"Take all you need, but be mindful
that the hunter can become the hunted
and there are those who find us
no matter how we flee."
Gangrel, The Book of Nod
Chapter 2
Character Creation
Introduction:
What is the difference between making a regular human character, and a
character for HUNTERS??? Not much but this page will give you ideas
on how to bring all the books together with information from each of them.
This section tells you how to make a mortal HUNTER character and has some
tips on playing a HUNTER. Some items from books will be redefined
so that they work better in other settings, specifically the HUNTERS setting.
What you will find:
Generic Humans:
As a general rule all human characters, or human related characters have
the same number of starting points in attributes, abilities, backgrounds,
and freebie points. These numbers should stay the same for every
character made unless you feel a definite need to go by the instructions
in a certain book (such as the Project Twilight book for Backgrounds) or
some other variant system. If this is the case you need to talk with
everyone else who is currently in the game because everyone is a storyteller
including you. If no one has a problem with the way you make your
character, then continue with the process.
Attributes:
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Primary - 6 points
-
Secondary - 4 points
-
Tertiary - 3 points
Abilities:
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Primary - 11 points
-
Secondary - 7 points
-
Tertiary - 4 points
Background Points: 5
Willpower: 3
Freebie Points: 21
Willpower, advantages and other items on the character sheet can change
depending on what hunter/ally book you use. Willpower is the one
that changes the most frequently but in general humans have a base Willpower
of 3. This is all you need to make a generic human other then character
background such as concept, demeanor, nature, and a history.
Advanced Humans (making the books work together):
Hunter/Ally books give you a chance to play a human in the World of
Darkness, but they also create new minor supernatural creatures to
play such as ghouls, kinfolk, sorcerers, enchanted, shih warriors and the
new dhampirs. All of these are possible for HUNTERS but many of them
now have their own books making character creation different for each one.
For the most part follow the book for the specific minor supernatural.
Try and stick to the normal human as much as possible to keep things somewhat
balanced and any questions should be consulted with your fellow players.
Any special powers given to the character during character creation are
fine (such as ghouls receive an automatic point in Potence, and one
other point in a discipline.) Any other powers that are not given
free should be bought with freebie points. This includes all numina
(hedge magic, psionics, faith) and extra points in character powers (disciplines,
gifts.)
Some minor supernaturals/ and humans may receive other items such as
humanity. Only use these if they are important to the character (such
as ghouls need virtues and humanity) otherwise do not bother with the
item (humans do not need to worry about humanity unless they are turned
into a ghoul or vampire.) Use the above Generic Human rules to
replace stats in the book (Inquisition character creation requires Willpower
to be derived from Courage, instead just use Willpower of 3.)
Advanced Humans (making the character sheets come together):
At the end of most of the hunter/ally books is a specialized character
sheet with all the important information for that specific character type
(Inquisition, government, Ghoul.) Many of these character sheets
have different abilities listed on them. For practical purposes all
the abilities on any character sheet are available to all characters.
So, a character from The Arcunum who is using an Arcanum character sheet
can use Empathy which is on other character sheets. As a general
rule all abilities cost the same amount of freebie/experience points no
matter where you find them. This is true for backgrounds, too.
If you do not have a specific character sheet for a character do not worry
about it, the character sheets are only there to add feeling to the character,
a Vampire: The Masquerade character sheet (or home brood) would work just
as well. White Wolf has a wide variety of character
sheets on their web page.
Abilities:
There are many abilities in HUNTERS that can be found in many different
books and all of them are useful. If you find a specialty skill that
can be covered by a general abilities then it is probably better to take
the general skill. So, instead of taking Search or Scan you should
just take investigation. Below is a list of some generic abilities
that can be found on just about any character sheet:
Talents: |
Skills: |
Knowledge: |
Alertness |
Drive |
Computer |
Athletics |
Etiquette |
Investigation |
Brawl |
Firearms |
Law |
Dodge |
Melee |
Linguistics |
Streetwise |
Stealth |
Medicine |
Subterfuge |
Survival |
Occult |
Abilities (Lores):
One of the most important abilities in a HUNTERS game is the knowledge
lore. Lore is a knowledge that tells you how much information you
know about a specific supernatural or other occurrence. Lores have
a tendency to change, or become more specific as White Wolf releases more
books. In the beginning there was Vampire Lore, know there is Camarilla
Lore, Sabbat Lore and possibly Anarch Lore, or the great mystery Inconnu
Lore.... Beginning player characters should not start off with more
then one point in any Lore unless it is specific to their character background
(a ghoul character may have a couple points in Vampire, Camarilla, or
Sabbat Lore.)
