Hunter: The Reckoning
|Hunter: The Reckoning|
|Role-playing game published by
|Rule System||Storyteller System|
Hunter: The Reckoning is a roleplaying game by White Wolf Studios set in the Old World of Darkness. Players are a "gifted" few called the Imbued, normal people who become awakened by the Messengers and can see through the veil of ignorance and blindness. They have been granted the ability to view the supernatural horrors lurking in their world for what they really are, and when in great need, they can call upon powers called Edges with which to protect the innocent from the darkness.
Many mistakenly assume that Hunter: the Reckoning is about kicking ass and blowing the heads off of zombies, but the game stresses that your character should not be a pumped up ex-marine, but rather an Average Joe who is suddenly and mysteriously made aware that the world is much, much worse than he thought it was, and some mysterious higher power chosen him to fix it. It is a horror game, not an action game, and this is reflected in how little Hunters are prepared for their new monster-hunting lives and the high mortality rate. In addition, Hunter ties in with the World of Darkness portrayal of good and evil as not clean-cut at all; there is a range of diverse philosophies, Creeds, toward approaching the Hunt. While there is a definite theme that Hunters are the "good guy" for humanity, a more in-depth look shows that there is a fine line between Hunter and monster (especially when it comes to Mages), and the further along the road a Hunter goes, the less human he becomes. And then there is the question of the Messengers-- who or what are they and what is their true purpose? (As it turns out, they are in fact servants of the Ebon Dragon and Scarlet Queen. It's complicated.)
Every Hunter has a different philosophy in his approach toward the Hunt, but they can be divided into three main camps: Mercy, Vision and Zeal. Each Hunter has a rating in each of these Virtues, and every Hunter has a primary Virtue. These groups are further divided up into unofficial (to Hunters) factions called Creeds, which are related to what the Hunter views as his general purpose or role in the Hunt. These are best summarized with how they respond to hearing a voice in their head telling them there's a monster nearby and being granted a "second sight" that allows you to see said monsters for they (physically) are.
- Put yourself in their shoes and wonder how you would like being a vampire, then try to help everybody involved in any way you can. Innocent Edges all revolve around deescalating and being able to hold off a murderous monster while you talk it down. Conflict usually revolves around the fact that at some point you may be actually forced to end a life, and doing so without changing your Creed means crying yourself to sleep mourning said life and constantly asking yourself if there was another way. The party probably finds you annoying but important for acting as a moral anchor.
- Ensure nobody else is hurt at literally any personal expense. Martyr Edges all involve taking damage or inflicting it upon yourself for the good of the party. Conflict almost always comes from the fact that you are still human and can't just shrug off a shotgun blast with 8 hours of sleep, so masochism holds serious mechanical weight. The party is always telling you to look out for yourself, but are eager for the meat shield.
- Look at the monster as a disease then make a judgement call on whether you should study them, try to cure them, or "contain the spread." Redemption Edges are based around keeping everybody alive, and includes healing. Redeemers tend to struggle with Messiah complexes and actually focusing on using their powers for the hunts they were meant for. The party probably finds you overly preachy but appreciates you looking out for their safety.
- The voices never stop coming, and being within 100 feet of any monsters or other hunters gives you a debilitating headache.
- Ask yourself the big questions about why this happened to you specifically and what impact you want to personally make on the ecosystem of monsters and humans. Vision Edges are based around gathering information. Visionaries struggle with trying to discern a big picture with small, borderline meaningless glimpses of the truth. The party probably thinks you're pretentious but doesn't mind your actually useful advice.
- The "second sight" never stops, to the point that you are incapable of viewing these things as anything more than a blight on the world.
Hermits and Waywards are the "lost" Creeds, for whom there was a "glitch" in the Imbuing that makes them crazier than most Hunters.
- Go Punisher on these Monsters who have been hiding among us and calling themselves human. Avenger Edges revolve around killing, simple as. Avengers tend towards murderhoboism but are confined by the fact that the setting doesn't give murderhobos a sustainable income and the fact that murderhobos have to deal with the consequences of being fugitives.
- Protect yourself, your family, your friends, and anything else you're territorial of at all costs. Defense Edges are all about keeping you and those you care about safe. Defenders often struggle with paranoia and tend to gravitate towards living innawoods. The party probably likes when you defend them, but doesn't like how hesitant you are to leave what you care about and wants you to be more invested in those outside your family.
- Ask yourself the pressing questions about how to act on the information you've received, what exactly you're up against, and whether you should shoot to kill. Judgement Edges are all about giving you the information and tools necessary to pass Judgement. Judges tend to suffer from indecision, thinking you are the law, or being Lawful Stupid. The party probably thinks you're controlling but appreciates your leadership.