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* IAmAHumanitarian: A very frequent practice among them. Freaks and Mutants, especially, are prone to eating their victims.

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* IAmAHumanitarian: ImAHumanitarian: A very frequent practice among them. Freaks and Mutants, especially, are prone to eating their victims.



* IAmAHumanitarian: The most prone for practicing this among the Undertakings.

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* IAmAHumanitarian: ImAHumanitarian: The most prone for practicing this among the Undertakings.



* {{Mutant}}: It's right in the name.

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* {{Mutant}}: {{Mutants}}: It's right in the name.
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A secret government group organized by the mysterious Mr. Smith to hunt down "reality deviants" who are going to cause the destruction of reality. They first appeared in America in 1976, when Thomas Major, a hunter who worked in the office of a prominent New England Congressman, and a group of like-minded DC power players moved to interrupt a shadow war brewing between various occult societies on the eve of America's 200th birthday. Division Six divides itself into three '''Departments'''; '''Alpha''' (planning and logistics, the nominal cell-leaders who receive hit-lists from the Panopticon), '''Charlie''' (surveillance and intelligence gathering), and '''Whiskey''' (assassination).

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A secret government group organized by the mysterious Mr. Smith to hunt down "reality deviants" who are going to cause the destruction of reality. They first appeared in America in 1976, when Thomas Major, a hunter who worked in the office of a prominent New England Congressman, and a group of like-minded DC power players moved to interrupt a shadow war brewing between various occult societies on the eve of America's 200th birthday. [[spoiler:The truth is that "Mr. Smith" is part of the [[TabletopGame/MageTheAwakening Seers of the Throne]], mages working to keep humanity ignorant and easily controlled. The "reality deviants" Division Six get called out to remove are just whichever Pentacle mages Mr. Smith needs dealt with today.]] Division Six divides itself into three '''Departments'''; '''Alpha''' (planning and logistics, the nominal cell-leaders who receive hit-lists from the Panopticon), '''Charlie''' (surveillance and intelligence gathering), and '''Whiskey''' (assassination).
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Not an outcome.


* SurprisinglyRealisticOutcome: The Illuminated Brotherhood is noted as having a very high mortality rate. "Psychedelics don't teach people how to fight."

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Added Survivors Club


[[folder:Task Force: VALKYRIE]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/valkyrie_mark.png]]

A secret branch of the USA government established in 1865, when a man named Gordon West got together a unit of government men to try and rescue Abraham Lincoln from the clutches of a creature from outside any human reference. Upon failing, they instead staged the assassination of a look-alike, hiring John Wilkes Booth to do the deed, and then taking care of him before he could reveal the truth. Since then, they have operated outside the usual structures of the US government to protect the US from supernatural agencies and hide the existence of the supernatural from an unwitting populace. Field agents belong to one of three sub-departments; '''Project TWILIGHT''' (doings of social parahuman extra-normal entities), '''Operation FORT''' (extraterrestrial and extra-dimensional phenomena and encounters), and '''Operation ADAMSKI''' (retrieval of evidence and dissemination of disinformation).

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[[folder:Task Force: VALKYRIE]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/valkyrie_mark.png]]

A secret branch
[[folder:The Survivors Club]]
Originally an offshoot
of the USA government established Maiden’s Blood Sisterhood (a compact dedicated to protecting young college students from vampires), the Survivors Club was founded in 1865, 1974 by Madeleine Jessop and Sam Woodard. The two not only survived the Bitter River Killer’s latest spree, they’d been the ones to kill him. While the Sisterhood brought them into the fold, both Jessop and Woodard quickly realized how close the darkness seemed when a man named Gordon West got together a unit of government men to try and rescue Abraham Lincoln from the clutches of a creature from outside any human reference. Upon failing, they instead staged hunted. Reaching out to others who’d struck the assassination of fatal blow against a look-alike, hiring John Wilkes Booth slasher, they found it to do be a common theme. Today’s Survivors Club welcomes hunters who’ve survived any
monster, not just slashers. It asks members to examine
the deed, monster within and embrace that darkness — then taking care of him before he could reveal use it as a weapon to fight the truth. Since then, they have operated outside the usual structures of the US government to protect the US from supernatural agencies and hide the existence of the supernatural from an unwitting populace. Field agents belong to one of three sub-departments; '''Project TWILIGHT''' (doings of social parahuman extra-normal entities), '''Operation FORT''' (extraterrestrial and extra-dimensional phenomena and encounters), and '''Operation ADAMSKI''' (retrieval of evidence and dissemination of disinformation).real horrors.


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* BadassNormal: Arguably compared to other endowments. While other endowments may embrace using more obvious magic or super science, the Survivor's Club draws its power from an embrace of their monsterous sides to fuel their endowment.
* BadPowersGoodPeople: The club relies on the same abilities as the slashers they hunt, up to and including mimicking their undertakings.
* FinalGirl: While not exclusively composed of these, many members were survivors of slasher attacks.
* {{Foil}}: To the Hunt Club and the Subtle Collectors' Association. The Survivors Club can wield the powers of slashers. Unlike the slashers themselves, they take great pains to avoid it.
* SerialKillerKiller: Their priority target, though they'll take on other monsters on their turf as well.
* SuperiorSuccessor - Arguably to the Maiden's Blood Sisterhood. The Sisterhood is a compact-tier group, while the Survivor's Club is a conspiracy.
* TheDarkSideWillMakeYouForget - Defied, or at least they make as good an effort to do so as possible. The club is painfully aware that wielding using their dark side is dangerous, and so make sure to act as a support group for their members.
* SuperPersistentPredator - More than one of their powers enact this troupe.
* TokenMinority - Inverted. The Club tends to recruit heaviest from marginalized groups, though not one group in particular. Justified, as they're [[GayGuyDiesFirst more]] [[BlackDudeDiesFirst likely]] to be targeted by slashers.
* WithGreatPowerComesGreatInsanity - Club members can temporarily gain the powers of a slasher undertaking - but they also gain the weaknesses of them.