Abilities (Lore Occult):
The most generic of all lores is the knowledge occult. Occult
will give you little bits of information on all the supernaturals but nothing
detailed. With occult general information can be discovered
about the supernatural. The characters know nothing of the Camarilla,
Gaia, or the Technocracy but might be able to figure out that silver hurts
werewolves, stakes and sunlight affect vampires ex ex. A specialization
in occult is equal to a one or two points in a general lore.
So, occult four with a specialization in werewolves would be equal
to a single point in werewolf lore. Five points would be equal to
2 points in a specific lore.
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You've read books and seen movies on the supernatural and the
cult, however you may not believe what you see or read.
-
You knowledge of the supernatural may be more fact then fiction,
with knowledge of wicca, magick and some supernatural history.
-
No more palm reading for you, this is the real thing. Supernatural
creatures exist and you have proof on two or three.
-
There are definitely vampires out there, but they calm themselves
kindred, and werewolves calm themselves Garou.
-
Had breakfast with a pooka, brunch with a Verbena, lunch with
a Fianna, dinner with a Toreador, and desert with a Haunter.
Abilities (Lore General):
General Lores are lores involving a specific supernatural or organization.
These lores cover all five major supernaturals (vampires, werewolves, mages,
wraiths, changelings) and other organizations involved in the occult (Inquisition,
Arcanum, The Benandanti.) Though you may know a lot about the organization
or supernatural you may not know about some of the elements that surround
them. So, you may know about werewolf tribes, where they poop,
gifts, symbols, and what werewolf ninja fu looks like but you might not
know a thing about the Wyrm, black spiral dancers or the Bastet.
Like occult a specialization in a general lore with give you automatic
dots in specific lore.
Types of General Lore:
Vampire |
Werewolf |
Mage |
Wraiths |
Changeling |
Inquisition |
Arcanum |
Kuei-Jin |
The Imbued |
-
As much as a new supernatural might know on his first night.
Vampires drink blood, hate sunlight.
-
You know the weaknesses and strengths of supernatural, or organization.
-
You know the basic structure of organization or supernatural.
(This is as far as the average character will get.)
-
You know more then the average supernatural or employee organization
may know. Black hand members ex.
-
You know secrets that will surely get you killed.
Abilities (Lore Specific):
Specific Lores are lores that are based off of a general lore. After
you learn something about vampires and have a couple points in Vampire
Lore you may learn some detailed information about the Camarilla and take
Camarilla Lore. You do not have to have a General Lore to take a
Specific Lore but it would make more sense. You may think that the
Camarilla is an organization of cannibalistic humans who stock the night
and separate themselves into 7 different clans, but what's a vampire??
In general a human should not get 4 or 5 points in a specific lore because
I do not think even White Wolf staff knows that much about The World
of Darkness. You have to keep some things a mystery.
Types of Specific Lore:
Camarilla |
Black Hand |
Thin Bloods |
Gangrel |
Wyrm |
Umbra |
Bastet |
Children of Gaia |
Technocracy |
Horizon Realms |
Marauder |
Sons of Ether |
Specter |
Underworld |
Renegade |
Sandmen |
Seelie |
Dauntain |
Dreaming |
Redcaps |
-
You know the basics and how to deal with it an not make a fool
out of yourself.
-
You know some secrets that you can use to your advantage.
-
You seem to everything there is to know about the subject.
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You know more then you're willing to tell.
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You know too much!
Backgrounds
Hunters normally start off with 5 points in backgrounds, though some books
offer more. If you want to use the rules out of the book make sure
you talk with everyone. I have listed some backgrounds below that
may be popular for a HUNTERS game, but there are many more that may be
incorporated into the game. Any background that cannot be found in
any of the core books has the book listed where it can be found.
