Martial Creed
Hunter — Standard Creed
Those for Whom Might Makes Right
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Who They Are
Martial Hunters believe some problems require a direct physical solution, and they've trained to provide it with precision and reliability. Not brawlers or glory-seekers — professionals who understand violence is a tool that works best in trained hands. They serve as the response arm when talking can't fix what's gone wrong, coordinating with the Veil Keepers on containment and the Society of Leopold on direct threat neutralization.
| Best fit for | Mundane Hunters (excellent), Imbued (excellent), Shih (strong) |
| Core philosophy | Some things cannot be reasoned with. Know when you're facing one of them. Be ready. |
| Training focus | Brawl, Melee, Firearms, Athletics, Dodge |
| Starting Willpower bonus | +0 |
Mundane Hunter Benefits (All Levels)
| Level | Benefit |
|---|---|
| 1 | One additional Arsenal dot; -1 difficulty on combat rolls vs. previously encountered supernatural targets |
| 2 | Weapons always assumed optimally prepared — silver, obsidian, cold iron as appropriate |
| 3 | Once per scene, Willpower roll (diff 6) negates the last health level lost to a supernatural source |
| 4 | +2 dice on Social rolls to intimidate supernatural beings |
| 5 | One major supernatural threat in the Basilica treats them as someone not to engage carelessly |
Imbued / Shih Creed Abilities
| Level | Option A | Option B |
|---|---|---|
| ●○○○○ | Blessed Strike — attacks always deal at least Lethal to supernaturals, any weapon. Passive. | Combat Sense — cannot be surprised or ambushed by known supernaturals. Passive. |
| ●●○○○ | Endure — ignore wound penalties for a scene; Stamina roll (diff 7) at scene's end to stay standing. | Strike True — next attack deals aggravated damage, ignores 2 points of supernatural soak. |
| ●●●○○ | Combat Clarity — react to supernatural speed/teleportation/phasing at normal speed for a scene. | The Right Tool — a held weapon becomes precisely what's needed to harm the current target, for a scene. |
| ●●●●○ | Unbreakable (2 Conv) — cannot be incapacitated by a single attack for a scene; once per session. | Tactical Supremacy (2 Conv) — +2 dice on attacks, opponents at +1 difficulty, for the rest of combat. |
| ●●●●● | God-Machine's Edge (3 Conv) — aggravated damage to all supernaturals, soak treated as 5, uninterruptible actions, once per session. | The Last Stand (3 Conv) — survive a killing blow at 1 health level and take a final turn. Once ever. |
Quick Reference
| Type fit | Mundane (excellent), Imbued (excellent), Shih (strong) |
| Training focus | Brawl, Melee, Firearms, Athletics, Dodge |
| Starting Willpower bonus | +0 |
See also: Hunter overview · Character Creation Guide