[[/folder]]


[[folder:Task Force: VALKYRIE]]
[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/valkyrie_mark.png]]

A secret branch of the USA government established in 1865, when a man named Gordon West got together a unit of government men to try and rescue Abraham Lincoln from the clutches of a creature from outside any human reference. Upon failing, they instead staged the assassination of a look-alike, hiring John Wilkes Booth to do the deed, and then taking care of him before he could reveal the truth. Since then, they have operated outside the usual structures of the US government to protect the US from supernatural agencies and hide the existence of the supernatural from an unwitting populace. Field agents belong to one of three sub-departments; '''Project TWILIGHT''' (doings of social parahuman extra-normal entities), '''Operation FORT''' (extraterrestrial and extra-dimensional phenomena and encounters), and '''Operation ADAMSKI''' (retrieval of evidence and dissemination of disinformation).
----

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* TheHedonist: An especially dark and twisted variant. The basic motivation of the Abbey is hunting monsters because it's ''fun''. And since monsters [[FantasticRacism aren't people]], they have no qualms about... experimenting... with using them for pleasure as well. Raping them, torturing them, eating their flesh, drinking their blood, making them into trophies and clothes: these are all things the Abbey has been said to do. A consequence of this is that the Abbey would be offended at discovering [[TabletopGame/PrometheanTheCreated the Pilgrimage]]. Monsters are sport; they're not supposed to try and become people. If monsters can become people, then that makes the Abbey monsters, and the Abbey will not accept the idea ''they're'' the monsters.

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* TheHedonist: An especially dark and twisted variant. The basic motivation of the Abbey is hunting monsters because it's ''fun''. And since monsters [[FantasticRacism aren't people]], they have no qualms about... experimenting... about "experimenting" with using them for pleasure as well. Raping them, torturing them, eating their flesh, drinking their blood, making them into trophies and clothes: these are all things the Abbey has been said to do. A consequence of this is that the Abbey would be offended at discovering [[TabletopGame/PrometheanTheCreated the Pilgrimage]]. Monsters are sport; they're not supposed to try and become people. If monsters can become people, then that makes the Abbey monsters, and the Abbey will not accept the idea ''they're'' the monsters.monsters.
* LaserGuidedKarma: [[MuggingTheMonster Their using monsters for pleasure has bitten them in the ass on more than one occassion]], i.e. getting killed by the werewolf they were trying to rape, becoming blood bound to a vampire after drinking too much of their blood, being mind-controlled by mages, etc.



* RichInDollarsPoorInSense: Ashwood Abbeyists are noted as being woefully inadequate in terms of monster lore. Most don't care that they only know a few scraps of information at best; research is boring! It's more fun to try and make things up as they go along.

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* RichInDollarsPoorInSense: Ashwood Abbeyists are noted as being woefully inadequate in terms of monster lore. Most don't care that they only know a few scraps of information at best; they belive research is boring! It's boring and it's more fun to try and make things up as they go along.



* TokenEvilTeammate: Of the core Compacts and Conspiracies, the Ashwood Abbey are treated as pretty much the nastiest. Since they are basically bored, rich party-animals who rape, torture, murder and even cannibalize supernatural beings ''for fun'', it's not an unreasonable treatment. They are actually one of the least popular compacts amongst fans, since they're so heavily slanted towards VillainProtagonist and/or DesignatedHero status whenever they get described.

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* TokenEvilTeammate: Of the core Compacts and Conspiracies, the Ashwood Abbey are treated as pretty much the nastiest. Since they are basically bored, rich party-animals who rape, torture, murder and even cannibalize supernatural beings ''for fun'', it's not an unreasonable treatment. They are actually one of the least popular compacts amongst fans, since they're so heavily slanted towards VillainProtagonist and/or DesignatedHero [[invoked]]DesignatedHero status whenever they get described.
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* InformationWantsToBeFee: Network Zero is driven by the belief that the public has a fundamental right to know the truth about the ghoulies, ghosties, long-leggety beasties and things that go bump in the night, and its members go to great trouble to record the activities of the dwellers in the shadows, compare notes, and release the information into the net. They rarely get anywhere -- a combination of public disbelief and the work of the multiple conspiracies and monsters that puppeteer society does a quick job of hiding most of their work -- but they keep trying.

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* InformationWantsToBeFee: InformationWantsToBeFree: Network Zero is driven by the belief that the public has a fundamental right to know the truth about the ghoulies, ghosties, long-leggety beasties and things that go bump in the night, and its members go to great trouble to record the activities of the dwellers in the shadows, compare notes, and release the information into the net. They rarely get anywhere -- a combination of public disbelief and the work of the multiple conspiracies and monsters that puppeteer society does a quick job of hiding most of their work -- but they keep trying.
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* InformationWantsToBeFee: Network Zero is driven by the belief that the public has a fundamental right to know the truth about the ghoulies, ghosties, long-leggety beasties and things that go bump in the night, and its members go to great trouble to record the activities of the dwellers in the shadows, compare notes, and release the information into the net. They rarely get anywhere -- a combination of public disbelief and the work of the multiple conspiracies and monsters that puppeteer society does a quick job of hiding most of their work -- but they keep trying.

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* EvenEvilHasStandards: Libertines are stated to often revolt even their fellows in the Ashwood Abbey. On the Compact as a whole, the ''one'' line they seem unwilling to cross is hunting humans (though witches don't count in their eyes). They recruited UsefulNotes/JackTheRipper so he could help them hunt the supernatural, but “Saucy” Jack disgusted even them to the point where they killed him themselves.

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* EvenEvilHasStandards: Libertines are stated to often revolt even their fellows in the Ashwood Abbey. On the Compact as a whole, the ''one'' line they seem unwilling to cross is hunting humans (though witches don't count in their eyes). They recruited UsefulNotes/JackTheRipper so he could help them hunt the supernatural, but “Saucy” "Saucy" Jack disgusted even them to the point where they killed him themselves.



* {{Hellfire}}: They literally have a Castigation ability named like this, which allows to do [[PlayingWithFire exactly what you'd expect]].
* HeroWithBadPublicity: Despite being overall one of the most reasonable factions of hunters, they are distrusted for the most part due to their demonic origins.
* InTheBlood: Their powers, and an attendant compulsion to do evil, or so they believe.

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* {{Hellfire}}: They literally have a The Hellfire Castigation ability named like this, which allows Lucifuges to do [[PlayingWithFire exactly what you'd expect]].
call upon the eternal fires of Hell in the form of hungry, spreading flames with a distinct sulphorous smell. Using it is a bit of a gamble, since hellfire spreads rapidly, burns everything, and is no kinder to Lucifuge flesh than to anything else.
* HeroWithBadPublicity: Despite being overall one of the most reasonable factions of hunters, they are distrusted for the most part due to their demonic origins.
origins.
* ImmuneToFire: The Forged in Fire Castigation makes its user immune to heat exposure for a limited time (represented as a single scene in-game). This does not extend to tools, clothing or armor, however, and the Hunter will still want to avoid having lungs filled with ash and heated air once the Castigation wears off.
* InTheBlood: Their The Lucifuge believe that their powers, and an attendant compulsion to do evil, are derived from being descended, recently or so they believe.distantly, for the denizens of Hell.



* JoinOrDie: Anyone would-be recruit they find is offered this choice. Somewhat justified, in that a person with demon blood has ''very'' strong chance of becoming [[EvilCounterpart L'Enfant Diaboliques]], making the option of letting them go rather unwise.

