Post by Witness1 on Sept 7, 2016 19:46:09 GMT
These are just a few frequently used terms among the community. Learn them, know them. They will help you to identify and communicate with your peers.
Avenger: A hunter perceived to advocate, above all else, the extermination of the supernatural.
Bait: A hunter who uses themselves as a lure to provoke confrontations with monsters.
The Burden: Humanity, or more accurately, those of mankind who would rather preserve society's evils than risk change for something better.
Bystander: A person present at an Imbuing who perceives the supernatural, but cannot or does not act against it. They remember, but they have no power.
Creed: Rudimentary groups of hunters, separated by a binding philosophy.
The Chosen: A term some Hunters apply to themselves in regards to the Heralds/Messengers.
Defender: A hunter who prioritizes the protection of people, place and/or things as much as they strive to destroy monsters.
The Defenseless: Normal humans who have no way of perceiving the supernatural world. Also called The Blind.
Edge: Any of the strange and fantastic powers afforded to hunters by the Imbuing. Also called powers or the juice.
Gawker: A normal person who sees hunter edges or supernatural phenomenon, but cannot comprehend it.
Gone Fishing: A label applied to those hunters who abandoned the city in hopes of finding peace from monsters in the wilderness or countryside.
Heralds: A name assigned to the mysterious beings responsible for the phenomenon of Imbuing. Also called the Messengers. Heralds often suggests the nature of these beings to be divine.
The Hunt: Hunter lifestyle in a nutshell. The pursuit, trailing, studying, and ultimate confrontation of supernatural entities. Also called the Mission.
The Imbued: Hunters. People made to see the world for what it truly is, and endowed with powers beyond human ability to contend with it.
Innocent: A member of a loose group of hunters believed to have an open-minded, unjaded approach to the mission.
Judge: A hunter believed to have a discerning sense of how to carry out the mission to achieve the greatest good, at least by their standards.
Lurker: A hunter who frequents the hunter-net boards but avoids direct confrontation with the supernatural.
Martyr: A hunter - part of a seemingly like minded group - who is willing to sacrifice anything of themselves in the name of the cause.
Messengers: The beings responsible for the Imbuing. Hunters of various creeds and cultures have differing views of the exact nature of these beings, but they are widely accepted as a force for good and supportive of humanity.
Monster: A generality applied to all inhuman, unnatural creatures that exist in the world and prey upon humanity in some fashion. Incredibly varied in nature. Also called the Enemy.
Most Dangerous Game (MDG): The Hunt itself. Also the enemy; intelligent creatures capable of fighting back with weapons and powers of their own, instead of defenseless animals.
Puppet: A human pawn of a supernatural creature, whether willing or unwilling. Sometimes called thralls or retainers.
Redeemer: One of a loosely recognized group of hunters who, for their own reasons, seek out the worth and value in monsters instead of destroying them outright.
Second Sight: A hunter's instinctive ability to recognize monsters - at least those who attempt to hide or disguise themselves - through force of will. Also sometimes used to refer to the protection granted to hunters from supernatural persuasion or illusion. Sometimes called the Sight.
The Soulless: Humans who venerate the supernatural or support supernatural causes through "questionable behavior" (e.g. nightclub goers, ravers, goths, gang members, etc.). A highly subjective term applied according to the user's own moral code and belief systems. Ironically, some hunters can be "soulless" to other hunters.
Touched: To be affected or influenced by the Messengers, whether at the point of Imbuing or afterwards. Can apply to both hunters and bystanders.
Visionary: A hunter who demonstrates a philosophical attitude toward the hunt and assumes few preconceived notions about the hunter, monsters or the goals of the chosen.
Wacko: A hunter who pursues the mission to extremes, whether through willingness to make profound sacrifices, to accept human losses, or to profess unfathomable motives in the name of the hunt.
The Word: Hunters' implicit language of signs and icons used to communicate simple, coded messages. Also called Hunter Code or the Signs.
