Wits (Hunter: The Reckoning 5th Edition)
Definition
Wits is reaction speed applied to thinking. It governs noticing the ambush, reading a person in the two seconds available, spotting the way out, and moving before the thing across the room does. Wits plus Awareness is the standard roll to detect hidden supernatural creatures, which decides whether a fight starts on your terms or theirs. Against creatures that can kill a mortal in a single exchange, initiative is not a convenience, it is survival. That is why Wits is the attribute experienced Hunter players guard most carefully when distributing one 4, three 3s, four 2s, and one 1 at creation. Almost nobody willingly puts the 1 in Wits.
How it works
Tips
Frequently asked questions
Does Wits set initiative?
In most situations, yes, and against creatures that can end a mortal in one turn that is among the most valuable things an attribute can do. Wits is also what decides whether you were surprised in the first place.
Wits or Composure for perception?
Wits plus Awareness is the default perception and ambush roll, while Composure plus Awareness covers staying observant under sustained stress. If you can only raise one of the two attributes, raise Wits.
Is Wits useful for a research character?
Less than Intelligence, but do not leave it at 1. Researchers get ambushed too, and Wits plus Insight is the fast read on whether the witness in front of you is lying, which comes up in nearly every interview.