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Hunter Mechanics

As Hunter is a splat that very much does not want to work with the others, we will try to put down rules so that they can at least work at the same speed.

1. You may cash in conviction either: once a month for each virtue (so you may raise at the most mercy, vision and zeal once in a month and no more) OR twice a month for your favored virtue (to make it easier to keep it ahead of the others, but also at a cost of cashing in less per month). This does not limit your gains or losses, only how many times a month you may cash in conviction
2. Aggravated damage is a thing. PERIOD. While hunters may suffer it, any limitations of aggravated damage falls when interacting with other types of supernaturals. Edges that heal will heal aggravated damage ON HUNTERS ONLY and will not heal on any other.

A list of what edges may deal aggravated damage will be soon provided

The following is a list of the standard edges which interact with damage, as well as which ones are Lethal and which ones are Aggravated. Any changes and alternative edges will be reviewed upon request.
Hunter Edges and Damage Types:
-Blaze (Innocence 5) deals Aggravated Damage.
-Ravage (Martyr 3) deals Aggravated Damage.
-Respire (Redeemer 3) deals Lethal Damage and heals Lethal Damage. It may only be used to heal Aggravated Damage on Hunters or mortal Humans.
-Restore (Visionary 4) heals Aggravated Damage.
-Brand (Defender 3) deals Lethal Damage.
-Burn (Defender 5) deals Aggravated Damage.
-Cleave (Vengeance 1) deals Aggravated Damage.
-Smite (Vengeance 5) deals Aggravated Damage.

This is just for good measure, but all Hunter Creeds are available for play. HOWEVER, playing either of the "Lost Creeds" (Hermits and Waywards) will require having a conversation with an ST in order to ensure that your concept can fit into our setting. If you've got a great idea to play one of these--we'd love to hear it! However, the STs have the final say on whether a concept is appropriate or not, given the lore for these two creeds.

This extra step is not necessary for the traditional creeds (Innocent, Martyr, Redeemer, Visionary, Avenger, Defender, and Judge), it's simply an added check to help the potentially problematic Hermit and Wayward Creeds fit into Starke.

-Hunters are treated as Minor Supernatural. This means that they are immune to the effects of Delirium--but the signs of the Imbuing are always visible (But still not easy to see, and you can't attempt without specialized training--read ST approval).

-Derangements gained via high Virtue ratings can be bought off with good RP/journaling at a maximum rate of 1 Derangement per Month. Talk to an ST, and they'll guide you through the entire process.

Second Sight (All): Is  it supernatural? Enables the Hunter to recognize every single supernatural as a supernatural in some way, no matter what. Does NOT identify what kind, although it may give some generic clues along the following lines:
-Spirits/Ghosts in the Material World appear physical. Second Sight finds an unhealthy pallor, cold breeze, or other indication that they are supernatural, but that is it.
-Spirits or Beings that possess or hide within human hosts appear as images superimposed over the host.
-Beings that masequerade as Human appear wrong. This is the same for Vampires, Ghouls, Mages, and Werewolves and just yells 'Supernatural’.
-immunity to mind/emotion control
-See through and recognize illusions (they don't disappear, but you recognize the illusion for what it is)
-Efforts to control your characters body or to possess it fail automatically.

Discern (Judge 1): See in the Dark OR If it is supernatural, what is it? (Triggers Awareness)
-Activating this Edge prevents blindness and guarantees the Hunter can see.
-If used on a creature the Hunter can already recognize as supernatural, typically via Second Sight or another Hunter's Edge, Discern may identify the kind of supernatural. Each success should give a clue as to the nature of the supernatural--the direct type should not be given outside of an extraordinary number of successes.
-Using this part of the ability without Second Sight (or similar) active can yield the same information. HOWEVER, without proof of the supernatural nature of a creature, Discern can give a false positive. The Hunter might mistakenly identify a sickly Sleeper as a vampire or a mage, etc. STs are encouraged to play with this--as without Second Sight (or similar), this Edge is prone to error.
-Finally, this Edge may give clues as to the supernatural activity which occurred in a given area. In this event, Discern replaces a Perception+Investigation roll to discover information, and might additionally give clues as to the kind of supernatural involved.
Outside of extraordinary circumstances, STs should not simply announce the results, but drop hints and clues.

