Hunter House Rules
Fri 22 Dec 2023 - 20:51
Official Hunter Race Books
• Hunter - The Reckoning
• Hunter - Player's Guide
• Hunter Guide Books
• Hunter - Fall from Grace
• Storyteller Books
Hunter Mechanics Clarifications & House Rules
• Hunters use the Experience system provided in the Players' Guide book (pages 85-86).
• Purchasing Conviction with Freebies will increase your Temporary Conviction.
(Permanent Conviction may only be increased with Experience points throughout gameplay, so choose wisely.)
• Hunters Temporary Conviction rating will automatically drop back to their Permanent Conviction rating every week.
(Increasing Conviction with Freebies will reset this timer.)
• Permanent Conviction rating may never exceed the character's Willpower rating.
(If a Hunter's Permanent Willpower ever drops below their Permanent Conviction rating, the Permanent Conviction rating drops as well.)
• Hunters with active Conviction are not only immune to mind control, but are also immune to all attempts to directly control their body.
(e.g. Presence, Dominate, Dementation, Vicissitude alternations, being tossed with Movement of the Mind, etc..)
• Reacting with Conviction optional rules (HTR page 133) are permitted only against NPCs.
(Rare exceptions can be made with the permission of a Storyteller/Race Moderator.)
• While Conviction is active, the Hunter temporarily overcomes any previous supernatural effects that could have never affected them should they had Conviction activated.
(e.g. existing Dementation Derangements will not take place while Conviction is activated.)
• Virtue rating doesn't limit the total number of edges that your character can have.
(The rank of the edges still follow the normal rules in relation to the Hunter's Virtue levels.)
• Hunters suffer an incurable Derangement for each Virtue point that reaches 7 or higher.
• Hunters with Computer rating lower than 2 are unable to browse the Hunter-net.
• Temporary Conviction is automatically being reset once a week.
• Firearms License (2pt. Merit) has been replaced with Firearms License (Background), please check Homebrew Backgrounds.
• Arsenal Background is house-ruled as per the Arsenal description provided under the Homebrew Backgrounds.
• Destiny Background can be used once every 13 days minus twice the Background rating.
(Players who pick up the VTM Lucky (3pt. Merit) are permanently banned from purchasing this Background.)
Hunter Edges
- Hunter Edges are reflexive unless stated otherwise in the book. Examples for edges that require an action are Smolder and Harpoon.
Vengeance Edges:
- Cleave (Vengeance 1):
- Spontaneously manifested weapons (e.g. Glowing fists) are only visible to other Hunters (with active Conviction), and supernatural creatures.
- Destroyed weapons are still salvageable, with a Crafts roll and proper roleplay.
- Surge (Vengeance 4):
Raising Attributes beyond 6 is possible at the cost of an additional Conviction point for every dot beyond the 6th.
- Smite (Vengeance 5):
Damage inflicted by this power is considered Aggravated and ignores armor.
Use of this power against flammable objects might ignite them.
Defense Edges:
- Ward (Defense 1):
The perimeter of the Ward is 1 yard for each point of Zeal the Hunter possess.
Therefore, the number of "guests" that can fit inside of the Hunter's Ward is equal to the Hunter's Zeal rating.
- Rejuvenate (Defense 2):
In cases where healing Lethal, it will take 3 hours for each level of Lethal to heal up.
Judgement Edges:
- Burden (Judgement 2):
Burden grants the Hunter the ability to immobilize a monster, akin to being ensnared in a spider's web. While affected by this power, the monster retains its capability to fight, communicate, and use its powers, yet it is confined within a foot (0.33 yards/0.3 meters) of the initial entanglement spot. This constraint can only remain effective if the Hunter maintains direct visual contact with the monster. Notably resilient or cunning monsters have demonstrated the ability to resist the effects of this power.