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* JoinOrDie: Anyone would-be recruit they find is offered this choice. Somewhat justified, in that the choice to join up or be purged as a creature of darkness, as a person with demon blood has ''very'' strong chance of becoming [[EvilCounterpart L'Enfant Diaboliques]], making the option of letting them go rather unwise.



* PrimordialTongue: The Tongue of Babel Castigation draws upon the connection to the long-lost pre-Babelite language, from which all modern tongues descend, to allows a Lucifuge to speak and understand any language on Earth. This does not extend to writing or reading, however, since writing was only invented long after Babel's fall, nor to the tongues of nonhuman beings such as spirits or werewolves.



* BackFromTheDead: The Boon of Lazarus benediction permits Hunters to raise the dead back to life, with some caveats -- it cannot restore missing flesh, and is thus useless on disemebered or decapitated bodies, and the target can't have been dead for more than five miniutes or so. Trying to resurrect someone who's been dead for longer still brings them back, [[TheSoulless but their soul doesn't come along for the ride]].



* HealingHands: The Hand of St. Luke Benediction grants the ability to heal wounds.

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* HealingHands: The Hand of St. Luke Benediction grants the ability to heal wounds.wounds by calling upon the patron saint of physicians and surgeons.
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* PunchClockHero: As the writeup puts it, the Hototogisu don't "hunt monsters" so much as "remove hurdles"-if the monster in question isn't a threat to their livelihoods and business, the official policy of Inoue is to ignore them (though it's mentioned a few joined the cuckoos primarily so they could get powers to hunt monsters in the first place).

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* PunchClockHero: As the writeup puts it, the Hototogisu don't "hunt monsters" so much as "remove hurdles"-if hurdles" -- if the monster in question isn't a threat to their livelihoods and business, the official policy of Inoue is to ignore them (though (although it's mentioned a few joined the cuckoos primarily so they could get powers to hunt monsters in the first place).

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* WeAreStrugglingTogether: There's a lot of internal conflict between the Brotherhood of St. Athanasius and the Order of St. Ambrose, since the former favor swift violence and the latter methodical research. Not only that, but ''Compacts and Conspiracies'' reveals the Brotherhood of St. Athanasius and the Order of St. Longinus are both making plans against each other, with the former intending to take over the entire conspiracy.
** As mentioned in ''Mortal Remains'', the Vatican doesn't necessarily approve of the methods of the Brotherhood of St. Athanasius, especially the recent popes: Benedict slashed the entire organization's budget as he viewed their violent methods as more detrimental than beneficial, while Francis has encouraged them to use non-violent methods to oppose the influence of demons, especially institutional ones. He's still fully onboard with them killing monsters whose methods are violent, but ones that use subtle corruption and political power are to be opposed with unsubtle beneficence and showing people that they have more to gain from the grace of God than the traps of damnation. It's noted that this is a good thing, as the days of the Vatican attracting large amounts of military forces are gone, but they are ''very'' good at gaining political and financial support, and using that to counter the corruption of demons and politically powerful vampires is ''quite'' effective.
* WellIntentionedExtremist: ...They're the Inquisition. What do you expect?

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* WeAreStrugglingTogether: There's a lot of internal conflict between the Brotherhood of St. Athanasius and the Order of St. Ambrose, since the former favor swift violence and the latter methodical research. Not only that, but ''Compacts and Conspiracies'' reveals the Brotherhood of St. Athanasius and the Order of St. Longinus are both making plans against each other, with the former intending to take over the entire conspiracy.
**
conspiracy. As mentioned in ''Mortal Remains'', the Vatican doesn't necessarily approve of the methods of the Brotherhood of St. Athanasius, especially the recent popes: Benedict slashed the entire organization's budget as he viewed their violent methods as more detrimental than beneficial, while Francis has encouraged them to use non-violent methods to oppose the influence of demons, especially institutional ones. He's still fully onboard with them killing monsters whose methods are violent, but ones that use subtle corruption and political power are to be opposed with unsubtle beneficence and showing people that they have more to gain from the grace of God than the traps of damnation. It's noted that this is a good thing, as the days of the Vatican attracting large amounts of military forces are gone, but they are ''very'' good at gaining political and financial support, and using that to counter the corruption of demons and politically powerful vampires is ''quite'' effective.
* %%* WellIntentionedExtremist: ...They're the Inquisition. What do you expect?expect?%%Some context, for starters.
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->''A wise woman once said, the definition of a hero is a person who gets other people killed. You can look her up later.''

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->''A wise woman once said, [[Film/{{Serenity}} the definition of a hero is a person who gets other people killed. You can look her up later.''
]]''
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* WeakButSkilled: Compared to other templates in the setting, the large majority of Hunters lack supernatural powers, and even those who ''do'' have ones lack a Supernatural Trait and a {{Mana}} pool, meaning they have to rely on HeroicWillpower to fuel their abilities and cannot increase their Attributes and Skills above 5 like monsters can. They make up for it by exploiting every bit of experience they can get on the field and using elaborate tactics through teamwork. Moreover, Practical Experience grants them more Experience, and the same lack of Supernatural Trait gives them less things to spend it on, meaning they can focus everything on Skills, Merits and Attributes, which they will frequently have ''much'' higher than supernatural beings as a result.

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* WeakButSkilled: Compared to other templates in the setting, the large majority of Hunters lack supernatural powers, and even those who ''do'' have ones lack a Supernatural Trait and a {{Mana}} pool, meaning they have to rely on HeroicWillpower to fuel their abilities and cannot increase their Attributes and Skills above 5 like monsters can. They make up for it by exploiting every bit of experience they can get on the field and using elaborate tactics through teamwork. Moreover, Practical Experience grants them more Experience, and the same lack of Supernatural Trait gives them less fewer things to spend it on, meaning they can focus everything on Skills, Merits and Attributes, which they will frequently have ''much'' higher than supernatural beings as a result.
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* LetsYouAndHimFight: Their origin.

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* %%* LetsYouAndHimFight: Their origin.%%Is what?

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* FunWithAcronyms: '''S'''trong '''W'''arriors '''O'''f All '''R'''ed '''N'''ations

* OurCryptidsAreMoreMysterious: They primarily focus on fighting Cryptids

* PoliticallyIncorrectHero: Members of the Tribal Investigation and Protection Initiative, who are stated to be male-dominated and prejudiced against female and LGBT+ Native Americans

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\n* FunWithAcronyms: '''S'''trong '''W'''arriors '''O'''f All '''R'''ed '''N'''ations

'''N'''ations.
* OurCryptidsAreMoreMysterious: They primarily focus on fighting Cryptids

Cryptids.
* PoliticallyIncorrectHero: Members of the Tribal Investigation and Protection Initiative, who are stated to be male-dominated and prejudiced against female and LGBT+ Native AmericansAmericans.

