow a target subject.
***** Omnicompetence - An agent can temporarily learn any skill simply by doing enough research on it.
Thaumatechnology, the results of the highly questionable experiments performed by the Cheiron Group.
* Anger Patch: A square of vampire skin grafted onto the back of an agent's neck that allows them to detect vampires nearby.
* or ** Weapon of Last Resort: An agent has a set of retractable claws of supernatural origin.
** Devil's Eyes: The implanted eyes of a demon that allow the agent to see and read auras.
** Ectocrine Gland: An injection of ectoplasm that allows the agent to view the realm of Twilight and speak with spirits.
** Lover's Lips: Vampiric tissue sacs that causes anyone to tasting the blood spit from it to become attracted to the user.
*** Berserker Splice: A graft from the medulla oblongata of a werewolf allows the agent to respond fiercely in a stressful situation.
*** Personal Defense Swarm: A set of "insects" made from supernatural metal and bile that attack any hostile targets when released.
*** Quick-Step: Implanted ligaments and tissue from vampires and werewolves that grants the agent extra speed.
*** Cortical Adaptation: Made from tumors or brain-defects found in some serial killers, these growths allow the agent to think like a slasher.
**** Twitcher: A spinal implant that improves the agent's reaction time.
**** Regenerative Nodule: A werewolf "cyst" that temporarily allows the user a werewolf's fast healing ability.
**** Agonizer: A specially-implanted bug that feeds on magic from mages when it stings one
***** Banality Worm: A creature from an unknown realm that grants resistance to supernatural powers when implanted near the heart.
***** Hand of Glory: A severed hand from a specially-prepared corpse that creates hypnotic fire.
Hunters who become especially good at what they do or gather enough allies and influence may be lucky enough to extend their reach through a compact, a network of hunters that work across a region or towards a common goal. The most exceptional (or perhaps unfortunate) hunters may be offered a place in a conspiracy, a global organization with great reach and influence.
The average hunter is completely and utterly mortal; hunters, unlike other character types that appear in the World of Darkness, have no inherent supernatural abilities; the only benefit a hunter often has is a bonus specialty, any hunter-specific Merits, and simple awareness of what they are fighting. Hunters, more than any other character type, must rely on wits, caution, and group unity to accomplish their goals.
The exception to the rule are hunters in a conspiracy. Those with at least one point of Status in a conspiracy are granted access to Endowments, a special set of equipment, disciplines, blessings, or other benefit associated with that group that temporarily allows a hunter power equal or similar to a creature of darkness. However, Endowments also impose strict penalties when used, causing everything from derangements to instant death should they turn on their wielder.
Most hunter compacts and conspiracies seek to eradicate the creatures of darkness. Some are indiscriminate in which they destroy, while others are dedicated to one or two kinds, with vampires, mages, and demons receiving most of the attention. There are a rare few groups that recognize not all supernatural creatures or creature-types are inherently bad or evil, and will them offer opportunities for redemption or penance, or even form temporarily alliances to gain more information.
For all of their dedication, many groups of hunters remain remarkably uninformed about what they fight; many still follow the old myths and tales to operate. A few of the compacts and conspiracies have science in mind, hoping to explain the supernatural away with logic. Some groups simply don't care; they want the creatures of darkness dead as quickly as possible and will simply go in with guns blazing.
An Endowment is a special advantage given to hunters. They are used to help hunters within the conspiracy hunt down and kill or capture supernatural creatures. Endowments vary wildly in nature and depend on the origins, motivations, and methods of the conspiracies themselves.
Members of conspiracies are granted Endowments due to a conspiracy's age, influence, technology, or other factors. Compacts would rarely and cells would never be able to access the resources needed to grant them Endowments.
Endowments are considered a Merit, not a Trait, for purposes of character creation and gameplay. Hunters can only have a max of 2 endowments, but to have even one, the characters owner MUST give a very well written back story as to how they acquired these "gifts". Also, remember, they are temporary when used and can cause death for the user if it goes wrong.
Advanced Armory, the super weapons and armor that give members of Task Force: VALKYRIE the edge they need.
