Zabin Hunter

The Zabin have their start in Calakmel but have spread to every corner of the world. The Alterans may tell you that they have had hundreds of years of peace. They may tell you that the Exile holds and there are no monsters. But then, Alterans lie. The Zabin will tell you there are monsters, but they are only found in the darkest places of the world. They are found in the dark alleys of Alteran cities, in the deepest mines of Moragon, in the farthest deserts of Mathuradu, and anywhere that society would turn a blind eye. Attacks by these “monsters” are often written off as unfortunate accidents or local acts of random violence. That is what is said in every nation in one form or another. Those that survive the attacks however, know the truth. These monsters are real. These monsters are connected. These monsters are planning. The Zabin work in small cells to track and kill the monsters when the rest of the world cannot even admit they exist. The Zabin are often skilled trackers and specialized in various types of esoteric lore. They learn about the strengths and weaknesses of their quarry with careful study, then they execute their prey. In combat, they often rely on ambushes, traps, and ranged weapons to maximize their effectiveness, while keeping themselves safe.

Required Fighting Style: Zabin Hunters fight with any Ranged Weapon, Small Weapon, or Short Weapon, may use a Small or Short Weapon in their other hand. They may also use Bucklers. Zabin Hunters may wear Light Armor or Medium Armor. A Zabin Hunter cannot use their Fighting Style abilities while using any melee weapon larger than Short Weapon, using a second melee weapon larger than Short Weapon, using any Shield larger than Buckler, or wearing Heavy Armor or Encased Armor.

EXCEPTION: “Right Tool for the Job,” if purchased, allows for the declaration of a specific weapon to count as a permitted weapon.

Prerequisites: All Brutality Tier 1 abilities (Passive, Per Combat, Per Reset) or All Dexterity Tier 1 abilities (Passive, Per Combat, Per Reset), Small/Short Weapon and Ambidextrous/Florentine OR Any Ranged Weapon. Light or Medium Armor Only. 

Gain one Apprentice ability at no cost with initial purchase. Others may be purchased with additional experience points

Hunter’s Instincts

Cost: 6 XP

The character is, at all times, considered to have the Detect Concealed ability allowing them to be aware that there is an Invisibility or Conceal effect being used in their immediate line-of-sight. This does not allow the character to interact with the Concealed or Invisible subject, it just provides knowledge that it is there. 

In addition, the character may use blade poisons.

Tagline: None

Hunter’s Mark

Cost: 6 XP

The character may, at-will, after performing a successful killing blow on a target,  take a slow 5 count (Taking Blood Mark 5, Taking Blood Mark 4, etc) to claim a single Blood Mark from the kill. This Mark is considered a Soul Mark on the character. The character may have one active Blood Mark at a time, and all Blood Marks expire at Reset. This increases to two active Blood Marks at Intermediate, and three active Blood Marks at Master. A Blood Mark does not require a phys-rep, but phys-reps and/or red makeup are highly encouraged. 

Additionally, the character may spend an active Blood Mark to use a “Natural Conceal” effect while near thick brush or any tree 1 foot or larger in diameter. This ability becomes “Natural Greater Conceal” at Intermediate, and “Shadow Invisibility” at Master. 

Tagline: “Natural Conceal”, “Natural Greater Conceal”, “Shadow Invisibility”

Right Tool for the Job

Cost: 6 XP

The character may, once per Reset, declare any specific weapon as a Zabin weapon, usable with all Zabin Hunter abilities. 

Tagline: None

Hunter’s Snare

Cost: 6 XP

The character may, once per combat, use a True Natural Snare Foot effect. A Snare Foot effect causes one foot of the target’s choice to be trapped in place. The target may pivot on that foot. This effect lasts for 1 minute. A True effect may not be stopped by Parry, Side Step, or Dodge. See the Effects List for more information.