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[[folder:Council of Bones]]
''Death is not the enemy you should fear.''

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[[folder:Council %%[[folder:Council of Bones]]
''Death %%->''Death is not the enemy you should fear.''''
%%----
%%* AncientConspiracy:
%%* ISeeDeadPeople:
%%* MarkOfTheSupernatural:
%%* OccultDetective:
%%[[/folder]]

[[folder:The Faithful of Shulpae]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/conspiracyfaithfulofshulpae.png]]
->''Today, we honor those who have fallen in the hunt for Divinity, and in their name, we feast! Try the arm, there’s still meat on it.''

The Faithful of Shulpae are an ancient, and extremely secretive, conspiracy dedicated to Feasting on gods (which in practise usually translates as devouring long-lived/immortal supernaturals, with special preference for [[TabletopGame/MummyTheCurse Mummies]]). There are a number of ways to be '''In Service''' to the Faithful. '''Keepers''' maintain the temples, ensure the "gods" don't wake up, maintain the Feasting calendar, and decide who participates in which Feasts. '''Guides''' look for the "gods" out in the world, as well as potential candidates for the Faithful. '''Celebrants''' are the ones who take the risks of bringing the "gods" to the temple -- those who take the greatest risks are first to take the Feast.



* AncientConspiracy:
* ISeeDeadPeople:
* MarkOfTheSupernatural:
* OccultDetective:

[[/folder]]

[[folder:The Faithful of Shulpae]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/conspiracyfaithfulofshulpae.png]]
->''Today, we honor those who have fallen in the hunt for Divinity, and in their name, we feast! Try the arm, there’s still meat on it.''

The Faithful of Shulpae are an ancient, and extremely secretive, conspiracy dedicated to Feasting on gods (which in practise usually translates as devouring long-lived/immortal supernaturals, with special preference for [[TabletopGame/MummyTheCurse Mummies]]). There are a number of ways to be '''In Service''' to the Faithful. '''Keepers''' maintain the temples, ensure the "gods" don't wake up, maintain the Feasting calendar, and decide who participates in which Feasts. '''Guides''' look for the "gods" out in the world, as well as potential candidates for the Faithful. '''Celebrants''' are the ones who take the risks of bringing the "gods" to the temple -- those who take the greatest risks are first to take the Feast.
----

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* ShoutOut: The names of VALKYRIE's weapons, tying in with MeaningfulName: many of their tools take their names from Myth/NorseMythology.

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* ShoutOut: ShoutOut:
**
The names of VALKYRIE's weapons, tying in with MeaningfulName: many of their tools take their names from Myth/NorseMythology.Myth/NorseMythology.
** The name of their founder, Gordon West, is most likely a reference to ''Series/TheWildWildWest'', whose main characters were Artemus ''Gordon'' and James ''West''. Fittingly, they were a pair of US agents who used high-tech gadgets and skill to fight villains, and the show was set during the Grant administration, only a few years after TFV was founded.

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[[folder:The Faithful of Shulpae]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/conspiracyfaithfulofshulpae.png]]
->''Today, we honor those who have fallen in the hunt for Divinity, and in their name, we feast! Try the arm, there’s still meat on it.''

The Faithful of Shulpae are an ancient, and extremely secretive, conspiracy dedicated to Feasting on gods (which in practise usually translates as devouring long-lived/immortal supernaturals, with special preference for [[TabletopGame/MummyTheCurse Mummies]]). There are a number of ways to be '''In Service''' to the Faithful. '''Keepers''' maintain the temples, ensure the "gods" don't wake up, maintain the Feasting calendar, and decide who participates in which Feasts. '''Guides''' look for the "gods" out in the world, as well as potential candidates for the Faithful. '''Celebrants''' are the ones who take the risks of bringing the "gods" to the temple -- those who take the greatest risks are first to take the Feast.

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[[folder:The Faithful [[folder:Council of Shulpae]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/conspiracyfaithfulofshulpae.png]]
->''Today, we honor those who have fallen in
Bones]]
''Death is not
the hunt for Divinity, and in their name, we feast! Try the arm, there’s still meat on it.''

The Faithful of Shulpae are an ancient, and extremely secretive, conspiracy dedicated to Feasting on gods (which in practise usually translates as devouring long-lived/immortal supernaturals, with special preference for [[TabletopGame/MummyTheCurse Mummies]]). There are a number of ways to be '''In Service''' to the Faithful. '''Keepers''' maintain the temples, ensure the "gods" don't wake up, maintain the Feasting calendar, and decide who participates in which Feasts. '''Guides''' look for the "gods" out in the world, as well as potential candidates for the Faithful. '''Celebrants''' are the ones who take the risks of bringing the "gods" to the temple -- those who take the greatest risks are first to take the Feast.
enemy you should fear.''


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*AncientConspiracy:
*ISeeDeadPeople:
*MarkOfTheSupernatural:
*OccultDetective:

[[/folder]]

[[folder:The Faithful of Shulpae]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/conspiracyfaithfulofshulpae.png]]
->''Today, we honor those who have fallen in the hunt for Divinity, and in their name, we feast! Try the arm, there’s still meat on it.''

The Faithful of Shulpae are an ancient, and extremely secretive, conspiracy dedicated to Feasting on gods (which in practise usually translates as devouring long-lived/immortal supernaturals, with special preference for [[TabletopGame/MummyTheCurse Mummies]]). There are a number of ways to be '''In Service''' to the Faithful. '''Keepers''' maintain the temples, ensure the "gods" don't wake up, maintain the Feasting calendar, and decide who participates in which Feasts. '''Guides''' look for the "gods" out in the world, as well as potential candidates for the Faithful. '''Celebrants''' are the ones who take the risks of bringing the "gods" to the temple -- those who take the greatest risks are first to take the Feast.
----
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[[folder]]

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[[folder]]
[[/folder]]

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[[folder:The Talbot Group]]
[[quoteright:297:https://static.tvtropes.org/pmwiki/pub/images/talbotgroup_mark.png]]
->''It's not you. I know that. It's the thing hiding inside you.''

