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* HighTurnoverRate: "Drugs don't teach people how to fight." Spirits are inherently dangerous even if you ''know'' what you're doing, and most of the Illuminated Brotherhood don't have the first idea, so they tend not to last very long.
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* CastFromHP: The Knights have multiple abilities that require mortification of the flesh (usually by whipping oneself with a scourge, a sort of spiked chain-whip) to activate or maintain. Part of their training is learning how to keep a meditative mindset despite the resulting pain.
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* TheInfested: One of the implants used by the Cheiron Group is a swarm of man-faced hornets that live in their host's arm and fly out to attack when their host becomes angry at something.
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* MagicalAccessory: Their Endowment, Relics, focus on using the various mysterious magic artifacts they collected all over the world. This covers pretty much any form, from mere trinkets meant to amuse kids to [[FantasticNuke]]s.

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* MagicalAccessory: Their Endowment, Relics, focus on using the various mysterious magic artifacts they collected all over the world. This covers pretty much any form, from mere trinkets meant to amuse kids to [[FantasticNuke]]s.{{Fantastic Nuke}}s.
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* ReluctantWarrior: They have a reputation of being this. While not entirely correct, there is some truth to this assumption; Yuri's Group is a support group first, and their priority always go to helping the victims.

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* ReluctantWarrior: They have a reputation of being this. While not entirely correct, there is some truth to this assumption; Yuri's Group is a support group first, and their priority always go goes to helping the victims.



* AncientConspiracy: Dating back to rumored [[TabletopGame/MageTheAwakening Atlantis]], according to them. Of course, none of what they tell about their origin matches with what you'll find in Mage or Werewolf lore-- and since even these two base themselves on legends, it's pretty hard to tell which version is the accurate one.

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* AncientConspiracy: Dating back to rumored [[TabletopGame/MageTheAwakening Atlantis]], according to them. Of course, none of what they tell about their origin matches with what you'll find in Mage or Werewolf lore-- lore -- and since even these two base themselves on legends, it's pretty hard to tell which version is the accurate one.



* MagicalAccessory: Their Endowment, Relics, focus on using the various mysterious magic artifacts they collected all over the world. This covers pretty much any form, from mere trinkets meant to amuse kids to FantasticNuke.
* MultipleChoicePast: ''Compacts and Conspiracies'' provides three alternative possible backstories for them, suggesting the Storyteller to pick one. Said backstories include the one they tell, but also the possibility they might actually be regular humans who stole the position and identity from the real guardians, or pawns formed by one of the Mages' and Werewolves' many enemies.

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* MagicalAccessory: Their Endowment, Relics, focus on using the various mysterious magic artifacts they collected all over the world. This covers pretty much any form, from mere trinkets meant to amuse kids to FantasticNuke.
[[FantasticNuke]]s.
* MultipleChoicePast: ''Compacts and Conspiracies'' provides three alternative possible backstories for them, suggesting the Storyteller to pick one. Said backstories include the one they tell, but also the possibility they might actually be regular humans who stole the position and identity from the real guardians, or pawns formed by one of the Mages' and Werewolves' many enemies.



* AllMythsAreTrue: Many of their rituals use BloodMagic to make vampire weaknesses that usually don't apply in the TabletopGame/ChroniclesOfDarkness- such as MustBeInvited and VampiresHateGarlic- work.

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* AllMythsAreTrue: Many of their rituals use BloodMagic to make vampire weaknesses that usually don't apply in the TabletopGame/ChroniclesOfDarkness- TabletopGame/ChroniclesOfDarkness -- such as MustBeInvited and VampiresHateGarlic- VampiresHateGarlic -- work.



* WrongGenreSavvy: They believe vampires are responsible for every single thing wrong in the world, and dismiss other supernatural creatures as unimportant by comparison. While vampires most definitely helped making the setting a CrapsackWorld, there are enough horrors in the other gamelines that it's safe to say it would be a pretty bad place even without them, and plenty who are ''way'' more dangerous (most vampires only care about feeding and survival, and have an inclination toward PragmaticVillainy; pretty tame compared to, say, [[TabletopGame/MageTheAwakening insane mage-gods enslaving mankind without them even knowing]], [[TabletopGame/WerewolfTheForsaken supremacist werewolves]] or [[TabletopGame/ChangelingTheLost capricious fairies who kidnap and torture humans for fun]]).

