Appendix
Introduction:
This appendix is to help you play different style of games using the HUNTERS
troupe style game. It also introduces some of the more different
organizations that can work in a HUNTERS game but are more difficult to
introduce then the average HUNTER organization. This includes The
Imbued from Hunter: The Reckoning, Hunters of the East, and the Technocracy,
and some ideas on how to run historical HUNTER games.
Hunter: The Reckoning
The Imbued:
One of the biggest problems with the Imbued is that they are average everyday
people: cooks, dentists, gamers (if you consider them average everyday
people.) The imbued are also not organized and have no leader or
structure. They are just a bunch of people with one thing in common,
the ability to sence the supernatural. There are a couple collections
of Imbued groups but if there is a leader it is chosen by the group and
that person does not have much power over the others. There is also
hunter-net
but organization over the internet does not lend itself well to a HUNTERS
game.
Imbued Troupe Games:
The Imbued by themselves can make for a typical troupe game where everyone
makes characters and these characters are friends. You then trade
off storytellers. In my opinion this is the best way to run Hunter:
The Reckoning. Everything for running regular HUNTERS still applies
however the storyteller does not have to worry about getting the party
together as the characters would already have some kind of relationship
(this could be played out in the first session.)
Hunter: The Reckoning can be a lot of fun if run this way because The
Imbued are even more clueless then other HUNTERS. Since they are
everyday people they have no reason to be hunting the supernatural.
The elements of mystery and darkness can be played up as the characters
have no idea what is happening around them.
Combining Groups, The Imbued and others:
Combining the Imbued with other HUNTER organizations can be tricky.
Since the Imbued have no real structure they are less likely to be sent
a missions. However, you can run the Imbued as a well structured
organization as though they were another HUNTER organization and then use
the getting
the characters together in the storyteller section. You can also
make an Imbued character part of a HUNTER organization. Imbued characters
are not more powerful then other HUNTER characters but they are made specifically
for encountering other supernateral. This is a decision to be made
by the group because it is possible that the Imbued will be solving more
of the mysteries then the other characters.
Technocracy (Mage)
The Technocracy have been the major antagonists for the Traditions since
Mage's release but the evil organization turns out not to be so evil after
all, or at least not everyone in the organization. Most of the corruption
within the Technocracy comes from the top and dwindles the further you
gone down the corporate ladder. So, at the bottom, Joe, the mail
delivery boy is not conspiring against the world, nor of many of the enlightened
agents that work for the Technocracy. Wheather Iteration X or Void
Engineer most agents believe they are doing good, only the smoking men
at the top know the truth, and they don't plan on telling anyone anything
anytime soon.
This means that a Technocratic style HUNTERS game is possible.
For a Technocratic game you will need the Mage: The Ascension core
rulebook and The Guide to the Technocracy.
Hunters of the East
(coming soon)
Historical HUNTERS
(coming )