Born out of tragedy known as the Harvest Moon Massacres, an event from the early 1980s in which eight high-school seniors in the Seattle-Tacoma area experienced "spontaneous psychotic episodes" and went on a rampage that left forty-eight dead over a three-day period before vanishing without a trace, the Talbot Group has a simple mission. To locate werewolves and spirit-possessed individuals, and find a way to cure them of their possession, changing them back into people. The Talbot Group was founded by Paul and Isabelle Talbot, two prominent Washington doctors whose son, Andrew, was the first of the eight to go berserk and then disappear. The two spent years searching for their son, and to find an answer to the mysteries of the rampage; they would have faded into obscurity, had it not been for a fateful even in mid-1989; Isabella went to meet two private detectives who had apparently found her lost son, only for her to be attacked and massively injured, as well as the two detectives being brutally slaughtered. She would claim that her attacker had been a werewolf... more specifically, her son. From there, they founded the Talbot Group, a non-profit organization dedicated to counseling, rehabilitating and educating troubled youths -- and also a secret front for investigating and studying spirit-possessed individuals and werewolves, in hopes of finding a way to bring back their humanity. So far, three '''Methodologies''' are prominent amongst the members of the Talbot Group. The oldest are the '''Exorcists''', who recognize spirit infestations as representing a kind of sickness that must be expunged. They seek to destroy areas that seem to spawn spirits, and track down those spirits who possess human hosts; they prefer to exorcise the spirits, recognizing that the humans are just victims, but sometimes the only cure is death. The '''Redactors''', on the other hand, believe that spirits are a natural part of reality, and the blame for when spirits run amok must lie with humans themselves. They are far more violent in approach than the Exorcists, as they generally believe that there must be some sort of flaw in the person who was possessed which resulted in their possession, and so naturally curing them won't really work in the long run. Finally, the most recent and radical development are the '''Conciliators''', who wish to see if perhaps some spirits and/or wolf-people can be used to help the Talbot Group in their quest of solving the relationship between mortals and spirits.

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[[folder:The Talbot Group]]
[[quoteright:297:https://static.tvtropes.org/pmwiki/pub/images/talbotgroup_mark.png]]
->''It's not you. I know that. It's the thing hiding inside you.''

Born out of tragedy known as the Harvest Moon Massacres, an event from the early 1980s in which eight high-school seniors in the Seattle-Tacoma area experienced "spontaneous psychotic episodes" and went on a rampage that left forty-eight dead over a three-day period before vanishing without a trace, the Talbot Group has a simple mission. To locate werewolves and spirit-possessed individuals, and find a way to cure them of their possession, changing them back into people. The Talbot Group was founded by Paul and Isabelle Talbot, two prominent Washington doctors whose son, Andrew, was the first of the eight to go berserk and then disappear. The two spent years searching for their son, and to find an answer to the mysteries of the rampage; they would have faded into obscurity, had it not been for a fateful even in mid-1989; Isabella went to meet two private detectives who had apparently found her lost son, only for her to be attacked and massively injured, as well as the two detectives being brutally slaughtered. She would claim that her attacker had been a werewolf... more specifically, her son. From there, they founded the Talbot Group, a non-profit organization dedicated to counseling, rehabilitating and educating troubled youths -- and also a secret front for investigating and studying spirit-possessed individuals and werewolves, in hopes of finding a way to bring back their humanity. So far, three '''Methodologies''' are prominent amongst the members of the Talbot Group. The oldest are the '''Exorcists''', who recognize spirit infestations as representing a kind of sickness that must be expunged. They seek to destroy areas that seem to spawn spirits, and track down those spirits who possess human hosts; they prefer to exorcise the spirits, recognizing that the humans are just victims, but sometimes the only cure
[[folder:SWORN]]
-> ''This Land
is death. The '''Redactors''', on the other hand, believe that spirits are a natural part of reality, and the blame for when spirits run amok must lie with humans themselves. They are far more violent in approach than the Exorcists, as they generally believe that there must be some sort of flaw in the person who was possessed which resulted in their possession, and so naturally curing them won't really work in the long run. Finally, the most recent and radical development are the '''Conciliators''', who wish to see if perhaps some spirits and/or wolf-people can be used to help the Talbot Group in their quest of solving the relationship between mortals and spirits.our Land.''


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* BadassNative: As a group of Native American hunters, they certainly qualify

*FunWithAcronyms: '''S'''trong '''W'''arriors '''O'''f All '''R'''ed '''N'''ations

*OurCryptidsAreMoreMysterious: They primarily focus on fighting Cryptids

*PoliticallyIncorrectHero: Members of the Tribal Investigation and Protection Initiative, who are stated to be male-dominated and prejudiced against female and LGBT+ Native Americans
[[folder]]

[[folder:The Talbot Group]]
[[quoteright:297:https://static.tvtropes.org/pmwiki/pub/images/talbotgroup_mark.png]]
->''It's not you. I know that. It's the thing hiding inside you.''

Born out of tragedy known as the Harvest Moon Massacres, an event from the early 1980s in which eight high-school seniors in the Seattle-Tacoma area experienced "spontaneous psychotic episodes" and went on a rampage that left forty-eight dead over a three-day period before vanishing without a trace, the Talbot Group has a simple mission. To locate werewolves and spirit-possessed individuals, and find a way to cure them of their possession, changing them back into people. The Talbot Group was founded by Paul and Isabelle Talbot, two prominent Washington doctors whose son, Andrew, was the first of the eight to go berserk and then disappear. The two spent years searching for their son, and to find an answer to the mysteries of the rampage; they would have faded into obscurity, had it not been for a fateful even in mid-1989; Isabella went to meet two private detectives who had apparently found her lost son, only for her to be attacked and massively injured, as well as the two detectives being brutally slaughtered. She would claim that her attacker had been a werewolf... more specifically, her son. From there, they founded the Talbot Group, a non-profit organization dedicated to counseling, rehabilitating and educating troubled youths -- and also a secret front for investigating and studying spirit-possessed individuals and werewolves, in hopes of finding a way to bring back their humanity. So far, three '''Methodologies''' are prominent amongst the members of the Talbot Group. The oldest are the '''Exorcists''', who recognize spirit infestations as representing a kind of sickness that must be expunged. They seek to destroy areas that seem to spawn spirits, and track down those spirits who possess human hosts; they prefer to exorcise the spirits, recognizing that the humans are just victims, but sometimes the only cure is death. The '''Redactors''', on the other hand, believe that spirits are a natural part of reality, and the blame for when spirits run amok must lie with humans themselves. They are far more violent in approach than the Exorcists, as they generally believe that there must be some sort of flaw in the person who was possessed which resulted in their possession, and so naturally curing them won't really work in the long run. Finally, the most recent and radical development are the '''Conciliators''', who wish to see if perhaps some spirits and/or wolf-people can be used to help the Talbot Group in their quest of solving the relationship between mortals and spirits.
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* EvenEvilHasStandards: Libertines are stated to often revolt even their fellows in the Ashwood Abbey. On the Compact as a whole, the ''one'' line they seem unwilling to cross is hunting humans (though witches don't count in their eyes).