Illuminate (Innocent 2): Reveal all Auras to every supernatural (including Hunters) in the area, Hyper-Visible and Triggers Awareness
-This Edge automatically provides all the vision benefits of Second Sight, but none of the mind control stuff to everyone in the area.
-Additionally, Illuminate reveals the Aura of each supernatural (remember, Hunters have a mortal aura--but the emotional components of Auras will still show). This recognizes the True Nature of most supernaturals, however, those capable of fooling auras can fool this Edge.
-Using this Edge makes the Hunter extremely visible, and most things don't take kindly to being revealed.
STs are encouraged to play up the emotional aspects as well as the type aspects. Remember that Aura deception will fool this Edge. Additionally, focusing anyone actively using this Edge is encouraged.

Witness (Martyr 2): See the monstrous visage of a supernatural. With additional successes, catch glimpses of how it has interacted with the most recent humans. Multiple successes is multiple glimpses or glimpses from multiple monsters. Awareness Triggers
-Expands upon Second Sight. You must have Second Sight active to use the Identifying Aspect of this , adds to the Perceptive abilities. Where regular Second Sight does not make any distinction between Vampires, Mages, and Werewolves, Witness allowed the Hunter to make those distinctions, but they're provided in the form of a flash of the monstrous visage.
-With additional successes, the Hunter received instantaneous flashes of how the creature last interacted with humans. This might reveal feeding, passionate contact, or other poignant moments. This Edge has no effect on humans, but does for people who possess powers or gifts from unnatural creatures. This includes other Hunters, as well as Demon Thralls.

STs are encouraged to use the flashes of insight to provide details about the monster beyond just 'this is a X, Y, or Z’. Remember that Second Sight must be active, so this isn't a free or unlimited use Edge either--Net Conviction will never be gained.

As New Hunter ST: These are the rules I will be implementing going forward. These rules ar SUBJECT TO CHANGE! Keep that in mind. ANY AND ALL changes will be notified to Hunters and allow reallocation of dots.

1) There is a new update to gaining Virtue, Edges, and Conviction on the XP Spending page, since it wasn't stated prior. Most of these increases will demand a scene because tragic things are tied to hunter's progression.

2) Rules on Aggravated damage can stay the same for now, as shown above.

3) Section on Damage types will stay for designated edges, as shown above.

4) Hunters register as minor supernaturals, but you still require specialization to notice them in either Perception or Awareness.

5) Derangements will give a Hunter a free Virtue point associated with that Derangement. That virtue will remain as long as the Derangement remains, and the trigger must be directly tied to the scene that brought it on.

6) Hunter's Hunted 2 will be under revision. Any characters associated with it won't be used till further notice. (Mostly because they have different mechanics from the Reckoning. I'll work out rules on them soon.) Express your interest and when I see there's at least 2 people, I will open up the floor for Hunter's Hunted 2 characters.

7) Rulings and changes to edges will be coming soon.....

When creating a new Hunter Character, you will use the rules for starting stats on page 79 of Hunter: The Reckoning Player's Guide. They will refer to the core book as well so make sure you have them readily available. 

Also, Only 1 stat at 5 dots will be allowed with justification to why your character would excel at this particular thing. You will need a very good reason. Training for a long period of time will not cut it since you can practice the wrong thing for a long time. For example, spending points to get a special NPC that is of 5 dots in the particular field would be good. Though you would need to work this person into your backstory. This person must be a heavy influence is your characters story to some degree to justify wanting to make you the best at what you do. 

Finally, remember your Hunter is a skilled member of a group of people who track, deduce, and execute plans to bring down monstrous threats. Even if they work horribly together at times, their skills are versatile. Spread out your points so you have a chance to be more than a one trick pony.

House Ruling on Hunters and Lores:

Hunters are Humans that have been touched by some unseen force of nature that gives them an enlightenment to the world of monsters and sight at things that were hidden from average humans.

Upon creation of a Hunter, you may place one free dot into two separate Lores, which are Knowledge based. 

You may also put dots into this at creation, up to a max of two as you are as knowledgeable as someone who has skimmed the materials and not really committed the knowledge to memory. Further progression will require acquiring ancient texts or those more knowledgeable than you to teach it to you. 

A Hunters edge is his wit and time committed to learning how to kill ones foes.

House Ruling on the Crack Shot Merit.....

The merit will be allowed but by these rulings. 

Crack Shot (6 pt. merit)
While aiming down the sight of your rifle, you hit your target with great accuracy. You receive no increased difficulty when targeting any specific location and reduce the difficulty of rolls not involving specific targeting by one. This merit only applies to sniper rifles outside of melee range. 

SUBJECT TO CHANGE!!!! It will be under strict supervision and if it feels like it gets outta hand, expect for it to be tempered in the fires of hell!! That being said, be sure to use it wisely. Smile

This only applies to Hunters. Making that point clear as day.

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