Hunter Knacks
At the Mortal level, Hunter Knacks improve your abilty to pursue and track a target and avoid detection when on the hunt. Hunter Knacks are driven by the concepts of pursuit and perception. Like Creator Knacks, Hunter Knacks do not need a literal stalked target. Figurative stalking — be it chasing down a malevolent kami hidden in construction blueprints or pursuing a black hat hacker through a mainframe. So long as there is opposition, it’s sufficient for Hunters to pursue.
Hunter Knacks Master
Hunter Heroic
• Apex Predator
• Apex Predator
When a target of lower Tier who you have been pursuing attacks you or otherwise attempts to hunt you in return, increase the difficulty of all Stunts they apply against you by 1. If this target is your quarry, increase it by an additional +1.
• Eyes in the Blinds
• Eyes in the Blinds
Spend Momentum to invest a fraction of your power into a small token (a coin, a figurine, dice, an arrowhead, etc.). Place this token anywhere in a Field you are aware of, and for as long as it remains in place you have the power to observe the goings-on in the Field as if you were present. This lasts for the duration of a day in-game time, or for a session of play, whichever is longer. You do not have to deliver the token yourself, and may send an ally or animal companion to deliver it instead. If the token is destroyed or otherwise removed from the Field, the effect ends. The Difficulty to notice the token is equal to your Hunter Calling dots.
• Harry
• Harry
While you’re hunting someone, they cannot rest. Your constant harrying leads to small mistakes and growing weakness throughout the hunt. Anyone you pursue loses the ability to re-roll 10s on any dice rolls they make.
• Internal Compass
• Internal Compass
You always know your precise direction — whether that be navigating while on foot or driving a car, or working your way out of a petty God’s labyrinthine prison. You do not ever have to roll to navigate somewhere, or to find your way out of being lost. If you are entrapped in a magical maze, make a Clash of Wills with 2 Enhancement.
• Keen-Eyed Predator
• Keen-Eyed Predator
When you enter a Field, you extend your senses to determine what might await you. Ask one question from the following list for free. You may roll your Knack Skill and spend one success per additional question. The Storyguide must answer these questions honestly:
- What kinds of hazards (such as terrain) are present?
- Where is the nearest exit?
- Where is the safest way in?
- How many hostile enemies are present?
- Who (or what) is the biggest threat?
• Most Dangerous Prey
• Most Dangerous Prey
Choose an enemy to be your quarry. When you pursue your quarry, gain Enhancement 1 to all rolls made against the target (including attack rolls) until the end of the session or until you catch them, whichever comes first. You gain access to the following Stunts, which may be applied to any attack action made against your quarry:
- Stalk (1s): After resolving your attack, spend a success to take an additional Move action.
- Snare (any successes above Defense): You trap the target in place. They may not make Move, Rush, or Disengage actions. To end the effect, the target must make Athletics + Dexterity rolls vs. your Knack Skill until they succeed or until you choose to end it, whichever comes first.
• No Safety
• No Safety
At the beginning of an action scene in your hunting ground, you may define a field as dangerous terrain with a Complication rating of your Hunter rating. During a Chase there, you may create a Complication 2 Hazard to inflict on your opponents once per scene.
• No Shelter
• No Shelter
Enemies in your hunting ground treat all cover as though it was expendable, and you gain Enhancement 1 for any chases there. Your quarry cannot gain the benefits of cover in your hunting ground, and you gain Enhancement 2 for any chases against them.
• Nose for Deals
• Nose for Deals
When you search for a good or service — whether that’s authentic Ethiopian cuisine, new Victoria-brand sneakers, or an ophthalmologist with cyclops-related experience — the Storyguide will offer you your choice of the quickest, easiest, or safest route to get it. You gain +2 Enhancement to overcome obstacles along that route.
• Predator’s Senses
• Predator’s Senses
Attuning your consciousness to the greatest hunters of the animal kingdom allows you to tap into their senses. Be it an eagle’s eyesight, a horned owl’s hearing , or a shark’s sense of smell, you can turn on this Knack at will while pursuing your quarry, gaining 3 Enhancement to a chosen sense. With a Knack Skill roll you can increase the number of senses active at one time. If you encounter a bright light, loud noise, or any other sudden assault to the senses, make a Survival + Composure roll (difficulty 1) to avoid being startled and gaining the Stunned Condition.
• Preternatural Senses
• Preternatural Senses
As a master of the hunt, a Scion with this Knack is never caught unaware. So long as you’re hunting something, you may take the 8-Again quality on any perception rolls you make, including for Clash of Wills attempts to pierce mystical concealment.
• Query the Quarry
• Query the Quarry
A Hunter with this Knack is keenly aware of what plane of existence their chosen quarry is currently on, whether an Overworld, Underworld, The World, a Terra Incognita, or an even stranger place. This information updates in real time, so if a Hunter’s quarry flees from Asgard to Jotunheim, they know instantly. Additionally, the Hunter receives +1 Enhancement on any action to move between realms, even if they have no current quarry. If they do, this bonus stacks with the Enhancement from Most Dangerous Prey.
• Scent of Blood
• Scent of Blood
You can smell the blood in the water, and it drives you towards your goal. Gain +1 Enhancement on attacks made against targets that have one or more Injury Conditions
• Silence in the Woods
• Silence in the Woods
When pursuing a target, you make no noise at all, adding +2 Enhancement to avoid detection based on hearing/sound (including things that can perceive vibrations without specifically hearing) and to set up ambushes. This Enhancement applies before you roll. Recording equipment is also unable to pick up your sound.
• Worrying Hound
• Worrying Hound
While pursuing a target, you do not face any increase in difficulty to track down your target, even if they were to take flight, hide in a body of water, or attempt to disappear into the back alleys of a crowded city. You always have some idea of where your target has gone, and gain +1 Enhancement to keep up with him and to apply any Stunts you may have access to from Hunter Knacks. When you hunt your quarry, add another +1 Enhancement.