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* EvenEvilHasStandards: Libertines are stated to often revolt even their fellows in the Ashwood Abbey. On the Compact as a whole, the ''one'' line they seem unwilling to cross is hunting humans (though witches don't count in their eyes). They recruited UsefulNotes/JackTheRipper so he could help them hunt the supernatural, but “Saucy” Jack disgusted even them to the point where they killed him themselves.
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rich idiot with no day job was disambiguated by TRS. As is typical with wick cleaning projects, zero-context examples are deleted as it's impossible to tell if they're actually examples of anything.


* RichIdiotWithNoDayJob: The iconic Abbeyist.

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* {{Hypocrite}}: They hate Heroes for not caring about all the innocent victims and collateral damages they leave behind while pursuing Beasts, but they are themselves guilty of this every now and then.

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* {{Hypocrite}}: They hate Heroes for not caring about all the innocent victims and collateral damages they leave behind while pursuing Beasts, but they are themselves guilty of this every now and then. Their writeup in ''Tooth and Nail'' implies that at least some of them are generally aware of this and have given some thought to the moral coherence of their actions.
-->''"That said, is it hypocritical of us to kill Heroes? I don't know, maybe. But I've met enough families we’ve saved, that if I'm going to Hell over that hypocrisy, I'm willing to make that sacrifice."''

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%%* CombatPragmatist: The Trappers, and presumably many other members of the Lodge.

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%%* * CombatPragmatist: Werewolves are possibly the most single dangerous one-on-one enemy to face in the World of Darkness and are more than capable of tearing experienced hunting parties to bloody pieces, and Lodge hunters don't believe in being stupid about how they view the prey. On the hunt, they'll take any opportunity to even the playing field -- smearing themselves with mud and animal dung to hide their scent, singling out the weakest pack members, and leading their prey into killing fields laden with traps and snares before filling them with hails of silver bullets are all common stratagems. The Trappers, Trappers in particular believe that any stratagem, trap and presumably many other members of the Lodge.trick is fair game when going up against a werewolf.



* HuntingTheMostDangerousGame: Played with. While werewolves are possibly the most single dangerous one-on-one enemy to face in the World of Darkness, Lodge hunters don't believe in being stupid about how they view the prey.

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* HuntingTheMostDangerousGame: Played with. While werewolves are possibly The hunters of the Bear Lodge seek to prove themselves superior to the fiercest beasts that nature can generate. Having long since mastered mundane prey such as bears and mountain lions, they set their sights on the most single dangerous one-on-one enemy to face in prey imaginable -- werewolves, beasts as cunning as any human and more powerful than any natural animal. A few go after other dangerous supernaturals, such as vampires, but most are monomaniacally focused on the World wolf-men.
* RiteOfPassage: Aspirants
of Darkness, the Bear Lodge hunters don't believe in being stupid about how are required to join a hunting party, track down a werewolf, slay it, and bring back a trophy of their kill. If they view succeed, they become members of the prey.Lodge. If something goes wrong, they're probably not going to come back alive.

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Too Dumb To Live doesn't simply mean "this character is stupid or provably wrong". It specifically refers to people making very stupid choices that directly result in their death.


* TooDumbToLive: Actually seen as such InUniverse; even the writeup of the compact in ''Spirit Slayers'' states outright that they possess misguided energy, and are, frankly, too dumb not to get involved with the supernatural world.
* WrongGenreSavvy: Members of the Watching Eye are particularly prone to pigeonholing ''all'' supernaturals as being spirit or ghost related, even considering other kinds of monsters, such as werewolves, vampires, witches, etc, to be a result of spirits possessing people and deliberately changing to emulate those archetypes in "semiotic ghosting" -- the world changling slightly to benefit from people's perspective.

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* TooDumbToLive: Actually seen as such InUniverse; even the writeup of the compact in ''Spirit Slayers'' states outright that they possess misguided energy, and are, frankly, too dumb not to get involved with the supernatural world.
* WrongGenreSavvy: Members of the Watching Eye are particularly prone to pigeonholing ''all'' supernaturals as being spirit or ghost related, even considering other kinds of monsters, such as werewolves, vampires, witches, etc, to be a result of spirits possessing people and deliberately changing to emulate those archetypes in "semiotic ghosting" -- the world changling changing slightly to benefit from people's perspective.



* TooDumbToLive: They've been known, InUniverse, to try typical hippy protestor actions against werewolf packs and mage cabals. Yeah... this doesn't end well. They gave this up after Redgrove took over, though.

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* TooDumbToLive: They've been known, InUniverse, to try typical hippy protestor actions against werewolf packs and mage cabals. Yeah... this doesn't end well.This typically ends with the werewolves or mages killing them all. They gave this up after Redgrove took over, though.



* TooDumbToLive: The Spirit Emissaries actually think that the Pure are the "good and noble underdogs" of greater werewolf society. The Pure not only outumber the Forsaken roughly two to one, but also consist of the Fire-Touched [[note]]spirit-worshipping [[TheFundamentalist religious fanatics]] who view [[MadOracle madness as a sacred blessing]] and [[{{Plaguemaster}} disease as holy for its symbolic comparisons to faith]][[/note]], the Ivory Claws [[note]][[AristocratsAreEvil stunningly wealthy, powerful and ruthless werewolves]] who think werewolves are [[ANaziByAnyOtherName "the master race"]] and who'll expend human lives like petty cash in pursuit of their goals[[/note]] and the Predator Kings [[note]]neo-barbarians who want to blast the world back to the Stone Age so they can go back to hunting humans like livestock[[/note]]. BeliefMakesYouStupid is putting it mildly in this case.

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* AuraVision: The Devil's Eyes implant allows its recipients to perceive the emotional states of others as colored auras around their bodies. These include most expected emotions (anger as bright red, calm as light blue, envy as dark green, lust as deep red, confusion as a mess of mottled colors, etcetera), as well as some more unusual states (a supernaturally controlled being has a generally muted aura, a psychotic individual a swirling cloud of color, and a nonhuman monster feels subtly "wrong").



* LivingMoodRing: A variant. The Devil's Eyes implant allows its recipients to perceive the emotional states of others as colored auras around their bodies. These include most expected emotions (anger as bright red, calm as light blue, envy as dark green, lust as deep red, confusion as a mess of mottled colors, etcetera), as well as some more unusual states (a supernaturally controlled being has a generally muted aura, a psychotic individual a swirling cloud of color, and a nonhuman monster feels subtly "wrong").

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%%* FantasticNuke: Some of their magical artefacts. The Aegis Kai Doru may well be the most dangerous conspiracy of them all.%%ZCE. "Some of their magical artifacts" are what?



%%* FantasticNuke: Some of their magical artefacts. The Aegis Kai Doru may well be the most dangerous conspiracy of them all.%%ZCE. "Some of their magical artifacts" are what?