Tagline: “True Natural Snare Foot”

Prerequisites: All Brutality Tier 2 abilities (Passive, Per Combat, Per Reset) or All Dexterity Tier 2 abilities (Passive, Per Combat, Per Reset), any 2 Apprentice abilities

Gain one Intermediate ability at no cost with initial purchase. Others may be purchased with additional experience points

No Escape

Cost: 8 XP

The character may, once per combat, use a Natural Reveal Concealed effect, delivered via weapon attack, on a target under a Conceal, Greater Conceal, or Invisibility effect. This effect will end a Conceal, Greater Conceal, or Invisibility effect on the target. See the Effects List for more information.

Tagline: “Natural Reveal Concealed”

Hunter’s Curse

Cost: 8 XP

The character may spend an active Blood Mark to use a Natural Blood Poison effect, delivered via weapon attack. A Blood Poison effect will cause the target to be mostly incapacitated, only able to crawl slowly, whisper, and fend off a Killing Blow. Further, the target will suffer a Death effect after 10 minutes.  See the Effects List for more information.

Tagline: “Natural Blood Poison”

Ambusher

Cost: 8 XP

The character may hold Small, Short, or Thrown Weapons in their hands while Concealed or Invisible.

Tagline: None

Sharpshooter

Cost: 8 XP

The character, whenever they use a Brutality or Dexterity Per Combat ability or a Zabin Hunter ability with a Ranged weapon, may spend 3 seconds aiming at their target before using the ability. If the attack misses the target, the character may immediately Refresh the ability used. If the ability strikes the target (or another valid target) but is otherwise defended against, the ability may not be Refreshed. See the Effects List for more information.

Tagline: “Natural Refresh [Ability]”

Prerequisites: All Brutality Tier 3 abilities (Passive, Per Combat, Per Reset) or All Dexterity Tier 3 abilities (Passive, Per Combat, Per Reset), any 2 Intermediate abilities

Gain one Master ability at no cost with initial purchase. Others may be purchased with additional experience points

Hunter’s Vengeance

Cost: 10 XP

The character may, once per combat, immediately after ending a Conceal or Invisibility effect on themselves or successfully using No Escape, use a Mortal Strike. This ability is a weapon attack that causes an automatic Torso Wound regardless of the location struck. Note that this effect directly causes a Wound, it does not deal damage, and so bypasses armor, Shells , and Vigor. Strikes are presumed to be Natural attacks. The effect can be defended against by mundanely blocking with a weapon or shield, and is also subject to Parry, Dodge, Reduce and Withstand. See the Effects list for more information.

Tagline: “Mortal Strike”

Path of Shadow

Cost: 10 XP

The character may spend an active Blood Mark to use a Shadow Teleport effect. The character must spend a slow 5 count (“Stepping through Shadow 5, Stepping through Shadow 4, etc”) in a shadowed area before declaring the effect and stepping Out of Play. The character may then walk in a straight line to another shadowed area they can see from the initial shadowed area. While moving in this fashion, the character is considered to be unaware of the status of the target location. Upon arrival at the target location, the character immediately comes back into play. See the Effects List for more information.

Tagline: “Shadow Teleport”

Find Weakness

Cost: 10 XP

The character may, once per combat, use a X Bless Weapon 1 effect on one of the character’s wielded weapons, where X is a source chosen from the following list: Earth, Air, Fire, Water, Light, Shadow, Ice, Acid, Lightning, Living, Acid, Metal, or Natural. The target weapon deals +1 damage on all swings till the end of combat or 30 minutes. If the Natural Source is chosen, the character may call one of the following special materials while swinging: Copper, Silver, Gold. The Source used for this effect is selected at the beginning of the event, and may be changed after 1 minute of concentration. The Source may not be changed while the effect is active.

Tagline: “[Source] Bless Weapon 1”, “[Source] 2” when used with a weapon with base 1 damage.

Hunter’s Fury

Cost: 10 XP

The character may, once per combat, use either a True Natural Crit +3 Fountain effect or a True Natural Snare Foot Fountain effect. This effect will end after 1 minute in addition to the other restrictions on Fountain effects. See the Effects List for more information.

Tagline: “True Natural Crit 3 Fountain”, “True Natural Snare Foot Fountain”, “ True Natural Crit 4” when used with a weapon with 1 base damage, “True Natural Snare Foot”

Inspiration Images

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