Zeal Edges

 

 

defender

Level One: Ward - Roll: Stamina+Zeal, a Difficulty of 6. You feel a charge move through you and see it spread out...basically your aura gets out and grows an attitude, sparking any supernaturals that get to close but not hurting them. The radius is is a yard per point of Zeal you have. If a creature wants to try and get closer it has to make a Stamina roll with more successes, and if it fails it has to spend a Willpower Point to try again. Any creatures already within the radius have to make an immediate roll and if they fail they get pushed out. This doesn't affect humans and lasts for a scene, and if you back a creature into a corner with it...well basically you force them inside and they are now immune unless they leave and try to come back.

Level Two: Rejuvinate - No rolls. Your character automatically heals bashing damage at a level per ten minutes and lethal levels at: (Bruised- 3 hours, Hurt- 6 hours, Injured- 12 hours, Wounded- One day, Mauled- Three Days, Crippled- A Week, Incapacitated- Three weeks. These stack, so completely healing Hurt takes a total 9 hours.). Healing another person requires touching them and cost 1 Conviction point per level of Bashing, 2 per level of Lethal, and takes the same amount of time to heal as a user of this Edge would take.

Level Three: Brand - Roll: Zeal at a Difficulty of 6. Because you have to touch the target you might need to roll Dexterity+Brawl if they try to resist. What this Edge does is sear a palm-sized mark onto the target where they are touched (it burns through clothes but not armor, although armor may heat up and cause damage); the mark can be any of the Hunter-language symbols ("Monster" and "Corrupt" are popular). The creature takes one level of lethal damage for every success on the Zeal roll, and though it can be soaked there is always one level of lethal damage, and that level cannot be healed until the Brand fades. It looks like a disturbing tattoo to normal mortals, and cannot be hidden (cover it up, turn invisible, whatever and anyone can still see it). How long it lasts is determined by successes on the Zeal roll: 1-2/A Day, 3-4/One Week, 5-6/One Month, 7-8/One Year, 9-10/Forever. This does affect ghosts and otherwise immaterial creatures as well.

Level Four: Champion - Roll: Appearance+Zeal, Difficulty of 6, spend a Conviction point, and resisted with Wits at a Difficulty of 6. Ok, you have to be in the creature's line-of-sight the whole time for it to work, and if it does the creature in question is forced to ignore everyone but your character in combat and otherwise. Basically your character becomes what the target hates/needs/desires/finds interesting/whatever. For every Conviction point spent after the first you can try to use it on two more targets, although if one resists that doesn't affect the others.

Level Five: Burn - Roll: Stamina+Zeal, Difficulty of 6, and spend 2 Conviction points. It lasts a turn per success rolled and to Hunters and supernatural creatures the Hunter using this Edge begins to glow from deep within. During that time, when anyone touches your character, and I mean anyone, roll a number of dice equal to your successes for lethal damage. If you attack someone barehanded during this time add those dice to the damage pool and convert to lethal. This doesn't hurt inanimate objects.

Judge
Level One: Discern - Roll: Perception+Zeal, Difficulty of 6. It lasts for 10 minutes a success and can be used two ways: To see when you otherwise wouldn't be able to (pitch darkness, dazzled, blindfolded, or even with no eyes at all), or to notice minute and otherwise unnoticable details that reveal the specific nature of a supernatural creature (a vampire doesn't breathe and moves a certain way, werewolves breathe just a bit differently, etc...). This is not a flash of insight, however, only through experience can a Hunter discover what identifying features equal which kind of creature.

Level Two: Burden - Roll: Stamina+Zeal, the Difficulty being the target's Stamina+3, and for a group you take the target with the highest Stamina+3. While playing in a crossover, however, I suggest making a seperate roll for each person you would like to Burden. This does not work on normal people, but it does work on people that have recieved supernatural gifts. Basically you glare at the target, and even if you aren't looking at him directly they are unable to move as long as they are in your line of sight. They can still able to use supernatural range powers and attack if you move too close, and those with supernatural speed or "teleportation" can roll Stamina+The Relevant Trait, a Difficulty of 7 or your Zeal, whatever is the highest.

