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Hunters Hunted 2 Mechanics

#1
These will be rulings and guidelines outlined for specifically Hunters Hunted 2 Characters. 

Here are some quick things I'm going to list off for starters.


1)When creating a character, you will be using the higher of the two starting Ability point distribution of 7/5/3.

2)Your Hunter will start off with 1 Free dots in 2 separate lores because Hunters are always seeking to know their enemy and how to combat them. 

3)If you decide to choice to take Numina to begin with, you must choose a "Primary" type of Numina your character was gifted with (ex.Psychic, Hedge Magic..). Doing so will make that one branch far easier to learn, if not the only thing you'll ever truly know. Be sure to have the appropriate guide and or mentor rating to justify this or work it into your backstory reasonably.


While having this as your primary Numina type, you must also designate your Signature use of the Numina as well, which is effectively what comes more naturally to you under that branch of Numina tree.

All of this will determine under the XP page what you'll be capable of learning easier or requiring a bit more learning for.

More will be coming soon as issues come up. the most pressing issues will be Ghouling, Pact making, and so on.
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#2
**Numina Hunters & Sorcery**

After some discussion with Joy, the mage ST, we have come to the conclusion that this would be an understandable development in light of HH2 hunters possessing the means of using Numina in it's basic forms. The details outlined below will help a Numina Hunter acquire the knowledge of the mystic arts.

However, this is not just something cheap and easy to obtain. A player must have a guide rating to have the potential of learning these abilities. It will also act as a justification of the mana background, if you feel it would benefit you in some way.

**Learning Sorcery Rituals**

To simply research it on their own then the following rules apply for researching it. They must make an extended Intelligence + Investigation roll with difficult of ritual's level +3. The number of successes required is equal to the ritual's level x5.

After they have finished learning of the ritual by either method, they must then master it. This will require an extended roll of Intelligence + Occult with a difficulty of the ritual's level +3. The number of successes needed is equal to the ritual's level x5.

They may only roll a number of times a day equal to their Intelligence rating.

Your mentor & guide rating can be added to the number of dice available for your roll.

**Learning Sorcery Spells**

Learning to innately cast without the use of components is easier said than learned. It will use the same rules as stated with the Sorcery Rituals but at a multiplier of x6 successes required. They may only roll a number of times a day equal to their Intelligence rating.

**Additionally**

Attach your rolls to the request.

You must possess the Mana Background from Sorcerers Revised to gain the benefits from specific rituals and spells.

And there will be a new rituals page attached to every character front page.

Make Sorcerer related purchases under the Mage requests.
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#3
If a Numina path, such as Alchemy, does not possess a damage table, the damage is similar to any attack roll, except it will be the pool used to create it to damage.

Additionally, specifying vagueness of some table, each roll requirements will be on a case to case basis.
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#4
Hello young Hunters, here is a better table to monitor certain paths and effects that are not addressed.

Damage/Healing Potential for things not listed:

Botch: The handler takes 1 damage equal to the type of damage attached to whatever they were doing if it was harmful.

0 Successes: 1 damage since it can automatically turn into harmful if it's crazy.

1 Success: 2 Damage/Healing of specified type associated with the thing at hand.

2 Successes: 4 Damage/Healing of specified type associated with the thing at hand.

3 Successes: 6 Damage/Healing of specified type associated with the thing at hand.

4 Successes: 8 Damage/Healing of specified type associated with the thing at hand.

5+ Successes: 10 Damage/Healing of specified type associated with the thing at hand.

For things similar to the path of alchemy,

One must possess the means of knowing how to craft such a thing like acid or drugs. That would require at the very least a dot in the respective ability.
Furthermore, there is also the possibility that what you want is supernatural in nature and should require at the very least it's lore or a high occult rating. Depends on the nature of the request.
Each roll use creates either a vial or a bottle. Vial is 1 use. Bottle has 3. Bigger containers will require an increase of difficulty based upon ST discretion.

Pending Changes
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