* Hod Rounds: Bullets of mistletoe used against vampires. Sheathed in tough fibers, the rounds splinter on impact, functioning as miniature steaks.
* Etheric Rounds: Renewable. A bullet bombarded by special energy that allows it to pierce spirit matter.
* Tranq Rounds: Renewable Specially manufactured bullets that fit into ordinary guns and release fast-acting tranquilizers upon contact with a body. The more powerful and complex the weapon, the higher the number of dots an agent will need to acquire these.
* Witch Buster: An electronic bait that projects a false signal, triggering the Unseen Sense Merit.
**Etheric Goggles: Along with acting as regular night-vision goggles, these allow the wearer to see objects in Twilight.
** The Bleeder: A tool that forces blood out of a vampire's body when used.
** Equalizer Grenade: Renewable. A special grenade that emits a frequency to prevent shapechanging.
** Huginn Visor: Specially treated sunglasses that prevent a vampire from seeing into the hunter's mind. Higher end versions come in contact form.
** Frequency Pulse Emitter: Renewable A grenade that releases a high-pitched noise that affects the heightened senses of the supernatural.
*** Gungnir Multi-Function Targeting System: A scope that automatically targets any supernatural creature.
*** Odin Reticle: Attached to the larger version of the Huginn, the Odin Reticle uses advanced after-image software to pinpoint vampires.
*** VDSB: A bomb that momentarily resembles sunlight.
*** Screamer Pistol: A gun that generates an ultra-low pitch, disrupting concentration in living beings
*** Etheric Tracker: A gun that fires pellets that can be used to track creatures in ethereal and physical realms.
**** Munin Serum: Renewable. A drug that erases up to six hours of a person's memory.
***** Mjolnir Cannon: A "ray gun" that emits an extremely strong electromagnetic beam that fries any targets in its path.
***** Logehamarr Personal Flamethrower: Customized for anti-personnel use, the Logehamarr is weilded to combat ENEs on the ground using fire to push them back
***** Urban Response Vehicle: Special A light-armored vehicle with special armory and features that is disguised as an ordinary van.
Benediction, ancient, lost Catholic rites that bless the members of Malleus Maleficarum against harm.
The Apostle's Teachings: The hunter inspires others to perform acts of good faith or righteousness.
Armor of St. Martin: The hunter gains a blessed "armor" that protects them in battle.
Blessed Protection of St. Agrippina: The hunter creates a blessed area of protection that can safeguard against supernatural creatures.
The Boon of Lazarus: A hunter can revive an ally who has only been dead for a few minutes at the cost of their sanity.
Epipodian Safeguard: The hunter can safeguard themselves against mind control.
Fortitude of St. George: A hunter gains temporary spiritual fortitude in the form of Stamina as well as having no need for rest or food while this ritual lasts.
Hands of St. Luke: A hunter can heal the injured through prayer.
Sanctification of the Blessed Virgin: The hunter turns a mundane object into a blessed object.
Shepard's Blessing: The hunter can temporarily escape any notice so long as they pray continuosly.
True Sight of St. Abel: The hunter can distinguish supernatural from mortal.
Vade Retro Satana: A hunter performs a powerful exorcising ritual on a possessed target.
Wrathful Sword of St. Michael the Archangel: A regular weapon temporarily becomes a holy weapon that deals aggravated damage to all supernaturals at the cost of durability.
Revelationes Coelestes: The hunter's prayer causes any witches in the area to begin bleeding.
Miracle of Gadarene (also called Cast Into Swine): A hunter casts a demon out of a person and into an animal representing the opposite of the demon's powers
Binding of St. Amabilis: A hunter sings a song that temporarily causes a werewolf to lose their healing abilities
Castigation, the innate powers of the demonically-tainted Lucifuge.
Calling Forth the Pit: A hunter can call forth a demon from Hell, or force one to return there.
Familiar: The hunter can call a lesser demon to serve him, either as a spirit with no body or a demon in the form of a small animal.
Gaze of the Penitent: If the hunter has a bit of a target's person on him (hair, blood, and so on), they may force the target to endure visions of the torments of Hell.
Hellfire: A hunter can call and manipulate the flames of Hell itself.
