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Hunter

Hunter

You learned what works. You learned why it works when you could and accepted that sometimes it just does when you couldn't. The important thing is that it works.

Favored Save: Body Save (+1D to Body + Fortitude rolls)

Power Access: None by default. A Hunter profession does not grant Power Access, the Network doesn't require practitioners, and most hunters are mundane humans working with material approaches and practical knowledge. Hunters who are also lineage practitioners access their traditions through their lineage and through Progression Track Stage 2, not through the profession itself.

Starting Resources: Personal weapon (hunter's choice, most have at least one mundane weapon and one threat-specific material in their standard kit), a Network contact (an information node they can reach), and a working knowledge of the Network's verification protocols.

Lineage Affinity: All lineages. The Network does not filter by lineage, hunters are whoever showed up and proved useful.

Progression Track: Hunter

Stage 1 (10 XP), Established Contact
  The hunter has proven reliable enough to be trusted with more of the
  Network's actual resources.
  - Network Pull: Once per session, the hunter may contact their node and
    request specific information, threat identity, local specialist, material
    sourcing, historical incident records. The GM determines how completely and
    quickly the request is fulfilled based on what the Network plausibly knows.
    Well-connected nodes are faster; obscure or specialized requests take longer.
  - Threat Knowledge: The hunter's accumulated experience gives them working
    knowledge of one specific threat category (player's choice at Stage 1).
    For threats of that category, the hunter knows the standard weakness and
    destruction method without a roll.

Stage 2 (25 XP), Reliable Operator
  The hunter has done enough work that the Network knows who they are.
  - Favor Economy: The hunter has built Network credit, contributions of
    information, resources, or operational support that can be drawn on.
    Once per session, the hunter may call in a favor: another hunter or
    specialist provides backup for the current scene, or a needed resource
    (specific ammunition, a specialist tool) is arranged within a scene's time
    frame. Calling in a favor of this kind creates an expectation of return.
  - Power Access (Lineage Tradition): If the hunter has a lineage with Power
    Access and has not previously accessed a tradition, they may now do so at
    1D (no Talent cost). The Network's loose collection of practitioners has
    given them access to enough context to begin formalizing what their lineage
    already provides.

Stage 3 (50 XP), Node
  The hunter has become a hub, the person other people call when they don't
  know who else to call.
  - Hub Function: The hunter functions as an information node. They receive
    threat intelligence from across the Network's contact web before it would
    otherwise reach them, the GM provides one piece of proactive threat
    intelligence per session that the hunter's contacts have surfaced. The
    hunter decides what to do with it.
  - Emergency Assembly: Once per campaign, the hunter can call in the Network's
    collective attention to a specific threat. This represents mobilizing
    multiple experienced hunters toward a single problem. The assembled
    assistance is significant and real, but the threat has to be significant
    enough to justify it, calling the full Network for a local problem burns
    credit that takes a long time to rebuild.