Hunters Arcanum
Source: https://vamp.bynightstudios.com/vampire/library/huntersarcanum
Members of Arcanum are known for their secrecy and discretion. A society of occultists who recognize that there is more to their world than most people were willing to believe, as interest in the occult flourished the Arcanum established chapter houses throughout the world. Offering its members profound insight in the mystic and mythical, as knowledge of the supernatural grew so too did the Arcanum's concerns about the motivations and machinations of the paranormal. In these modern nights, members of the Arcanum are just as likely to be steadfast researchers as they are hunters looking to purge the world of perceived horrors.
Arcanum NPCs can possess the following abilities (these supersede the antagonist entry in MET VTM, Chapter Twelve: Allies and Antagonists, page 492).
System Rules
Tools of the Trade
Psychic Numina
Due to their study and exposure to the supernatural and paranormal, some members of the Arcanum have developed Psychic Numina and can purchase specializations in any of the following disciplines:
Hedge Magic
Hedge Magic has existed among mortals in various forms since the beginning of recorded history. Unlike Psychic Numina which are innate abilities, Hedge Magic is learned through research and study. Over the course of a century, the Arcanum have amassed a number of paths of Hedge Magic. Hedge Magic practitioners spend Mana to power Hedge Magic instead of Blood. To represent Hedge Magic, Arcanum members can purchase specializations in any of the following disciplines:
Imbued Items
Created through modern techniques of alchemy and Hedge Magic, the Arcanum has a potent arsenal to observe and combat supernatural creatures, including a number of supernaturally enchanted weapons. Storytellers are encouraged to create their own Imbued Items by borrowing from any Blood Magic ritual that creates an object for limited use. Storytellers may also create Imbued Items by using the creation rules for talens located under Fetishes in the MET Werewolf: The Apocalypse Core Rulebook; however, such objects are powered by Mana and not Gnosis. Characters may not activate these items unless they have access to Mana, rendering captured items non-functional curiosities at best.
Imbued Items have the following characteristics:
Example Imbued Items:
Simulacrum (Epic Arcanum NPCs only)
These specialized Imbued Items represent magically powered and rudimentary intelligent creatures created by senior members of the Arcanum. As their creation requires a significant amount of effort and resources, they are only available to Epic Arcanum NPCs. Simulacrum function as Retainers under the Stock NPC rules in that they can act separately but are typically under the control of the Arcanist. They are considered to be magical constructs but are semi-sentient.
Simulacrum all have the following characteristics:
Source Book: MET - VTM - V2 (2021)