Yokel: A hunter who believes in and professes the wisdom of supernatural folk tales and legends concerning monsters, often without having tested the validity of such beliefs.
Avenger: A hunter perceived to advocate, above all else, the extermination of the supernatural.
Bait: A hunter who uses themselves as a lure to provoke confrontations with monsters.
The Burden: Humanity, or more accurately, those of mankind who would rather preserve society's evils than risk change for something better.
Bystander: A person present at an Imbuing who perceives the supernatural, but cannot or does not act against it. They remember, but they have no power.
Creed: Rudimentary groups of hunters, separated by a binding philosophy.
The Chosen: A term some Hunters apply to themselves in regards to the Heralds/Messengers.
Defender: A hunter who prioritizes the protection of people, place and/or things as much as they strive to destroy monsters.
The Defenseless: Normal humans who have no way of perceiving the supernatural world. Also called The Blind.
Edge: Any of the strange and fantastic powers afforded to hunters by the Imbuing. Also called powers or the juice.
Gawker: A normal person who sees hunter edges or supernatural phenomenon, but cannot comprehend it.
Gone Fishing: A label applied to those hunters who abandoned the city in hopes of finding peace from monsters in the wilderness or countryside.
Heralds: A name assigned to the mysterious beings responsible for the phenomenon of Imbuing. Also called the Messengers. Heralds often suggests the nature of these beings to be divine.
The Hunt: Hunter lifestyle in a nutshell. The pursuit, trailing, studying, and ultimate confrontation of supernatural entities. Also called the Mission.
The Imbued: Hunters. People made to see the world for what it truly is, and endowed with powers beyond human ability to contend with it.
Innocent: A member of a loose group of hunters believed to have an open-minded, unjaded approach to the mission.
Judge: A hunter believed to have a discerning sense of how to carry out the mission to achieve the greatest good, at least by their standards.
Lurker: A hunter who frequents the hunter-net boards but avoids direct confrontation with the supernatural.
Martyr: A hunter - part of a seemingly like minded group - who is willing to sacrifice anything of themselves in the name of the cause.
Messengers: The beings responsible for the Imbuing. Hunters of various creeds and cultures have differing views of the exact nature of these beings, but they are widely accepted as a force for good and supportive of humanity.
Monster: A generality applied to all inhuman, unnatural creatures that exist in the world and prey upon humanity in some fashion. Incredibly varied in nature. Also called the Enemy.
Most Dangerous Game (MDG): The Hunt itself. Also the enemy; intelligent creatures capable of fighting back with weapons and powers of their own, instead of defenseless animals.
Puppet: A human pawn of a supernatural creature, whether willing or unwilling. Sometimes called thralls or retainers.
Redeemer: One of a loosely recognized group of hunters who, for their own reasons, seek out the worth and value in monsters instead of destroying them outright.
Second Sight: A hunter's instinctive ability to recognize monsters - at least those who attempt to hide or disguise themselves - through force of will. Also sometimes used to refer to the protection granted to hunters from supernatural persuasion or illusion. Sometimes called the Sight.
The Soulless: Humans who venerate the supernatural or support supernatural causes through "questionable behavior" (e.g. nightclub goers, ravers, goths, gang members, etc.). A highly subjective term applied according to the user's own moral code and belief systems. Ironically, some hunters can be "soulless" to other hunters.
Touched: To be affected or influenced by the Messengers, whether at the point of Imbuing or afterwards. Can apply to both hunters and bystanders.
Visionary: A hunter who demonstrates a philosophical attitude toward the hunt and assumes few preconceived notions about the hunter, monsters or the goals of the chosen.
Wacko: A hunter who pursues the mission to extremes, whether through willingness to make profound sacrifices, to accept human losses, or to profess unfathomable motives in the name of the hunt.
The Word: Hunters' implicit language of signs and icons used to communicate simple, coded messages. Also called Hunter Code or the Signs.
Yokel: A hunter who believes in and professes the wisdom of supernatural folk tales and legends concerning monsters, often without having tested the validity of such beliefs.