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Hunter: The Reckoning
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=== Vision === * Hermit ** The voices never stop coming, and being within 100 feet of any monsters or other hunters gives you a debilitating headache. Despite this, you still feel the need to act on their visions in some way, and thus end up acting as an information gatherer. Hermit Edges are mostly based around remotely collecting and communicating information, and can act as a conduit for the Messengers themselves. The party wishes that you'd actually show up in person every now and then, but appreciates the knowledge you provide to them. * Visionary ** Ask yourself the big questions about why this happened to you specifically and what impact you want to personally make on the ecosystem of monsters and humans. Visionary Edges are based around gathering information. Visionaries struggle with trying to discern a big picture with small, borderline meaningless glimpses of the truth. The party probably thinks you're pretentious but doesn't mind your actually useful advice. * Wayward ** The "second sight" never stops, to the point that you are incapable of viewing these things as anything more than a blight on the world. Waywards have absolutely no regard for collateral damage and will readily take measures that would make even the most extreme Avenger balk. Wayward Edges are based around preparing for battle and engaging in it, allowing them to rally what few allies they have into a force of destruction. The party is almost certain to consist mostly if not entirely of other Waywards if you're a part of it, as just about all other hunters think you're completely insane- and they'd be absolutely right. Hermits and Waywards are the "lost" Creeds, for whom there was a "glitch" in the Imbuing that makes them crazier than most Hunters.
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