Alternative Edges

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Note: These are alternate Edges presented in the Creed books being put out White-Wolf.

Defender
Level One: Alarm - Roll: Perception+Zeal, Difficulty of 6. Basically you set a supernatural alarm system around a designated area by walking the perimeter. The security "area" extends in square feet determined by the amount of successes. 1-2 is a Small Room or 10-foot circle, 3-4 is about the size of an Apartment, 5-6 is a small peice of property like a House, 7-8 is a Whole Building, and 9-10 is a Block. It stays up for a day, but can be shut down by the Hunter that created it crossing it's "trip-wire." He gets a "crowded" or ill-at-ease feeling when it's crossed by a supernatural, the feeling increasing the more that cross it. Spend a Conviction point to have it detect any intruder. Yes, it will wake you character from sleep.

Level Two: Lock - Roll: Stamina+Zeal, Difficulty of 6. Touch whatever it is you want sealed and activate this Edge. Every success equals a day of protection, and it's good protection too. It bars supernatural creatures from computers, windows, doors. To break through the creature has to get more successes on their roll to peirce the Lock, whether that be hacking a computer or trying to see through a window (Yes, it makes windows unable to be seen through). Tearing out the doorframe still won't help them get through the barrier, but going through the wall (around it) will. This only works on one thing at a time, though, and lasts till the Hunter is knocked out.

Level Three: Gaurd - Roll: Perception+Zeal, Difficulty of 6. Ok, you touch the person and activate the Edge. Now, no matter how far away from them you are, the Hunter will get a nasty feeling whenever that person is being messed with(physically or "magically", good or bad) directly by a supernatural. It even counts if a supernatural is on rampage or otherwise affecting a certain area that the person's in. The number of success you get determines the duration;

Level Four: Protect - Roll: None. Spend a Conviction. Your Zeal becomes a limited pool that, for the remainder of the scene, can be drawn upon to add dice to soak rolls (Lethal and Bashing) against supernatural attacks (a vampire kicking you, magic flames, but not against regular bullets or a regular person's kick). If your Hunter gets knocked out all the dice go to the next attack on them.

Level Five: Blast - Roll: Spend 2 Conviction. Remember Ward? This is like Ward only it fries anything supernatural that tries to get closer after exploding out from the Hunter. Everytime one touches the barrier they take a Stamina+Zeal roll as Lethal damage. If one somehow gets inside without crossing the barrier it's ok, and once one crosses through it's ok and it can leave ok too. You can't do anything else when it's on and it automatically lasts for a turn and it can last for an extra turn per extra Points spent at the activation. Get knocked out? It's over. Same if you choose to end it early. Range is Zeal in yards.

 

 

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