"You saw what hides in the dark. There's no forgetting it now."
Hunter: The Reckoning is horror about people who learned the truth about vampires, werewolves and ghosts and decided to do something about it. The fifth edition (H5, 2022) from Renegade Game Studios runs on the same engine as Vampire V5: a d10 pool, 6+ succeeds, a pair of 10s is a critical. No superpowers here — just your cell, a jury-rigged arsenal and Desperation that climbs when the hunt goes badly. The closer you get, the higher the Danger that the monsters notice you first.
The modern World of Darkness: our world, where vampires rule from penthouses and werewolves guard the woods. Hunters are not chosen ones but ordinary people with trauma and resolve — a nurse, a biker, a priest, a conspiracy vlogger. They gather in cells, stake out their target and scrounge for weapons. A Creed shapes how they hunt, from enforcers to investigators, and a Drive explains why they fight at all. Bigger players such as the Second Inquisition and the Society of Leopold work the same streets with their own ideas about the hunt.
d10 pool (V5 engine)
Roll Attribute + Skill in d10s; every 6+ is a success and a pair of 10s is a critical worth four. Difficulty is how many successes you need. The same engine as Vampire V5 and Werewolf W5.
Desperation
On rolls tied to the hunt, add Desperation dice equal to the cell's level. A 1 on one forces a choice: Overreach (keep the result, raise Danger) or Despair (your faith in your Drive breaks until you redeem it).
Danger
A shared track of how aware the monsters are of your hunt. Noise, witnesses and Overreaches push it up, and the Storyteller answers with ambushes, surveillance and retaliation.
Creeds, Drives and Edges
Five Creeds set how you hunt; a Drive is your personal reason. Edges and Perks are not magic but the cell's know-how: an arsenal, wheels, an archive, a sense for the unnatural.
Open in Session Zero to let every player vote and see the results.
