Traits And Abilities
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.
Ability Damage and Checks
When an ability deals damage, roll its damage dice a number of times equal to your Core Modifier (CM), exactly as you would for a weapon. An ability listed as dealing d6 fire damage therefore deals CMd6 in the hands of a Hunter, so your abilities grow stronger as your core attribute does. When an ability instead forces a target to resist its effect, that target makes a check against your Core Threshold (CT), meeting or beating it to avoid or reduce the effect.
A Note on Duration
Some abilities last for a number of rounds, while others are measured in minutes or hours. These times are deliberately loose. A single round of combat covers everyone at the table taking a turn, which adds up to roughly a minute of frantic action, so the two are treated as interchangeable shorthand rather than a precise conversion. The duration is there to give a feel for how long an effect lingers, and the Overseer is always the final arbiter of how much time has passed.
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."