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* WrongGenreSavvy: They believe vampires are responsible for every single thing wrong in the world, and dismiss other supernatural creatures as unimportant by comparison. While vampires most definitely helped making make the setting a CrapsackWorld, there are enough horrors in the other gamelines that it's safe to say it would be a pretty bad place even without them, and plenty who are ''way'' more dangerous (most vampires only care about feeding and survival, and have an inclination toward PragmaticVillainy; pretty tame compared to, say, [[TabletopGame/MageTheAwakening insane mage-gods enslaving mankind without them even knowing]], [[TabletopGame/WerewolfTheForsaken supremacist werewolves]] werewolves]], or [[TabletopGame/ChangelingTheLost capricious fairies who kidnap and torture humans for fun]]).



A mysterious and enigmatic medical-focused megacorporation, the Cheiron Group is one of the world's foremost producers of medicines and medical technology. Unbeknownst to humanity as a whole, Cheiron Group secretly captures and fatally studies various supernatural entities in order to find ways to provide medical breakthroughs. Their elite agents are even equipped with Thaumatechnology; grafted monster organs and body-parts that imbue the wielders with monstrous powers of their own. The hunters of Cheiron Group, known officially as the Field Projects Division, are divided into groups: '''Retrieval'''; who actually do the hunting, '''Recruitment'''; who seek out the endless supply of new hunters to become members of Retrieval, and '''Field Research'''; spies sent to investigate and poach from the other Conspiracies.

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A mysterious and enigmatic medical-focused megacorporation, the Cheiron Group is one of the world's foremost producers of medicines and medical technology. Unbeknownst to humanity as a whole, Cheiron Group secretly captures and fatally studies various supernatural entities in order to find ways to provide medical breakthroughs. Their elite agents are even equipped with Thaumatechnology; grafted monster organs and body-parts that imbue the wielders with monstrous powers of their own. The hunters of Cheiron Group, known officially as the Field Projects Division, are divided into groups: '''Retrieval'''; who actually do the hunting, '''Recruitment'''; who seek out the endless supply of new hunters to become members of Retrieval, and '''Field Research'''; spies sent to investigate and poach from the other Conspiracies.



* 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.

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* AntiMagic: Banality Worms are a type of extradimensional beings being 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 cost is making the host more vulnerable to moral degeneration; having a being of pure nihilism wound around your heart will do that to you.



* BadBoss: Their field agents are treated like resources and properties rather than people, and they do not hesitate to implant potentially dangerous, untested monster organs inside them just to see what the result will be, not to mention sending them poorly informed and equiped against powerful supernatural critters. To their credit, employees who prove actually valuable assets usually get a better treatment.
* BeAsUnhelpfulAsPossible: Each field agent is given a handbook meant to help them identify, find and capture supernatural beings. Problem is, this handbook is practically worthless; the parts about the procedure barely are of any use, and the parts about the monsters themselves provide either [[CaptainObvious obvious informations you could have easily found elsewhere ("Vampires drink blood and are vulnerable to sunlight")]] or ones you cannot apply ("Werewolves suffer an extreme allergy to silver, but TCG doesn't issue silver bullets"). To add insult to injury, you can't even throw it away, because it's property of the Organization, and just losing it can get you in trouble.

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* BadBoss: Their field agents are treated like resources and properties rather than people, and they do not hesitate to implant potentially dangerous, untested monster organs inside them just to see what the result will be, results, not to mention sending them poorly informed and equiped against powerful supernatural critters.critters poorly informed and equipped. To their credit, employees who prove actually valuable assets usually get a better treatment.
* BeAsUnhelpfulAsPossible: Each field agent is given a handbook meant to help them identify, find find, and capture supernatural beings. Problem is, this handbook is practically worthless; the parts about the procedure barely are of any use, and the parts about the monsters themselves provide either [[CaptainObvious obvious informations information you could have easily found elsewhere ("Vampires drink blood and are vulnerable to sunlight")]] or ones you cannot apply ("Werewolves suffer an extreme allergy to silver, but TCG doesn't issue silver bullets"). To add insult to injury, you can't even throw it away, because it's property of the Organization, and just losing it can get you in trouble.