HUNTER
This companion is fast and quiet.
Suggested Primary/Secondary Pools: Ambush, Evade, Find, Follow, Hide, Run.
Bonus: You gain +1 Enhancement to follow or find a person.Hunter Immortal
•• Always There
•• Always There
Anyone of a lower Tier cannot escape you. You always find them and can always track them down no matter how far they go.
•• Baying of the Hounds
•• Baying of the Hounds
Spend a Momentum to set the hounds loose on your prey. These are not literal hounds, but creatures of the Mythos that harry your enemy, corralling them for you to collect later. Your target suffers a Complication equal to your Knack Skill on all actions, taking an Injury Condition as a consequence for not buying it off as the hounds chase them. The hounds do not stop bothering the person until they fall unconscious, or you catch up to your prey.
•• Between Disasters (Zemí Specific)
•• Between Disasters (Zemí Specific)
No pathway between islands, across the World, or beyond its borders surprises you. When you engage in long term travel, you’re always aware of any potential hazards or dangers along your path and gain an Enhancement equal to your Calling rating to avoid them. In Action-Adventure gameplay, reduce any damage from dangerous terrain or damaging fields by your Calling rating to a minimum of zero
•• Catching Thoughts
Your Procedural Investigation actions gain your Hunter rating in Enhancement for use in the Extra Clue and Q&A Stunts; when purchasing those stunts, you may always ask questions about individuals involved, determining a person’s motivation from the depth of their footprints or their particular skills from their dirty dishes. You act with additional Scale when investigating your quarry.
•• Crying Wolf
You quarry cannot get help, because no one believes they’re being hunted. Once per scene, you may Imbue for Scale to terrorize them out of credibility or to convince their allies that they are in no real danger. They’re Digging in the Wrong Place: Imbue for Scale when attempting to find something that was lost to history (a forgotten relic, an ancient secret, or a single, centuries-old soul bound in the vast expanses of an Underworld).
•• Fell The Mountain
The bigger they are… When hunting enormous or incredibly durable targets such as enormous monsters, giants, or similar prey, you may spend Momentum to discover their weakest point. For the rest of the episode, reduce the cost of the Inflict Injury and Critical Stunts against targets with Size Scale or Segments, and of resolving Goliath milestones by 2. When using Direct Assault (p. 70) through this calling in Divine Rule, gain an additional point of effect.
•• Hackles Rise
One predator can’t slip by another. You always know if someone else has taken life; whether it was animal, human, monster, or divine being; and whether it was out of need, in the flash of passion, or in cold blood. Magical attempts to deceive you or avoid this power must defeat you in a Clash of Wills.
•• Hunting Party (Manitou-Specific)
When you lead a hunt for a specific species of animal or Titanspawn, you may use your dots in the Hunter Calling as an enhancement to all rolls toward finding the location of the creatures.
•• No Escape
At the beginning of an action scene, you may define a Field in your hunting ground as difficult terrain which affects only your enemies at a Difficulty equal to your rating in Hunter. Your quarry treats the entirety of your hunting ground as such difficult terrain. During a chase there, you benefit from an additional point of speed Scale.
•• No Hiding
You can focus on one of your hunting grounds, becoming perfectly aware of everything going on there for a scene, no matter where you are. Lower tier characters cannot conceal their presence or any activities from you, while equal or higher-tier characters must succeed on a Clash of Wills to successfully hide from you
•• Oubliette
Once you have caught your quarry, spend one momentum to trap them. The field around them transforms into a cage or labyrinth of your design. Beings of lower Tier are trapped, while others must attempt a Clash of Wills to escape. You may enter or exit at will.
•• Perfect Camouflage
You blend in seamlessly with your surroundings, granting +3 Enhancement to avoid notice by the person you are pursuing, which applies before you roll. Targets of a lower Tier simply cannot spot you. Gain access to the following Stunt:
- Vanish (successes equal to the target’s Composure): After resolving an attack, you vanish from the target’s line of sight. They may not target you with any action until the start of your next turn.
•• Pursuit Predator
While on the hunt, you don’t need to eat, drink, or sleep; suppress the effects of related Conditions until you succeed or abandon your pursuit. You gain your Hunter rating in Enhancement for attempts to exhaust or otherwise outlast your quarry.
•• Relentless
When you pursue or hunt a target on a massive Scale or of great Size (chasing your target across dimensions, hunting a mountain-sized titanspawn), imbue a point of Legend, rather than spending, to invoke your legendary Title as a Feat of Scale.
•• Send the Pack
Make a Knack Skill roll. On a success, designate a target that you can see with unaided sight. Friendly characters you designate up to your Legend can pursue them without ceasing and at no increased difficulty.
•• To Extinction
You may declare any organized group of foes as your quarry for the purposes of relevant Knacks. If you have the Knack “Always There” (Scion: Hero, p. 228), and the targets are of lower Tier, you may immediately jump to the scene of catching the last one.
•• Trophy Room
You may declare any organized group of foes as your quarry for the purposes of relevant Knacks. If you have the Knack “Always There” (Scion: Hero, p. 228), and the targets are of lower Tier, you may immediately jump to the scene of catching the last one.
•• Wild Expanses
A lodge, hunting ground, or untrammeled stretch of wilderness is enough for you to feed a people. Imbue Legend to consecrate a hunting ground or attendant area dedicated to the hunt. Those hunting there benefit from additional applicable Scale when attempting to obtain rare or bountiful resources. This may create a Realm Condition (p. 67) that reduces the cost for Beasts, Moon, or Wilds Divine Rule actions taken through it by 1.
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