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Traits And Abilities

In a world steeped in supernatural darkness, Hunters possess a set of traits and abilities that set them apart. These are the Hunter's tools in the unending battle against the Horrors. Hunters are given their traits and abilities by their chosen archetypes, with traits available from level one, while abilities unlock as the Hunter gains more experience and levels up.

Traits are essentially passive abilities that shape the Hunter's inherent powers and nature. They can manifest in a variety of ways, such as a supernatural companion, an enhanced attribute that provides a constant bonus, or even a unique piece of equipment that others cannot wield. Traits are always active and do not require any activation or special conditions to benefit the Hunter.

Abilities, on the other hand, are action-oriented. They denote special actions that a Hunter can undertake during combat or non-combat scenarios. Abilities can range from a potent attack that can devastate an enemy to a unique skill that provides valuable utility in certain situations. Many abilities are tied to ability charges, which are expended upon use and replenished when the Hunter takes a rest.

Example

Amy: "So, my Twin Soul Hunter, Mira, has the 'Soul Companion' trait. That means her spectral partner, Lumi, a former Victorian child with a mischievous streak, is always around, right?"

Overseer: "That's correct, Amy. Lumi is always present and can provide assistance or even fight alongside Mira."

Amy: "Awesome! And I see that Mira has the 'Conveyance' ability. That uses an ability charge and lets Mira swap places with Lumi, right?"

Overseer: "Exactly! But remember, you have a limited number of ability charges, so use them wisely!"

Amy: "Oh, I will. I've got something devious planned with that grenade we found."