* 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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* 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 magic-rich 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 their 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.



* UnknownRival: Probably the main reason they still exist is because any [[TabletopGame/MummyTheCurse Mummy]] who encounters them is likely to forget about it when her Memory drops again-- if the Arisen ''knew'' about the Faithful, them or their cultists probably would have hunted them down to extinction.

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* UnknownRival: Probably the main reason they still exist is because any [[TabletopGame/MummyTheCurse Mummy]] who encounters them is likely to forget about it when her their Memory drops again-- again -- if the Arisen ''knew'' about the Faithful, them they or their cultists probably would have hunted them down to extinction.



* BountyHunter: In the service of angels, at that. Their job essentially consist in tracking down Demons to bring them back to Angels.
* DemonSlaying: What they think they're doing for good, but it's a bit more complicated than that since these aren't Angels and Demons in the theological sense but rather creations of the God-Machine.

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* BountyHunter: In the service of angels, at that. Their job essentially consist in consists of tracking down Demons to bring them back to Angels.
* DemonSlaying: What they think they're doing for good, but it's a bit more complicated than that since these aren't Angels angels and Demons demons in the theological sense sense, but rather creations of the God-Machine.



* TattooedCrook: Played with; on the one hand, they do wear tattoos due to their Endowment, and they ''are'' morally dubious, in the sense that they are essentially supernatural bounty hunters. On the other hand, many of them think they are virtuous people fighting Demons and serving Angels.

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* TattooedCrook: Played with; on the one hand, they do wear tattoos due to their Endowment, and they ''are'' morally dubious, in the sense that they are essentially supernatural bounty hunters. On the other hand, many of them think they are virtuous people fighting Demons demons and serving Angels.angels.



An old branch of the Anglican Church, the Sacred Order of the Knights of Saint George can be found in all sorts of places. On the front of things, they are a humble order of Christians, dedicated to charities and good works. But, in secret, they have a darker nature; the core of the Sacred Order, the true Knights, are monster-hunters, motivated to hunt [[TabletopGame/MageTheAwakening witches]] and all spawn of magic because they know of the existence of dread and powerful entities. These "Faceless Angels" slumber, now, but magic makes them stir, and were they to wake, then the world would be destroyed. Through mystical rites known as the Goetic Gospels, the Knights draw upon the powers of the Faceless Angels and use them to oppose all beings of magic. The Knights are divided into three doctrinal branches, known as the '''Congregations'''. The largest of the three, the '''Congregation of Malthus''', are the Order's dedicated witch-fingers and killers. Meanwhile, the '''Congregation of Foras''' focuses on magic as opposed to witches, making them the most interested in pursuing non-witch monsters and stories of hauntings, cryptozoological beasts, magical artifacts, etcetera. Finally, the '''Congregation of Vasago''' are the support group of the Sacred Order as a whole, serving to manage the Order's front as a Christian charity and to preserve the Order's archives of lore on magic and witchery.

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An old branch of the Anglican Church, the Sacred Order of the Knights of Saint George can be found in all sorts of places. On the front of things, they are a humble order of Christians, dedicated to charities and good works. But, in secret, they have a darker nature; the core of the Sacred Order, the true Knights, are monster-hunters, motivated to hunt [[TabletopGame/MageTheAwakening witches]] and all spawn of magic because they know of the existence of dread and powerful entities. These "Faceless Angels" slumber, now, but magic makes them stir, and were they to wake, then the world would be destroyed. Through mystical rites known as the Goetic Gospels, the Knights draw upon the powers of the Faceless Angels and use them to oppose all beings of magic. The Knights are divided into three doctrinal branches, known as the '''Congregations'''. The largest of the three, the '''Congregation of Malthus''', are the Order's dedicated witch-fingers witch-finders and killers. Meanwhile, the '''Congregation of Foras''' focuses on magic as opposed to witches, making them the most interested in pursuing non-witch monsters and stories of hauntings, cryptozoological beasts, magical artifacts, etcetera. Finally, the '''Congregation of Vasago''' are the support group of the Sacred Order as a whole, serving to manage the Order's front as a Christian charity and to preserve the Order's archives of lore on magic and witchery.



