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've encountered the supernatural and joined the Vigil, hunting the monsters that prey on the innocent. As part of a cell, you manage Edges, track Desperation and Danger, and work together 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-adjacent abilities, some drawing on Desperation dice
- Desperation and Danger: a shared cell resource and the escalating threat pushing against it
- 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?