Level Three: Balance - Roll: Wits+Zeal, at a Difficulty of the Target's Stamina+2. You have to look at and verbally accost/curse/yell at the vamp using an appropriate phrase (The book suggests on page 161, "Starve, bastard!") This cuts off the target's access to their supernatural strength (Blood for Vamps, etc...), and Willpower can't be spent towards those abilities either althoughit can still be used for normal actions. It lasts for an hour per success rolled, and that means even if they leave your vicinity.

Level Four: Pierce - There are two uses here 1)Spend a Conviction point and for an entire scene you can make a Perception+Zeal roll, Difficulty of 6, whenever a lie is told in your presence, and 2) Roll: Perception+Zeal, at a Difficulty of 7 (or higher if they have had their memories obscured somehow). You touch a person and see their last encounter with the supernatural, or touch a supernatural and can pinpoint a specific person/place/thing/time in their memory. For the second type each success equals a week into the past. A seperate roll must be made for each use of this Edge.

Level Five: Expose - Roll: Zeal, Difficulty of 8, and spend 2 Conviction points. The people around you, normal people, become aware of the supernatural creatures in their presence no matter how they try to hide themselves. It does so by revealing their most horrific aspect. The radius of this "lifting of the curtain" is determinde by the successes: 1/15 feet, 2-3/50 feet, 4-5/City Block, 6-7/An Acre, 8+ One Mile.

Avenger
Level One: Cleave - "Your character empowers a single held weapon (item) or manifests a weapon where there none was before."(P. 162, H:tR) This occurs automatically when the Edge is triggered, and you just roll Dexterity+ either Brawl or Melee as normal. If you're charging up a regular weapon or item it's damage is automatically lethal and an extra 2 damage. If you just created a weapon (or charge your hands, or whatever) it's damage is Strength+2. Conviction points can be risked on Cleave by adding them to the damage dice pool, and Cleave can harm "out of phase" creatures as well as mortals. Items that are charged only last chort periods of time: take the damage added by the weapon (ex. Ax: Strength+3. It adds 3.), and that is how many turns the item will last. The only way to make it last longer is by making a Zeal roll with a Difficulty of 6. Created items seem to glow hot, as do charged ones, although only to Hunters and creatures...mortals don't see the glow and can't see created items at all.

Level Two: Trail - Roll: Perception+Zeal, Difficulty of 6. Touch the supernatural target and activate the Edge. This makes a smoky trail that can only be seen by the Hunter that placed it unless someone using a sight-enhancing ability spots it using their ability, Difficulty of 7. It cannot be disturbed by wind or people passing through it, all trails by the same Hunter look the same, and they lasts six hours per success. Also, if a creature slips into another realm the Trail will end, and pick up again wherever it is they slip back in.

Level Three: Smolder - Roll: Manipulation+Zeal, a Difficulty of 7. A cloud of smoke is either created or in some cases actually exhaled, and surrounds the Hunter with a dark cloud that hinders attacks on him and muffles sounds within the cloud (gunshots aren't any louder than a loud snap, according to P.163, H:tR). It's about 10-cubic feet and can be increased by another 10-cubic feet for every Conviction point, lasting a turn per success. The creator and other Hunters aren't affected, but everyone else's attack rolls in or into the cloud get a +3 Difficulty. If allowed by the ST, some particularly applicable supernatural may be used at a Difficulty of 7 to try and pierce the cloud.

Level Four: Surge - Spend a Conviction point. Ok, now you've got a number of dots equal to what you've got in Zeal to divide up among Stamina, Strength, and Dexterity. They can't go above 6 each and it lasts for the scene...basically your character feels a surge of of tingling energy move over their body that can be spread out.

Level Five: Smite - Roll: Dexterity+Zeal, Difficulty of 6, and spend a Conviction point. Ok, so take your Strength and add it to all but the first success and put it into a lethal dice pool. The range is Zeal in yards...this is called "The Wrath of God"...you try to make your target instantaniously combust...there's a blaze of light, a thunderclap, and the smell of brimstone. It's like a small explosion and has similar effects on the surrounding area.

 

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