Reformed Threat
Reformed Threat
You were on the other side. Whatever you were, whatever you did, you're here now, and you're working with people whose job used to be stopping things like you. That's not forgotten. By them, or by you.
Favored Save: Body Save (+1D to Body + Fortitude rolls)
Power Access: Lineage tradition at 1D (no Talent cost). The Reformed Threat's supernatural nature is inherent; it is not accessed through an institution, it simply is. This template assumes the character has a non-human lineage with tradition access (Dhampir, Skinchanger, Haunt, Faeborn, or Marked). Human characters who were enhanced or bound through supernatural means may also use this template with GM approval.
Starting Resources: The character's supernatural capabilities (lineage perks, tradition access at 1D). Knowledge of the hidden world from the inside; they know how threats operate because they were one. One tenuous relationship with the hidden-world community: a hunter, researcher, or organization member who believes the character's reformation is genuine and is willing to vouch for them, conditionally. No financial resources assumed beyond the ordinary.
Lineage Affinity: Dhampir, Skinchanger, Haunt, Faeborn, Marked. This template is designed for non-human lineage characters, specifically those whose lineages have historically been treated as threats by hunter communities. Human characters who were previously enhanced or possessed may also use this template.
Design Note: The Reformed Threat carries social weight beyond mechanics. Other hidden-world characters will have opinions. Some hunters will not trust them regardless of track record. Some organizations will refuse to work with them. Some threats will treat them as a traitor to their kind. This is not a template for characters who want uncomplicated acceptance; it is a template for characters who are working for something in the face of that.
Progression Track: Reformed Threat
Stage 1 (10 XP), Provisional Trust
The character has demonstrated enough reliable behavior that people
are starting to acknowledge the distinction between who they were
and who they are now. The acknowledgment is grudging and conditional.
- Inside Knowledge: The character knows the operational patterns,
weaknesses, social structures, and behaviors of their own kind,
and, through experience, of related threat categories. For threats
of their own lineage-adjacent category and one adjacent category
(GM and player determine at Stage 1), the character knows the
standard weakness and destruction method without a roll, and gains
+1D to Wit + Lore rolls involving the social or behavioral
patterns of those threats.
- Threat Communication: The character can attempt communication with
threats of their own category and adjacent categories where
communication is possible (not mindless threats). No roll required
to attempt communication; the threat's response depends on the
fiction. Other characters attempting this communication without
the Reformed Threat's background take -2D to social rolls with
these threats; the character takes no penalty.
Stage 2 (25 XP), Established Record
The character's actions have built something that can't be dismissed.
The conditional trust has become something more durable in at least
some relationships.
- Tradition Development: The character's tradition access (if any)
increases by 1D (to 2D total, no additional Talent cost). Years
of using their supernatural nature have deepened their competence
with it in ways that formal instruction didn't provide.
- Community Standing: The character has genuine standing in at least
one hidden-world community, a lineage community, an organization,
or an informal group. This standing provides one concrete benefit
the GM and player define together (safe passage in an area,
access to a resource base, a reliable contact network of a specific
type). The standing is real but still carries the character's history
, new contacts may not extend it automatically.
Stage 3 (50 XP), The Bridge
The character occupies a position that nobody else does: genuine
standing on both sides of the line between human and threat communities.
Whether they chose this role or had it thrust on them doesn't matter.
They are it.
- Negotiation Authority: The character can serve as a negotiator
between hunter-community parties and threat-community parties in
situations where negotiation is possible. Both sides accept them
as a legitimate representative, not enthusiastically, but
genuinely. Negotiations the character leads have a base Threshold
of 2 rather than whatever the unaided Threshold would be.
- Dual Knowledge: The character now has working knowledge of all
threat categories (standard weakness and destruction method without
a roll), reflecting both their inside perspective on supernatural
existence and the operational knowledge they've accumulated working
with hunters. For threats of their own lineage category specifically,
all rolls gain +1D from the depth of that understanding.