Hunter Creation Rules

Apr 17, 2020 9:31 pm
First come up with a concept, like most games you need a good concept for who the character is before you start messing around with numbers. Keep in mind that Hunters are recruited to do dirty work, fighting monsters of the dark in the dark. They are not heroes that get accolades for their deeds. The Directors, and whoever they may work for, want all this business kept quiet and out of the public eye. Collateral damage is acceptable if it can be swept under the rug and the public is made to believe it was just some random act of violence or natural phenomena that won't happen again most likely.

Hunters tend to be flawed individuals who the Directors think can be easily manipulated and handled. They didn't have happy childhoods and loving parents a lot of the time. They had creepy powers that showed up one day and are unexplained. That also doesn't make them evil exactly but they are trained to make hard choices and do bad things in the name of good. A good media reference would be The Operative from Joss Weadon's 2005 Serenity.
Character Traits-------------------------
So to start, you are going to name three Character Traits for your Hunter. These Traits reflect the personality and upbringing of your character. They are a lot like Fate Aspects. Traits give you an advantage when taking actions. Once per scene, per trait, you may have a short flashback or epiphany related to your Trait, granting you a re-roll on an action or a redraw on an attempt to use your psychic power.

A flashback is a short description of some pivotal moment in the characters life that applies to the current situation somehow, and gives them a push so that they dig down into that well of personal resolve to do better. An epiphany is the realization that the scene you are currently in isn't what you thought it was and you see a new approach to take. The Directors will be kind in how these apply, so just a little creativity on your part should be fine. If you need inspiration in media and have seen the WB series Arrow, based (loosely) on the Green Arrow comic book, every time Oliver has a flashback to the island...that's a flashback or epiphany.
Character Stats--------------------------

Hunters have four stats: Brawn, Speed, Intellect, Charm. You have 40 points to divide between them. You must put at least one point in each Stat, and no more than 15 in any particular one. But be careful how you spend these points. These points are also represent your character's stamina and resolve in getting things done.

During your turn if you take an action where a roll is needed, you post your action and roll a d20. If the result of the roll is UNDER the current total of the stat, you succeed. If the result is ABOVE. If the result is a BULLSEYE, or exactly the same as the current stat, you get a critical success, meaning you can narrate a slightly better than intended outcome for your result, within the "Rule of Cool, but Plausible". If the result is a Natural 1 you get a Quirky Success and the Director will describe how you got what you want, but some new complication arose from your action. If the result is a Natural 20, you done fucked up son, something bad had occurred.

But wait! There's more! Any time you wish, you can take Stress. Stress reduces one of your Stat totals by any amount you wish but subtracts from your roll result. So if you have a Brawn of 10 and roll a 12 to punch the Sasquatch you can reduce another Stat you choose to make your result a 10. You cannot take stress to the Stat you are using for that action, only one of the other three stats. The decision to take Stress is made after the results are known, but before the Director has posted their reaction.
Character Skills--------------------------

Hunters start the game with five skills. The skill system is a somewhat free-form. These should be short 1 to 3 word phrases representing something your Hunter has learned to do. Simple and easy defined skills or specialties that anyone could have work. Examples include: Triage, First-Aid, Driving, Seduction, Small-Arms, Card Tricks, Artillery, Auto Repair. If you aren't sure a skill works, ask the Directors and they will tell you what they think.

Skills are independent of Stats, and may be applied to any or all of them depending on the situation. Each of Skill adds 3 to your Stat when determining a success if it applies to the current action being taken. So if you are trying to set a bone, Triage or First-Aid would help your character by raising their Speed or Intellect Stat when you rolled. Auto Repair would help in either putting a car back together or taking it apart. If it makes sense to the Director, you get the bonus.
Wounds--------------------------

Hunters start the game with 5 wounds. Just copy and paste the line below onto your sheet. How you get Wounded is explained in another thread. This is all you need for now.

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Equipment--------------------------

VVytch Hunters is a narrative game. The Directors do not give a damn about encumbrance, however you are asked to keep your load out within the "Rule of Cool and Probable" as well as remember that the Hunters are supposed to do their job WITHOUT drawing attention to themselves. Rocket Propelled Grenades are really cool and will kill a VVytch deader than dead, and send theri demon's straight back to The Pit, but you can't walk down Main Street, USA with one and remain unnoticed.
Psychic Power-------------------------

Go to the Psychic Power Section and choose 1 Psychic Power and the appropriate Trick and record them on the Hunter's sheet.
Apr 17, 2020 10:18 pm
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