Infernal Visions: A hunter may gain supernatural insight on a question or topic once every night.
Mandate of Hell: The hunter can easily manipulate lesser demons.
Sense of the Unrighteous: A hunter can sense and read the sins of others.
Shackles of Pandemonium: The hunter can trap a demon in a ritual circle.
Tongue of Babel: The hunter can speak and understand every language on Earth as long as it is spoken out loud.
Prima Dictum: The hunter calls upon his own cursed blood to defile the blood in a vampires body
Abbadon's Call: The hunter raises a corpse to have it do his bidding.
The Mark of Lucifuge: The hunter brands the vampire with the symbol of Cain so that others will recognize the vampire as a creature of evil.
Abyssal Bondage: The hunter puts the power of the Abyss into their blood, causing any mages splashed with it to have their spells misfire.
Familiar Betrayal: A hunter can call, bind, and command a werewolf pack familiar.
Mark of the Beast: A hunter channels their own physical form into a demonic one.
Guilt's Bloody Trial: The hunter forces the blood of a victim to pour from stigmata-type wounds on the killer.
Elixir, the ritual poisoned potions of ancient Egypt handed down by members of the Ascending Ones. As they have since their origins in ancient Egypt, the Ascending Ones continue to rely on the special alchemic brews called elixirs that grant them special powers to deal with the supernatural. And as they also have always been, these potent potions are also lethal poisons in the right circumstances. Users of Elixirs should stick with ones equal to their Endowment Merit or below; an Ascending One can attempt to take a potion higher than their rating, but at a higher risk of failing and poisoning themselves.
* Crocodile Tears: The hunter appears to be extremely ill until they are ready to unveil their strength.
* Eye of Ra: A hunter may gain bonuses to their perception.
** Breath of Ma'at: A hunter can ease the burdens of their sins by acquiring a feeling of truth and justice.
** Justice of Ma'at: Inhaling this brew gives the hunter an inescapable drive to find the truth.
** Elixir of the Fiery Heart: A hunter becomes completely fearless in the face of confrontation.
** Vapors of Mercury: The hunter turns their own blood into a silver-like substance harmful to werewolves.
*** Bennu-Bird Feather: The hunter can accelerate the healing of any of their injuries.
*** A Glimpse of After: A hunter gains a vision of their heavenly reward (or hellish punishment) and can ignore any minor injuries.
*** The Tallyman's Eyes The hunter can see strange traces around mages, slashers, and other abnormal humans.
**** Mind-Talking Drug: The hunter gains temporarily telepathic abilities, including mental communication.
**** Balm of Chronos: A hunter slows how they perceive time, enabling them to move faster.
**** Breath of the Dragon: The hunter can exhale a toxic cloud of gas.
**** Amun's Water: A hunter can turn themselves completely and truly invisible.
**** Incense of the Next World: A hunter can leave their body and travel through Twilight.
***** Blood of the Cobra: Along with making their blood poisonous, a hunter acquires extra strength and dexterity.
***** Mesmeric Vapors: The hunter exhales a special smoke that has a psychotropic effect on anyone in range and allows the hunter to plant a hypnotic suggestion.
Goetic Gospels, the cyphers of ancient gods hidden under Christian iconography used by the Knights of Saint George.
The Gospel of Agares
* Lie of the Heart: The Knight avoids any magic spells in an area.
** Crocodile Armor: The Knight calls a demon that serves as an armor against magic.
*** Agares' Goosehawk: The Knight slowly erodes away a witch's spell.
**** Envy's Barb: The Knight conjures a demon that soaks up magic, effectively countering a spell.
***** Flagellant's Denial: The Knight injures himself, summoning a demon which prevents all magic from being cast.
The Gospel of Amon
*Stolen Vice: The Knight attaches a Willpower-soaking demon to a witch.
** Maddening Whispers: The Knight calls a demon that whispers crazed thoughts to a mage.
*** Magpie Mysteries: The Knight cuts off a mage's access to one of their Mysteries.
**** Vicious Cycle: The Knight summons a demon that forces a witch to relive their worst sin.
***** Demon King of Nothing: The Knight merges a demon to a mage, causing the mage to gain Paradox on all magic used.
The Gospel of Beleth
* Gluttonous Devourer: The Knight conjures a Source-eating demon.
