Rules reference
Equipment in Hunter: The Reckoning 5th Edition
Gear basics and how equipment impacts play. Hunter: The Reckoning 5th Edition is a tabletop RPG where you play as ordinary humans who have been "Imbued" with supernatural awareness, allowing you to see and hunt the monsters that prey on humanity. As part of the Vigil, you track your Conviction, manage your Edges, and work with your cell to protect the innocent.
Key points
Equipment changes what’s possible in the fiction: access, leverage, and risk management. This page focuses on the gear that matters most.
- 5 Creeds: Entrepreneurial, Faithful, Inquisitive, Martial, Underground
- Edge system: Supernatural abilities granted by the Imbuing
- Conviction mechanics: Fuels Edges, represents commitment to Vigil
- Cell system: Hunters work in groups for safety
- Monster hunting focus: Investigate, prepare, hunt
- Human vulnerability: Still human, powerful but fragile
Hunter H5 uses d10 dice pools: roll Attribute + Skill, count successes on 6+, with criticals on paired 10s. Desperation dice add power when the cell is stretched thin, and risk overreach or despair.
- Build your pool (Attribute + Skill); add Desperation dice when you push beyond your limits.
- Roll d10s and count successes (6+).
- Interpret Desperation outcomes (overreach, despair) as escalating stakes for the hunt.
The best gear changes what’s possible: access, safety, speed, and options. Track what lets you do something you couldn’t do before.
If a roll is dangerous, gear can change position: better tools, better cover, better information.
- Mistake: Tracking too many tiny items. Fix: Track gear that changes options, safety, speed, or access.
- Mistake: Buying gear without a use case. Fix: Ask: what scene does this gear make easier or safer?