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Index of /nwod

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Endowments are a new category of Merit, and represent "tools of the trade" that
hunters use to hunt monsters in the World of Darkness. While most hunters hunt w
ith "their wits, willpower, and whatever supplies they can gather from the local
sporting goods store", others have access to "tools beyond those that ordinary
men and women can acquire".[6]
Every Conspiracy has their own type of Endowment which can range from various ri
tuals to special equipment to body modifications. Usually in order to get endowm
ents from a Conspiracy you must have Status with them. Endowments are powerful t
ools and directly can be used against supernatural opponents at the expense of a
multitude of red tape from your organization and character experience. While so
me Conspiracies are governmental bodies such as Vanguard Serial Crimes Unit and
Task Force Valkyrie, it is still frowned upon to fling bolts of energy from your
mind or firing off a howitzer sized rail-gun in public.
Hunters
The Imbued are relatively new to the World of Darkness and, unlike Kindred or Ga
rou, have little in the way of a coherent society of Hunters. The closest thing
to a social organization for Hunters is "Hunter-Net," described later. Although
Hunters are generally unaware of the labels, a Hunter is defined by their Creed.
Additionally, Creeds are grouped by a primary Virtue that engenders the Creeds.
A Hunter's creed is chosen at the imbuing directly related to their actions. Hu
nters creeds and powers are given for a reason. You will not find any pacifist A
vengers.
Atypical of other World of Darkness splats, the Hunter's Edges (powers) do not h
ave a linear growth, meaning an early ability may be stronger or more useful tha
n a later one.[3]
Virtues & Creeds
The ways of hunters differ radically according to the personality and the type o
f imbued. They develop a strong tendency of how to deal with monsters and how to
protect humanity. This leads to three main virtues a hunter may follow in an ac
tive, an assessing and a passive way.
Mercy
Those hunters that tend to show compassion towards creatures of the dark, and at
tempt to persuade the dark supernatural forces to turn to light, follow one of t
he Mercy Creeds. The Mercy Creeds are:
Martyrs: Those who sacrifice their all for their cause.
Redeemers: Those who wish to bring the monsters back into the light.
Innocents: Those who refuse to prejudge the supernatural.
Zeal
Those hunters that are unforgiving and dogmatic in their belief that humanity is
meant to "Inherit the Earth", and that the dark supernatural forces are arrayed
against this manifest destiny of mankind, tend to be one of the Zeal Creeds. Th
e tendency of these hunters to be warriors/soldiers among a group of Hunters giv
es these Creeds the stereotype as brute "zombie-killers." These Hunters do the d
irty work out of a passion few humans may understand.

Avengers: Those who seek revenge for the harm done by creatures of the dark.
Judges: Those who mete out punishment based on how monstrous the creatures h
ave acted.
Defenders: Those who safeguard and protect the innocent from the darkness.

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