** Servitor of Sloth: The Knight forces a witch to use Willpower when casting spells.
*** Poison Baubles: The Knight can poison the Source within a witch's body.
Relic, the powerful artifacts of history that affect the supernatural and are guarded by Aegis Kai Doru. While there are many marvelous but trifling Relics that would not help the average member of Aegis Kai Doru in the field, only a few truly useful in the battle against the supernatural are granted to agents. Agents who have gained possession of a Relic to use must have proven themselves extensively, and to have one is a symbol of great status among the Aegis Kai Doru's numbers. Likewise, no greater shame can befall an agent than to have a Relic broken, stolen, or lost on a mission; many who do so ritually kill themselves, especially if the Relic falls into the hands of the supernatural creature they were attempting to defeat with it.
* One-Eyed Kings: A set of two coins that can be used to spy on events in another nearby location.
* Skeleton Key: A key that cannot only unlock doors, but remove any trace of an intruder's passage.
** Blood of Pope Joan: A blessed item that also causes werewolves in its presence to weaken.
** Eye of Hubris: A crystal that interferes with the use of magic in its vicinity.
*** Icarine Servitor: A wax doll that can be used as a servant or spy.
*** Ringsel: Stones from the remains of a Buddhist master that allow the agent to heal themselves.
*** Mask of Terror: Made from the face of a serial killer or a mask possessed by one, this relic inspires terror in those who look upon it similar to the terror the killer once inspired in a victim.
*** Watchful Keris: A specially-made dagger that allows the bearer to gain the upper hand in an attack.
**** Heart of Stone: When an electric current is passed through this stone, it causes great envy and eventually attracts monsters.
**** Witch-Candle: A special candlestick with carvings that will attack anyone using magic nearby.
**** Idol of Gévaudan: A small stone wolf idol, which causes werewolves to fight ferociously over it when splashed with werewolf blood.
***** Aegis Talisman: The agent who wears one gains special protection from physical and magical attacks.
***** Centurion's Gladius: An ancient Roman sword that deactivates magical items.
***** Dead Man's Face: A mask that can briefly allow a corpse to speak for a few minutes.
***** Doru Talisman: A small spear amulet that can be used in the same way as full-sized weapon when needed.
***** Phylactery of Commius: An ancient, small box that, when bound with a spirit, slows the aging of the bearer, causes the spirit to take damage for them, and helps the bearer speak with spirits
Unlike many other Endowments, Relics can be used by anyone who knows the correct way to activate it; they are not limited to agents, hunters, or supernaturals.
Rites du Cheval, the art of spirit-riding practiced by Les Mystères. Spirit powers are tricky to borrow, as many spirits are unpredicable and often extremely emotional. Most spirits must be offered some sort of appeasement before they allow themselves to be used. Weak spirits most likely require a simple thanks and a small material offering, while the most powerful spirits may involve invocations or sacrifices to call down their talents. Spirits come in a variety of types, and the ways to invoke them are as diverse as the kinds that exist.
Spirit talkers are fiercely protective of their powers and abilities, and do not willingly share them with anyone, even others in other cells of Les Mystères. The number of dots by each ability represents how well know they are, with one dot being common knowledge, to five dots meaning a scarce few know the power. Often, a hunter who wishes to learn a high-level rite will have to do years of hunting and traveling to find someone willing to teach them. As with most other hunters, a character may not take a rite rated higher than their Endowment Merit.
Although the rites have names reminiscent of voodoo here, members around the world, especially those of different religious beliefs, will give them different names to reflect their culture.
* Skin of the Loa: The spirit toughens the skin of the ridden.
* Ephemeral Disguise: The spirit helps the ridden hide in plain sight.