To activate this ability, the Hunter rolls their Stamina + Zeal against a difficulty equal to the monster's Stamina + 3. Each successful roll maintains the monster's immobilization for one turn (or one minute). This power may be extended to a group of monsters if all are simultaneously visible to the Hunter, with the difficulty determined by the highest Stamina among them, plus 3. Should the Hunter avert their gaze, even momentarily, the monster can break free. Distraction or the recoil of high firepower weapons, may facilitate this escape.
Monsters can free themselves from the effects of "Burden" by utilizing supernatural speed, teleportation, transitioning to another realm, or simply disappearing from the Hunter's sight. When attempting to break free and using the option of supernatural speed, the monster must roll their Stamina + Power against a difficulty of 7 (or the Hunter's Zeal rating, whichever is higher). The number of successes required to escape matches the quantity of successes scored by the Hunter when activating this power. However, breaking free through supernatural speed demands a full turn.
Example:
Blake the Hunter would like to use Burden on a George and Samuel the vampires. George has a Stamina rating of 3, and Samuel has a Stamina rating of 4. Blake makes a Stamina + Zeal roll against difficulty 7 (Samuel's Stamina rating is 4, + 3 = 7), and achieves 3 successes. George and Samuel are now stuck in place for the next 3 turns for as long as Blake maintains visual contact. Cunning George decides to break free by breaking Blake's visual contact with him, he uses Vanish from the Mind’s Eye (Obfuscate ●●●●) to disappear from plain sight. Samuel on the other hand is more physically oriented, he decides to break free with his superhuman speed. Samuel rolls his Stamina + Celerity against difficulty 7 and scores 3 successes. Samuel indeed breaks free, as 3 successes is at least equal to the amount of successes scored by Blake.
- Balance (Judgement 3):
The Hunter possesses a potent ability to significantly weaken monstrous entities, rendering them feeble and almost helpless in their human guise.
To execute this power, the Hunter employs a Wits + Zeal roll against a difficulty equal to the opponent's Stamina + 2. The monster can resist by making a Willpower roll with a difficulty of 8.
Each successful roll will obstruct the monster's access to their wellspring of power for an hour. Vital resources like Blood Points, Gnosis, Rage, Faith, Chi, and similar energy sources become inaccessible for the monster’s use.
While monsters can still activate and use their powers that do not necessitate expenditure, any previously activated powers that required such expenditure remain active unless they require further energy input, which they are now unable to access.
Redemption Edges:
- Respire (Redemption 3):
- Healing Aggravated is also possible with this Edge, however at double the Conviction/penalty cost.
- For every +3 difficulty for all actions penalty for the scene, you will also get +1 difficulty for all actions penalty for the entire day (effective immediately after the scene).
- Shame (Redemption 5):
This power allows the Hunter to bring up enormous amount of shame and regret in a monster for the horrendous atrocities it has commit. The shame is so intense that it makes the monster harm itself in the process, even if it brings that monster to commit suicide. However, not all Nightfolks are horrendous monsters who should be put to shame, and this power will not work on reconciling monsters. On the other end of the spectrum, truly ancient, and horrifying monsters with no shred of remorse, will not be affected by this power either.
The Hunter must spend an entire turn expressing concern or scorn at the monsters in front of him, and roll Manipulation + Mercy against difficulty 8. All monsters within the vicinity of the Hunter who are being scorn at must make a Willpower roll (difficulty 6) to resist. Monsters who are under the effect of Shame will attack themselves mercilessly, until they suffer at least the amount of successes achieved by the Hunter in Aggravated Health Levels. If the monster does not manage to deal as much damage to themselves within the amount of turns equal to the successes achieved by the Hunter, the effect dissipates.
This power does not affect reconciling, and truly ancient and evil monsters. This is including but not limiting to:
Monsters with True Faith, Vampires with Humanity 8+, Vampires who have achieved Golconda, Vampires on Paths of Enlightenment at rating 7+, Fallen from the Reconcilers Faction, and Kuei-jin.
Visionaries Edges:
- Foresee (Vision 1):
You may use the edge only once every 6 hours.
- Unify (Vision 4):
The effect range may be increased further by expending additional Conviction points. For each Conviction point spent on expanding the circle, the current range will be doubled.
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