Beginner quickstart
How to play Hunter: The Reckoning 5th Edition
A fast, practical overview. 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.
Quick answer
You describe actions, the table uses the system's core resolution mechanic when the outcome is uncertain, and the GM applies outcomes to keep the story moving.
- Set your intent and approach (then pick the best dice pool).
- Roll Attribute + Skill as a d10 pool; count successes on 6+.
- Track harm, conditions, and what you risk when you escalate.
- Track Conviction/Edges (and your drive) as the core pressure loop.
VTM V5 uses d10 dice pools: roll Attribute + Skill, count successes on 6+, and watch for criticals on 10s. Hunger dice add personal-horror volatility (messy criticals and bestial failures).
- Build your pool (Attribute + Skill).
- Roll d10s and count successes (6+).
- Interpret 10s (critical) and Hunger outcomes (messy critical/bestial failure) as story-forward complications.
- 4 Creeds: Zeal, Visionary, Mercy, Defender
- 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
- Derived stats in this system: Health, Willpower, Humanity
Examples (success, failure, edge cases)
If you go toe-to-toe with something stronger, the cost is usually harm or collateral. The safer play is investigation, preparation, and teamwork.
Edges are the tools that let you punch above your weight. Use them when it matters—then plan for the consequences and limits.
Common mistakes (and the smallest fix)
- Mistake: Playing Hunters like superheroes. Fix: Lead with investigation and preparation; choose direct fights when the leverage is real.
- Mistake: Holding Edges for a 'perfect moment'. Fix: Use them to tilt scenes you actually care about, then deal with the fallout.
Character creation (what to decide)
- Choose concept (who they were before hunting).
- Set Creed (Defender, Inquisitive, Judge, Martyr, or any ST variant).
- Pick Drive (core personal motivation: Vengeance, Curiosity, Redemption, etc.).
- Pick Creed-specific Edges (1–2 dots).
- Pick Specialties for Skills (3 total).
- Distribute Attributes: 6/4/3 across Physical, Social, Mental. Max 4 at creation.
- Distribute Skills: 11/7/4 across Physical, Social, Mental. Max 3 at creation (before Specialties).
- Assign Backgrounds/Edges: 7 points total across Resources, Allies, Contacts, Cell-specific Backgrounds.
- Choose Desperation trigger (how the Hunter loses composure when cornered).
- Pick Touchstones and Anchors (humanity ties).
- Calculate derived stats: Health, Willpower, Humanity (default 7).
What to track during play
- Harm + conditions
- Edges and their costs/limits
- Conviction/drive pressure (table-dependent)
What to open next
FAQ
Creeds are philosophical approaches to the Vigil—the mission to hunt monsters. Zeal believe monsters must be destroyed at any cost. Visionary seek to understand monsters and their nature. Mercy try to save what's human in monsters, believing some can be redeemed. Defender focus on protecting the innocent from supernatural threats. Each Creed offers different Edges and roleplay opportunities.
Conviction represents your commitment to the Vigil and fuels your Edges. You start with 3 Conviction. You spend Conviction to activate Edges (supernatural abilities). Conviction can be lost through failure, witnessing horrors, or losing hope. You regain Conviction through success, protecting innocents, or achieving goals. Maintaining high Conviction is essential for effective monster hunting.
Edges are supernatural abilities granted by the Imbuing—the moment you became aware of monsters. Each Creed has unique Edges that reflect their approach to hunting. Examples include Zeal's combat-focused Edges, Visionary's investigation Edges, Mercy's healing Edges, and Defender's protection Edges. Edges cost Conviction to use and represent your character's supernatural awareness and abilities.
A cell is a group of Hunters who work together. Cells provide safety, support, and shared resources. Hunters are vulnerable alone—monsters are powerful and dangerous. Working in a cell allows Hunters to share information, coordinate hunts, and protect each other. Cells typically have 3-6 members.
Hunters are still human—powerful but vulnerable. They can see monsters and use Edges, but they're not superhuman. Hunters rely on investigation, preparation, and teamwork to survive. Direct confrontation with powerful monsters is usually fatal. The game emphasizes smart tactics over brute force.