** Elemental Rebuke: An elemental spirit affects the body of a target.
** Light as a Feather: Spirits of wind and air help the ridden's body float and bounce safely around.
*** The Hands of Raphael: The spirit of Raphael the archangel heals the hunter and bestows a special grace on them.
*** Spiritual Guidance: The ridden calls on a spirit talented in a specific skill to help them with a task.
**** Clinging Leech: A leech spirit can steal away health from any opponent the ridden touches.
**** Voodoo Doll: A spirit enters a specially-prepared doll, allowing the hunter to use it to manipulate a foe.
***** Deny the Moon: Spirits who oppose the moon can cut off werewolves' moon-strengthened powers.
***** Wearing the Baron's Hat: The ridden calls on Baron Samedi himself, who enhances the ridden's combat skills.
Teleinformatics, the psychically-heightened investigation practices used by the Vanguard Serial Crimes Unit. A requirement to join VASCU is to have innate psychic talent of some sort. In order to allow agents to truly tap into their potential, the agency works on unlocking their skills through drugs, amplifying their potential. Once the psychic skills have been refined, the agent's talents are classified into one of three areas and they are then put to work.
The skills found in VASCU agents tend towards one of three categories: Interviewing, in which the agent uses telepathic abilities to raid a target's mind; Investigation, which heightens an agent's normal senses to inhuman proportions, and Research that grants ESP-type powers to allow agents to view things as no other person can.
Interviewing Abilities
* Just One More Thing - An agent becomes especially sensitive to feelings of guilt relating to a short phrase.
** Polygraph - The agent can read their subject's surface emotions.
*** Synchronization - An agent can make a copy of a target's mind within their own, allowing them free access to the target's memories, feelings, and, unfortunately, derangements.
**** The Talon - The agent mentally strikes out at specific parts of the target's mind, pressuring them to answer questions.
***** Tactical Co-ordination - An agent can create a mental network with other allies, using their own abilities as a center.
Investigation Abilities
* Psychometry - An agent can read special psychic traces on an item, revealing any basic secrets it holds.
** Scene Read - The agent can quickly and mentally trace a basic idea of what happened at a crime scene.
*** Speed of Thought - An agent can speed up their mental processes, giving them inhuman abilities.
**** Postcognition - The agent mentally recreates a crime scene, able to accurately see the events that transpired there.
***** Hall of Mirrors - An agent enters another mental state that allows them to see a quick blast of the future.
Research Abilities
* Network - An agent instantly knows where to begin hunting for information on an inanimate object or a subject.
** Deep Background - With a single piece of information, an agent can psychically direct themselves to anything about a subject online.
*** Bookworm - An agent can focus and instantly learn any information in an area on a subject they're researching.
**** Tag - The agent can use lenses and animals as eyes to follow a target subject.
***** Omnicompetence - An agent can temporarily learn any skill simply by doing enough research on it.
Thaumatechnology, the results of the highly questionable experiments performed by the Cheiron Group.
* Anger Patch: A square of vampire skin grafted onto the back of an agent's neck that allows them to detect vampires nearby.
* or ** Weapon of Last Resort: An agent has a set of retractable claws of supernatural origin.
** Devil's Eyes: The implanted eyes of a demon that allow the agent to see and read auras.
** Ectocrine Gland: An injection of ectoplasm that allows the agent to view the realm of Twilight and speak with spirits.
** Lover's Lips: Vampiric tissue sacs that causes anyone to tasting the blood spit from it to become attracted to the user.
*** Berserker Splice: A graft from the medulla oblongata of a werewolf allows the agent to respond fiercely in a stressful situation.
*** Personal Defense Swarm: A set of "insects" made from supernatural metal and bile that attack any hostile targets when released.
*** Quick-Step: Implanted ligaments and tissue from vampires and werewolves that grants the agent extra speed.
*** Cortical Adaptation: Made from tumors or brain-defects found in some serial killers, these growths allow the agent to think like a slasher.
**** Twitcher: A spinal implant that improves the agent's reaction time.
**** Regenerative Nodule: A werewolf "cyst" that temporarily allows the user a werewolf's fast healing ability.
**** Agonizer: A specially-implanted bug that feeds on magic from mages when it stings one
***** Banality Worm: A creature from an unknown realm that grants resistance to supernatural powers when implanted near the heart.
***** Hand of Glory: A severed hand from a specially-prepared corpse that creates hypnotic fire.