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%%* FantasticNuke: Some * OracularHead: Their most prized possession is the living head of their magical artefacts. The John the Baptist, which still gives prophecies. It's implied in some places that the Aegis Kai Doru may well be the most dangerous conspiracy went through a period of them all.%%ZCE. "Some decapitating ''any'' prophet they heard of in hopes of adding more living heads to their magical artifacts" are what?collection; this actually ''worked'' a couple of times, but the failure rate was enough to make them stop.
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* EcoTerrorist: The Keepers devote nearly as much energy to fighting environmentally-harmful corporations as they do hunting witches, both on general green principles and because deforestation and landscape alterations will destroy Source pools, which they believe to essentially be the Earth Mother's organs. Their tactics range from organized protests to spiking trees and sabotaging heavy equipment.


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* AntiMagic: Centurions' Gladii are ancient blades that can permanently remove enchanted objects' supernatural properties when they strike them.


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* TrueSight: The Tallyman's Eyes is a potion intended to pierce past the illusion of normalcy and reveal the nature of supernatural beings. By mixing together dimethyl tryptamine, alchemical reagents, and the vitreous humor of a human eye, the Hunter creates a filter that, when applied to their eyes with an eyedropper (or, for longer-lasting effects, [[EyeScream injected directly into the pupil]]) will make visible the traces of the supernatural the mark the souls of witches, Slashers and spirit-claimed.


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* MagicEater: Agonizers are extradimensional insects that feed on magic. Their normal modus operandi is to enter a human body, burrow into the brain, and extend nerve fibers through the body so as to puppet their host and use it to reach magic-reach areas; most, however, end up dying due to scarcity of magic-rich areas on Earth. Cheiron researchers have worked out that, if the agonizer's nerve fibers are trimmed and anchored to metal spikes and the whole thing is implanted in a hunter's arm, the host gains the benefits of magic draining without losing control of their body. The implanted magic bug feeds when the hunter extends the spikes out of her hands and uses them against magical beings, allowing the symbiote to feed in a process that's agonizing for the victim. However, agonizers are still capable of making their host's life very unpleasant if left to go hungry.


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* AntiMagic: Screamer pistols produce blasts of low-frequency sounds intended to interfere with the inner ear in a manner that disrupts balance and can cause hallucinations. This makes concentration of any kind impossible, which among other things prevents mages from focusing on the complex mental constructs needed to use magic.


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* BringMyBrownPants: A side effect of close-rang use of the sound-based screamer pistol is that its vibrations may resonate with the bowels and cause them to suddenly empty themselves. Since the pistols are intended to disrupt targets' ability to concentrate enough to use magic, this is generally seen as an extra practical perk by VALKIRIE agents.
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* MageHuntingMonster: One of their Relics, the Witch-Candle, is a metal candlestick adorned with the carved gargoyles. If a candle is placed within it and lit, any successful uses of magic, whether by witches or supernatural monsters, will cause the gargoyles carvings to come to life, climb off the candle, and single-mindedly attempt to kill the magicians that gave them life.

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* MageHuntingMonster: One of their Relics, the Witch-Candle, is a metal candlestick adorned with the carved gargoyles. If a candle is placed within it and lit, any successful uses of magic, whether by witches or supernatural monsters, will cause the gargoyles carvings to come to life, climb off the candle, and single-mindedly attempt to kill the magicians that gave them life.
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* LivingMoodRing: A variant. The Devil's Eyes implant allows its recipients to perceive the emotional states of others as colored auras around their bodies. These include most expected emotions (anger as bright red, calm as light blue, envy as dark green, lust as deep red, etcetera, confusion as a mess of mottled colors), as well as some more unusual states (a supernaturally controlled being has a generally muted aura, a psychotic individual a swirling cloud of color, and a nonhuman monster feels subtly "wrong").

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* LivingMoodRing: A variant. The Devil's Eyes implant allows its recipients to perceive the emotional states of others as colored auras around their bodies. These include most expected emotions (anger as bright red, calm as light blue, envy as dark green, lust as deep red, etcetera, confusion as a mess of mottled colors), colors, etcetera), as well as some more unusual states (a supernaturally controlled being has a generally muted aura, a psychotic individual a swirling cloud of color, and a nonhuman monster feels subtly "wrong").

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* FantasticRacism: Aegis Kai Doru has a specific hatred for [[TabletopGame/MageTheAwakening mages]] and [[TabletopGame/WerewolfTheForsaken werewolves]], due to their history claiming links to Atlantis, when they worked alongside mages and fought against werewolves only to be betrayed by the former. The various splatbooks imply that Aegis Kai Doru's truest motivation is jealousy; they remember wielding magic themselves, but now they can't; they hunt their fellow Atlanteans both out of pique and because stealing their magical tools allows them to cling to some scrap of ancestral power.

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* FantasticRacism: Aegis Kai Doru has a specific hatred for [[TabletopGame/MageTheAwakening mages]] TabletopGame/{{mage|TheAwakening}}s and [[TabletopGame/WerewolfTheForsaken werewolves]], TabletopGame/{{Werewol|fTheForsaken}}ves, due to their history claiming links to Atlantis, when they worked alongside mages and fought against werewolves only to be betrayed by the former. The various splatbooks imply that Aegis Kai Doru's truest motivation is jealousy; they remember wielding magic themselves, but now they can't; they hunt their fellow Atlanteans both out of pique and because stealing their magical tools allows them to cling to some scrap of ancestral power.power.
* MageHuntingMonster: One of their Relics, the Witch-Candle, is a metal candlestick adorned with the carved gargoyles. If a candle is placed within it and lit, any successful uses of magic, whether by witches or supernatural monsters, will cause the gargoyles carvings to come to life, climb off the candle, and single-mindedly attempt to kill the magicians that gave them life.



* FantasticNuke: Some of their magical artefacts. The Aegis Kai Doru may well be the most dangerous conspiracy of them all.
* WhyDidItHaveToBeSnakes: ''Mortal Remains'' reveal they are utterly ''terrified'' by [[TabletopGame/MummyTheCurse Mummies]]; indeed, the Arisen absolutely ''[[BerserkButton hate]]'' having their Relics stolen by mortals, [[TheDeterminator can and will travel to the other side of the world to get them back]], and [[ImplacableMan just won't die]]. Any Aegis Kai Doru hunter who screwed up and actually got identified by a mummy is instructed to cut ties with the organization and forbidden to ever come back until they get rid of it.

