Not a member yet? Why not Sign up today
Create an account  

  • 6 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Hunter: The Reckoning House Mechanics 2.0

This where I, Sinful, shall be posting all the new and official house rules for Hunters so that there is no confusion going forward.

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.

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.

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.

Ruling on Hunter’s and new Edges:

Edges do not just appear and become available through simply requesting them. One must have a rather important moment where the limits you had before just suddenly shatter and grant you this new and rather unique ability.

When applying for a new edge, one must specify the scene in question and detailing both in the request and a journal this heralding experience and leap into the unknown. On top of that, indicate at the end of both the trigger for the edge to be activated so I can judge the request as a whole as worthy of being granted to the Hunter.

Further more, new edges may be purchased using both virtue points and XP. The book details Virtue points so read their before asking questions.

Ruling on ST given Virtue increase.

In a scene, a storyteller may award a Hunter an increase in a virtue in which they strongly display depending on the nature of the virtue. The level at which they currently are also should dictate to what extreme they must display this virtue. The book says to award this as a sign of appreciating excellent role play. One must simply make a not on their sheet with the ST who did it for it to apply with the Hunter ST’s approval.

Virtue is not a good thing, it may reward benefits but it will ultimately consume a hunter. Think of these virtue dots as sins personified. After a certain point, you begin to lose your mind and give in to these dark callings yhat pish you forward to the hunt. (Hunter ST will decide the Derangements they acquiring representing the nature in which they live and the scene they acquire the 7th dot in virtues on forward.)
One final note on new edges.

On a successful virtue roll at Diff 7, a hunter may use their currently pending edge in combat or may purchase the edge desired in scene by expending the XP or Conviction points. A failure on this roll with have the draw back of it just not working. Lol Botching this roll will result in a loss of conviction equal to the level of the edge. You may also spend Conviction equal to the level of the edge in combat to use the edge for each use that will effectively last for a single turn.

Edges aren’t simply gained. They are learned through brief bursts of enlightenment. This is a fair assumption of your level of skill to even request it in the first place.

New Hunter Starting Requirement when Creating a Character:

I require you to read the first chapter of Hunter: The Reckoning. Specifically, the portion that describes the setting, the logistics of what is a hunters, the imbuing, and everything that isn't flavor text. You read this and remember it when going to create a character. This will "SAVE US BOTH" a considerable amount of time if you understand what you're getting in to. "DO NOT" listen to what just anyone says. This is your word you live by. You're far more than an ordinary hunter, you are fueled by a base desire that you felt when you were imbued.

Also, as a note. Read the middle portion of your designated creed book that describes the secret creed edges and a better understanding of your creed's purpose.

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.

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) Damage Type for Edges are as follows:

Hunter Edges and Damage Types (Revisions to prior House Rules):

-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. (All Damage essential)
-Brand (Defender 3) deals Aggravated on initial hit and then Lethal Damage there on after.
-Burn (Defender 5) deals Aggravated Damage.
-Cleave (Vengeance 1) deals Lethal Damage, but cannot be soaked below 1 Damage on a hit.
-Smite (Vengeance 5) deals Aggravated Damage.
-Spiral (Deviance 5) deals Aggravated Damage.

3) Hunters register as minor supernaturals when defenses are up ONLY.

4) 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.

5) 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.

Hunters...just to make this clear and written.

Lost Creeds demand a teacher from that creed for their edges to learn and they must know that edge you seek.

Also, any supernatural abilities, such as divination, much demand having vision above 3 and at least one dot in Patron. This a REQUIREMENT for divination. Other supernatural abilities will be left up to ruling as they become known. The messenger keeps your body pure, to an extent, with his angel juice in you. (I know how it sounds. Wink )

-Hunters are treated as Minor Supernatural. This means that they are immune to the effects of Delirium.

-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.

Hunters, Additional notes:

-As long as you spend a point of conviction to put up defenses prior, Aggravated damage is reduced to Lethal for you.

-Hunter Edges cannot normally be detected. Only Demons may reflexively roll their Awareness for them.

-Supernatural Creatures have no immunities to Edges, except the rule about extremely powerful monsters, which very rarely would a player character be in this category. This means Antideluvian vampires and the like.

-Edges cannot be countered by Magical means.

-The edge Balance cuts off all non-innate supernatural powers for the duration.

-Hunters can detect supernaturals in their presence with a Perception + Awareness roll, difficulty 7. when Second Sight is not up and they are in your immediate vicinity.

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.

Hunters, new rule I'm putting into place.

For each scene you participate in and actively are contributing to the scene run by an ST, you automatically receive 1 Conviction.
Justification for increasing Virtues and such are still required, but this should allow you a chance to gain conviction steadily outside of hunter focused scenes.

I will ask you to send me, Sinful, a message expressing what you did in that scene and how actively you contributed, to possible receive more conviction for your contribution.

Also, every Sunday, you automatically receive 1 conviction. This shall balance out the rapid gain and loss of conviction that Hunters suffer from. It will provide an out once a week for losing all your conviction on a gamble or otherwise.

Alright maggots! Listen up Hunters!

I'm gonna say this once, and only once. Waywards will be allowed on a limited player by player screening process. You will be subject to a play style that fits the environment you will be in and will do so within these parameters.

1)You are essentially fighting your urge to kill everything with zero disregards for mortal lives. So, this can lead to interesting thinking dynamics for interesting with "allies".
2)You will not act in a manner that would require a scorning. I will be monitoring you closely for when you slip. Play up the dislike for monsters, but keep in mind that doesn't mean it won't come with drawback if you act on those impulses.
3)Your character is subject to be NPC'ed the moment you decide to break ranks and join the mass heretic style Waywards.

This is the equivalent of being an infernalist, but more acceptable in hunter terms. You are viewed as a wild card that needs to be kept on a leash. Remember this when interacting with other hunters and they realize what creed you serve.

Hello, Hunters and Monsters alike.

After reviewing the Hunter the Reckoning Corebook, I have come to the conclusion that I'll allow creed changes through reworks only. As it will be only free one before you lose XP for doing so.

Also, I have found a nifty page in the book that details each of the base creeds in a bite sized way. On page 223/224, there is a sidebar off to the right that gives you an idea of what to expect from each creed and the nature of how you behave. It would also be nice for you to have a look at the sections under storytelling revolved around hunters and their growth.

Hello Hunters,

Changing creeds is detailed in the players guide on page 144.

Just for those curious and the list of circumstances behind them.

Ruling on the balance edge, for the sake of peaceful times.

The house ruled effects of balance are as follows:

"The target is stripped of access to supernatural powers from within. (Sekhem, disciplines, etc) They can only benefit from objects that do not buff them (such as weapons and armor). The target is also incapable of being targeted by edges that target mortals, as they are temporary brought down to humanities level."

Forgot to put this back.

Hunter will add their primary virtue rating to their soak pool, to a max of +5, when defenses are active and they expend a conviction to activate this ability per soak.

Forum Jump:

Users browsing this thread:
1 Guest(s)