* PathOfInspiration: Pretend to be a Christian charity group, part of the Church of England, but secretly give dread-motivated homage to "Faceless Angels", hoping to keep them from waking up and destroying the world.

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* PathOfInspiration: Pretend They pretend to be a Christian charity group, part of the Church of England, but secretly give dread-motivated homage to "Faceless Angels", hoping to keep them from waking up and destroying the world.



** The Path of Beasts is dedicated to fighting and opposing the actions of werewolves to corral and dominate the spirits.

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** The Path of Beasts is dedicated to fighting and opposing the actions of werewolves to corral in corralling and dominate dominating the spirits.



* WeAreStrugglingTogether: There's a lot of conflict between different branches of the Conspiracy, since it takes so many forms, from Neopagans to actual ancient shamans, from UFO cultists to fundamentalist Christian sects.

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* WeAreStrugglingTogether: There's a lot of conflict between different branches of the Conspiracy, since it takes so many forms, from Neopagans to actual ancient shamans, from shamans to UFO cultists to fundamentalist Christian sects.



** They've figured out that there are actually two factions of werewolves; one who can be called good, and the other quite unambiguously evil. Problem is, they think ''the Pure''[[note]]werewolves who have sided with the spirits and seek to reduce Earth to one giant DarkWorld in which humanity will be chattel for spirits and werewolves alike[[/note]] are the former and ''the Forsaken''[[note]]those brave few werewolves who still try to keep humanity from being exploited by the uncaring spirits[[/note]] are the latter.

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** They've figured out that there are actually two factions of werewolves; one who which can be called good, and the other quite unambiguously evil. Problem is, they think ''the Pure''[[note]]werewolves who have sided with the spirits and seek to reduce Earth to one giant DarkWorld in which humanity will be chattel for spirits and werewolves alike[[/note]] are the former and ''the Forsaken''[[note]]those brave few werewolves who still try to keep humanity from being exploited by the uncaring spirits[[/note]] are the latter.



* BlackMagic: The nature of their Endowment, Castigation, which consists in various demonic powers.

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* BlackMagic: The nature of their Endowment, Castigation, which consists in of various demonic powers.



* 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: The Lucifuge believe that their powers, and an attendant compulsion to do evil, are derived from being descended, recently or distantly, for the denizens of Hell.

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* 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 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: The Lucifuge believe that their powers, and an attendant compulsion to do evil, are derived from being descended, recently or distantly, for from the denizens of Hell.



* JoinOrDie: Anyone would-be recruit they find is offered 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.

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



* 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]].

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* 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 minutes 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]].



* OnlySaneMan: ''Compacts and Conspiracies'' reveals the Order of St. Ambrose secretly are this to the conspiracy; not only are they the only faction to not conspire against one of the other two, they also are significantly less fanatical than their consorts, feel that torture is an ineffective method, realize some monsters are less evil than others and would much rather try mercy and alliances whenever possible. Of course, they carefully avoid to say that out loud...

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* OnlySaneMan: ''Compacts and Conspiracies'' reveals the Order of St. Ambrose secretly are this to the conspiracy; not only are they the only faction to not conspire against one of the other two, they also are significantly less fanatical than their consorts, feel that torture is an ineffective method, ineffective, realize some monsters are less evil than others and would much rather try mercy and alliances whenever possible. Of course, they carefully avoid to say saying that out loud...
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* EnfanteTerrible: All Mutants are born deformed and many are born evil, being twisted in mind and body from birth.

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* EnfanteTerrible: EnfantTerrible: All Mutants are born deformed and many are born evil, being twisted in mind and body from birth.

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