Hunters know and understand very little about themselves, their new world and their role in it, about the reasons they are awoken and empowered, or about the creatures they face. And yet, here is a terrifying reality in which they clearly exist, and here are shocking powers they can obviously bring to bear. So, how to come to terms with these apparent facts, when so many questions go unanswered? Hunters are forced to theorize about their existence, to discuss, to dispute, to guess. The result of such dialogue, at least among the imbued who have met at all, is a collection of terms that try to give meaning to the vast unknown.

These names and labels have been coined on the clandestine hunter-net email list to facilitate communication, so that other hunters can understand what is discussed — a monster, a power, or the forces that create hunters — when so many different names or descriptors can be (and are) applied.

Imbued who remain in isolation or who fail to learn that they are not alone do not know these terms; they probably have their own. Only introduction into any kind of fledgeling hunter society imparts this terminology, and various hunter groups certainly use a variety of other words.

Avenger: A hunter perceived to advocate, above all else, the extermination of the supernatural (see Creeds).

bait: A hunter who uses himself as a lure to provoke confrontations with monsters.

burden, the: Humanity; particularly, people who would rather preserve society's evils than risk chage for something better.

bystander: A person present at an imbuing who perceives the supernatural but lacks the will to act against it. Like Hunters, these people recall seeing monsters thereafter, but they lack edges or powers of their own.

creed: Rudimentary hunter groups theorize that the imbued have certain philosophies and approaches to the hunt that might be codified, as each is a seperate creed.

chosen, the: A term some hunters apply to themselves in regard to the Heralds (see imbued).

Defender: A hunter who seems to strive to protect certain people, places or things as much as he is driven to eliminate monsters (see creed).

defenseless, the: Normal humans who have no idea of the truth about the world or monsters. A similar, less complimentary term is "the blind."

edge: Often plural, any of the fantastic and mysterious powers of the imbued. Also called "the stuff" and "juice."

gawker: Often plural; a normal person who witnesses hunters' edges or creatures' supernatural effects in use, yet cannot comprehend them.

gone fishing: A label applied to hunters who abandon the city in hopes of finding peace in the wilderness or countryside away from monsters.

Heralds: A name assigned to the mysterious and presumably plural beings believed to have empowered hunters through the imbuing (see Messengers). In this case, the being or beings are usually considered the agents of a greater power, often God.

hunt, the: Hunter lifestyle in a nutshell; the pursuit, trailing, studying and ultimately confronting of supernatural creatures and the unknown. Also called "the mission."

imbued, the: Hunters. People made to recognize the world the way it really is, and the monsters that inhabit it. Such people receive inscrutable powers, presumably with which to oppose monsters.

Innocent: A member of a loose group of huntrs beleved to have an open-minded, unjaded approach to the mission (see creed).

Judge: A hunter believed to have a discerning sense for how to carry out the mission and to achieve the greatest good, at least by his own standards (see creed).

lurker: A hunter who frequents the internet and researches the supernatural but avoids getting directly involved in the hunt. Also called a "wannabe" or "bystander" in a derogatory manner.

Martyr: A hunter — part of a seemingly like-minded group — who is willing to offer himself up in the name of the cause (see creed).

Messengers: A title assigned to forces believed to be responsible for hunters' imbuing. Hunters of various cultures and backgrounds have different takes on who or what the Messengers are, but they are widely held as forces for good (or at least not outright evil).

monster: A generality applied to all inhuman, unnatural creatures that exist in the world and prey upon humanity. Numerous terms allude to the perceived varieties of monsters: rots, invisibles, bloodsuckers, skinchangers, ghosts, spirits, vampires, werewolves, zombies, the walking dead, man-beasts, witches, warlocks. also called "the enemy."

Most Dangerous Game (MDG): The hunt itself. Also, the enemy; intelligent creatures capable of fighting back with weapons of their own, as opposed to relatively defenseless animals.

puppet: A human pawn of the supernatural, whether willing or unwitting. also called "traitor."

pylon: A normal human at the scene of a hunter or monster activity when edges or supernatural effects are displayed (See gawkers). Also applied to normal people present at the moment of imbuing who do not recognize or respond to any monsterous presence. An uncomplimentary term.

Redeemer: One of a loosely recognized type of hunter who, for his own reasons, seeks out worth and value among monsters rather than destroying them outright (see creed).

second sight: The ability to perceive monsters — at least the ones that attempt to hide or disguise themselves — through force of will. Also called "the sight."

soulless, the: Humans who venerate the supernatural or support it's cause through "questionable behavior" (e.g. nightclub goers, new agers, goths, gang members). A highly subjective term applied according to the user's moral code and belief systems. Ironically, some hunters can be "soulless" to other hunters.

touched: To be affected or influenced by the Messengers (see imbued), whether referring to another hunter or a bystander.

Visionary: A hunter who demonstrates a philosophical attitude toward the hunt and assumes few preconceived notions about the Heralds, monsters or the goals of the chosen (see creed).

wacko: A hunter who pursues the mission to extremes, whether through a willingness to make profound sacrifices, to accept human losses, or to profess unfathomable motives in the name of the hunt.

Word, the: Hunters' implicit language of signs and icons used to communicate simple encoded messages.

yokel: A hunter who believes in and professes the wisdom of supernatural folktales and legends concerning monsters, often without having tested the validity of such beliefs.