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* %%* FantasticNuke: Some of their magical artefacts. The Aegis Kai Doru may well be the most dangerous conspiracy of them all.
all.%%ZCE. "Some of their magical artifacts" are what?
* WhyDidItHaveToBeSnakes: ''Mortal Remains'' reveal states that they are utterly ''terrified'' by [[TabletopGame/MummyTheCurse Mummies]]; TabletopGame/{{Mumm|yTheCurse}}ies; indeed, the Arisen absolutely ''[[BerserkButton hate]]'' having their Relics stolen by mortals, [[TheDeterminator can and will travel to the other side of the world to get them back]], and [[ImplacableMan just won't die]]. Any Aegis Kai Doru hunter who screwed up and actually got identified by a mummy is instructed to cut ties with the organization and forbidden to ever come back until they get rid of it.



* AncientConspiracy: Trace their origins to AncientEgypt.

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* AncientConspiracy: Trace They trace their origins to AncientEgypt.AncientEgypt.
* BreathWeapon: The Breath of the Dragon Elixir is a crystalline powder that, when inhaled, allows its user to exhale a cloud of poisonous gases. Its name is based on the older, Classical and medieval iterations of the dragon myth, where the serpents exhaled poison instead of flame.



* TheFundamentalist: Members of the Knife of Paradise faction, as a general rule.

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* %%* TheFundamentalist: Members of the Knife of Paradise faction, as a general rule.rule.
* HealingPotion: The Bennu-Bird Feather Elixir is a gooey paste made from a tail feather from a ''Bennu'' bird, medical herbs, and opiates. If smeared over a wound, it greatly accelerates its healing.



* MirroringFactions: To the Night Watch (both groups are criminals, or at least work with criminals in pursuit of the greater good) and to the Long Night and/or Malleus Maleficarium (both are heavily motivated by their religious doctrines, which in turn color their viewpoint of the supernatural world and their place in it).

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* {{Invisibility}}: Amun's Water is an Elixir that, when drunk, makes its drinker invisible. As this is true invisibility, not a mind-altering effect, it fools cameras and infrared tripwires the same as it does mortal eyes; particularly well-mixed doses also grant some protection from magical detection.
* MagicPotion: The Ascending Ones specialize in creating and using a variety of elixirs whose recipes are tightly guarded secrets, and which they drink to gain a variety of benefits in battle. Potion effects include making the drinker seem weak and vulnerable, protecting against supernaturally-induced fear, accelerating healing, or granting telepathy, a toxic BreathWeapon, invisibility, and other, weirder effects. Many are drunk, but others are meant to be applied to the skin, inhaled as vapors, or injected directly into the body.
* MirroringFactions: To the Night Watch (both groups are criminals, or at least work with criminals in pursuit of the greater good) and to the Long Night and/or and Malleus Maleficarium (both (all are heavily motivated by their religious doctrines, which in turn color their viewpoint of the supernatural world and their place in it).



* {{Telepathy}}: The Mind-Talking Drug Elixir, when injected at the base of the neck, allows its recipient to "hear" the surface thoughts of other people and project his own thoughts into others' minds.



* KnightTemplar: A world without vampires -- ''at any cost.''

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* KnightTemplar: A world without vampires -- ''at any cost.''cost''.



* AntiMagic: Banality Worms are a type of extradimensional beings that sometimes leak into reality from somewhere that, best as can be determined, is a place of pure nothingness and stasis. They profoundly hate the supernatural and dissolve any of its effects that are directed at them; Cheiron researchers have also figured out that, if you implant one of these things in a person's chest cavity, they extend this protection to their host by resisting any magical effect directed at them -- including those of other Hunters, such as Benedictions, Castigations, and Relic effects. The price is making the host more vulnerable to moral degeneration; having a being of pure nihilism wound around your heart will do that to you.



* CutLexLuthorACheck: Their entire organization is based on this, and this is the main reason they merely use thaumatechnologic implants to improve their field agents rather than just sell it to the military; there is much more profit from creating a cure for cancer from werewolf flesh or medical pills from vampire blood than there is from selling super-soldiers.

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* CutLexLuthorACheck: Their entire organization is based on this, and this is the main reason they merely use thaumatechnologic implants to improve their field agents rather than just sell it selling them to the military; there is much more profit from creating a cure for cancer from werewolf flesh or medical pills from vampire blood than there is from selling super-soldiers.super-soldiers.
* HandOfGlory: The legendary Hand of Glory, made by severing a hanged man or woman's severed hand and pickling it in an alchemical bath. Its fingers, when lit, burn endlessly and hypnotize those who look at them. Cheiron surgeons have worked out a way to graft these things directly to their hunters' arms.
* LivingMoodRing: A variant. The Devil's Eyes implant allows its recipients to perceive the emotional states of others as colored auras around their bodies. These include most expected emotions (anger as bright red, calm as light blue, envy as dark green, lust as deep red, etcetera, confusion as a mess of mottled colors), as well as some more unusual states (a supernaturally controlled being has a generally muted aura, a psychotic individual a swirling cloud of color, and a nonhuman monster feels subtly "wrong").



* MilkingTheMonster: They make a business out of this, kidnapping supernatural beings so they can dissect them and make medicine out of them.

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* MilkingTheMonster: MonsterOrganTrafficking: They make a business out of this, kidnapping this. Cheiron's modus operandi is to hunt and kidnap supernatural beings so they can in order to dissect them and them, make medicine out of them.their organs and internal processes, and implant some of the more interesting parts into their own hunters.



* NaturalWeapon: One of the most basic implants a Cheiron hunter can get is the Weapon of Last Resort, a catch-all term for physical weapons implanted directly in the body, such as razor-sharp claws or demonic fangs. They give their new owners reliably accessible just-in-case weapon if they're disarmed of their tools, and also have the added bonus of leaving wounds that most people won't associate with a human assailant.



* TheyWouldCutYouUp: Especially if you're something they've never seen before.

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* TheSymbiote: Most Cheiron implants involve simply splicing a patch of tissue or a new organ into a hunter's body. Some, however, involve the implantation of entire symbiotic organisms, such as a swarm of man-faced hornets that live in your arm and attack things that you're angry at or a worm wound around your heart that protects you from magic at the cost of making you more nihilistic.
* TheyWouldCutYouUp: Especially The fate of monsters and of magical humans and former humans alike caught by Cheiron hunter teams is to end up in a secure, sterile laboratory, strapped down to an operating table and at the tender mercy of surgeons looking to carve you up to turn into fresh medicine and biotech -- especially if you're something they've never seen before.



* LightningGun: The Mjolnir Cannon, which ionizes the air before discharging an electric burst. Comes in both personal and [[WaveMotionGun vehicle scale]]!

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* LightningGun: The Mjolnir Cannon, which ionizes the air before discharging an electric burst. Comes burst through the resulting channel of conductive plasma. It comes in both personal and [[WaveMotionGun vehicle scale]]!scale]]! It's mentioned, however, that these weapons have a tendency to attract ''real'' lightning bolts during thunderstorms.

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