Mercy Edges
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Innocent | ![]() |
Level One: Hide -
Roll: Wits+Mercy, Difficulty of 6, and a
Perception+Alertness roll, Diff 6, is made for by every
nasty present. The difficulty is lowered a point for
creatures with amazing senses or that are paranoid. The
Innocent gets more successes? Then as long as he doesn't
make any regular-level sound, move quickly, or making
contact he goes unnoticed for the scene. Once a creature
is aware of his presence, however, it doesn't forget, and
if one notices you so do the others. This does not work
on Hunters or Humans. Level Two: Illuminate - Roll: Perception+Mercy, Difficulty of 6. Get even one success? Then for 10 minutes for every success rolled all Hunters in her immediate vicinity get the equivilant of Second Sight without having to spend Conviction, although it does not provide the mind-protection that normal Second-Sight does. Creatures exposed see the Hunter as immiting a bright light that washed over them. Level Three: Radiate - Roll: Stamina+Mercy, Difficulty of 6. A soft, distracting, white light radiates from the Hunter and the difficulty of an attack on the Hunter by a supernatural goes up by one for every success achieved. Also, every success after the first one is one more person that the light can "protect". It lasts for a turn per success rolled. Range is Mercy rating in yards. Level Four: Confront - Roll: Manipulation+Mercy, Difficulty of 5. Look the sucker in the eye and don't move. Then activate this edge. For every success you get they have to spend a Willpower point to act against your character, and another WP for any following action. This, obviously, only works on one creature at a time. Basically they view you as all that they see as "holy" or "worthy" and so attacking or acting against you is terrible. It lasts as long as you can keep their gaze. Level Five: Blaze - Roll: Strength+Mercy and spend 2 Conviction, Difficulty of 8. It only takes one success, and the range is 5 yards from you for every success you got. Here's what it does; pick a light source to use this Edge on (it can be in someone elses possesion) and the type/brightness of light source determines how many dice of lethal damage are rolled against creatures caught in the vicinity (of you, as the light source can be in another spot as long as it is nearbye). Here are the levels: Match/Lighter-1 die, Torch/Small flashlight/Flare-3 dice, Large flashlight/Car Headlights-5 dice, Bonfire-6 dice, Spotlight/Searchlight-8 dice, Sun-10 dice. |
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Martyr | ![]() |
Level One: Demand
- Simple, simple, simple. Your character takes a
non-soakable Bashing health level and can now add her
Mercy to her Strength for a turn. This is both for stunts
of might as well as damage (it must be added before
you swing/kick/whatever is used in an attack) and while
WillPower cannot be used here Conviction can be gambled.
It can't be combo'd with other physical or attack Edges
in the same turn, however. Level Two: Witness - Roll: Perception+Mercy, Difficulty of 6. If you succeed the "creature's" most horrific, therefore identifiable, characteristic flashes across their face and thus reveals their true nature. It lasts for 10 minutes per success and every success also lets you catch a glimpse (no sound and once again just a flash) of one of the thing's most recent encounters with anormal mortal. 3 success? The last three encounters. This can paint an accurate or wrong picture of the creature, but it's purpose is to give an idea of how that one interacts with humans. Level Three: Ravage - Roll: Manipulation+Mercy, Difficulty of 7. Every time you use this, take an non-soakable level of Bashing damage. A roiling haze spreads from you and goes where you gesture, doing a level of lethal for every success you got when used on the supernatural and stunning mortals emotionally a turn for every success (although really tough types may may a WP roll, Difficulty 8 to attempt an action while stunned). The range is your Mercy score in yards. Level Four: Donate - Roll: Mercy+ the chosen Attribute you want to "lend" to someone, Difficulty of 7, and spend 2 Conviction points. Your character loses a dot in that attribute for every success you get on the roll, up to a limit you set or till there aren't any dots left. The recipient gainst that number. If Physicals are shared the donator feels weak/clumsy, Mentals and the person is distracted although he can now speak telepathically with the person he's donated to, Socials the two can sense eachother's emotions. This lasts for: 1-2 successes/Two turns, 3-4/The Scene, 5-6/Five Hours, 7-8/A Day, 9-10/Three Days. Level Five: Payback - Roll: 1) To Impose a Human Limitation = Manipulation+Mercy, Difficulty of the Target's Stamina+4. One success? It means they suffer the limitation until they leave your character's presence. OR 2) Deny Them a Supernatural Ability ("No super speed!", "Damn I wish he was weaker.", "I wish the bullets would do some damage!", etc.)= Manipulation+Mercy, Difficulty the Creature's WP or Stamina+3 depending on whether it's a physical ability. Only one power can be taken away, only one frailty imposed, and it can never have both done at the same time even by two seperate Hunters. |
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redeemer | ![]() |
Level One: Bluster - Roll: Wits+Mercy, Difficulty 6. Ok, this is based on you having line-of-sight with an action of some sort (whether it be a car heading your way or a fist) and it's resisted with their attack roll. It's basically a 4th type of dodge (dodge, block, parry), only it can't be used with dodge...have to pick one. In game you see an action, yell something, usually like "Stop!", and it...well...stops as long as you get more successes. This doesn't apply to natural disasters or actions that don't cause damage. Level Two: Insinuate - Roll: Manipulation+Mercy, a Difficulty of 6. Each success adds a difficulty to the creature's next intended action. Basically your character has to ask one question of the thing, and the question is largely unimportant (usually "Do you remember?") and the creature is washed over with emotion. The creature is confronted with long-forgotten feelings and emotions, usually of extreme loss. One creature at a time, please. Level Three: Respise (a.k.a. "Kiss of Life") - Roll: 1) Stamina+Mercy, Difficulty of 6, and they gain a health level (lethal or bashing) for every success. You must be pretty close to do this, and although you don't have to do mouth-to-mouth it's the norm. It costs either a Conviction point or a +1 difficulty for the remainder of the scene per health level healed. the second use is 2) Dexterity+Mercy, Difficulty of 6. It's resisted by the supernatural creature rolling Stamina at a Difficulty of 6. For every two successes more than the target the Hunter gets a Conviction point up to whatever number their Starting Conviction. They enemy gets a level of lethal damage for every single succes. In game it looks like you're draining something from them, be it light or smoke or whatever. Level Four: Becalm - Roll: Manipulation+Mercy, Difficulty of 7, and spend a Conviction point. It makes a field of "chill out" around the character in which strong emotions are stifled and harsh actions (attacks, etc., including pulling the trigger although ranged attacks from outside the area aren't affected) aren't possible without a Stamina/Strength/Dexterity (depending on the action) roll with a Difficulty of 8. Frenzied monsters must make a Willpower roll difficulty 8 to remain in a frenzied state. Your character is affected by this as well. Level Five: Suspend - Roll: Charisma+Mercy, Difficulty of 8, and spend two Conviction points. Your character seals the material world he knows from all other "possible realms" (P.154, H:tR). This includes the Umbra, Dreaming, Shadow Realms, etc. and applies to areas that your character can physically see. No leaving unless you're walking, running, or driving baby. This also cuts any connection those realms may have to the closed off area for the duration. |