Some backgrounds a HUNTER cannot take such as retainers, and Avatar.
Try and use common sense when choosing backgrounds.
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Allies - Friends, or people who will look out for you such as a
family member, or possibly another organization.
-
Artifact - The generic magical item background. This item
can take any form from a weapon to jewelry, and can have any number of
powers.
-
Backer (PT) - There is someone out there who is helping you, but
you have no idea who this person is or who he is working for.
-
Contacts - Someone who has information or services and is willing
to share with you.
-
Familiar (Mage) - A magical little animal that hangs out with you.
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Influence - How much power your character has over a government.
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Mentor- A person who teaches you your skills in whatever organization
they belong to.
-
Library (Mage) - You have access to a library that may contain information
on the occult or other interesting facts.
-
Rank (PT) - Your place in a government organization that will allow
you access to specific information, or items depending on your organization
jurisdiction.
-
Resources - How much money your character has.
-
Status - Your characters place in a non government institution that
gives them special privileges within the organization.
Quick Note - Some backgrounds you are already presumes to
have. You do not need to take allies to represent the characters
main organization but they do have to take status/rank to show where
they may be within the organization.
Advantages
The most common advantages that apply to humans are numina which consists
of psionics, hedge magic, and faith. These are not the only advantages
that humans can take. Some humans such as kinfolk can receive werewolf
gifts and ghouls can use vampiric disciplines. Not all HUNTERS have
special powers, many of them don't. Some HUNTERS find the numina
powers to be suspicious and can be the center of an adventure or character
concept (you are a deeply religious member of The Inquisition that has
manifested psychic powers.)
Psionics - The ability to directly affect the world with your
mind.
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Animal Psi (PT, Sr) - The ability to speak with animals.
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Anti Psi (PT, Sr) - Talent used to cancel out other psionics abilities.
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Astral Projection (Sr) - Psychic's spirit splits from his body allowing
spirt to travel freely.
-
Biocontrol (Sr) - Psychic controls bodily functions: blood flow, healing,
pain resistance ex.
-
Channeling (Sr) - Psychic can channel the abilities of the dead into herself
giving her skills, talent, and knowledge.
-
Clairvoyance (ARH, QatD, Sr) - extend the senses far beyond their normal
range to see and hear in other places.
-
Cyberkinesis (Sr) - The ability to control electronics with the mind.
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Cyberpathy (Sr) - The ability to read, control and alter data from a computer.
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Ectoplamic Generation (Sr) - Psychics can control and alter the matter
of the dead.
-
Mind Shield (Sr) - The ability to protect ones mind from psychic attack
(ie dominate, mind magic.)
-
Precognition (Sr) - Ability to see the future.
-
Psychic Healing (Sr) - The ability to heal other using the mind.
-
Psychic Hynosis (Sr) - Like hypnosis only better.
-
Psychic Invisibility (Sr) - Use mind to trick others into not seeing you.
-
Psychic Vampirism (Sr) - The ability to drain emotion or life force and
converting it into energy for the psychic.
-
Psychometry (PT, Sr) - Allows psychic to read objects to see into the past.
-
Psychoportation (Sr) - The ability to teleport oneself over short distances.
-
Pyrokinesis (PT, Sr) - The ability to start fires.
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Synergy (Sr) - The ability to link other psychics together.
-
Telekinesis (ARH, QatD, Sr) - Allows character to project her will and
move objects with the power of thought. Aka Psychokinesis.
-
Telepathy (ARH, QatD, Sr) - The ability to read minds.
Hedge Magic - The ability to cast static/hedge magic.
The name of some spells are changed in different books.
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Alchemy (S, Sr,TA) - Manipulating matter.
-
Conjuration (S, Sr, ARH) - Character may move pre prepared objects from
one place to another.
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Conveyance (S, Sr) - Move objects through will.
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Cursing (S, QatD, ARH) - Place some bad wish on offending party.
-
Divination (S, Sr, PT) - The power to gain insight into future events.
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Enchantment (S, Sr,QatD) - Creating minor Talismans. Aka Fetishism
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Ephemera (S, QatD, ARH, TI) - Allow character to contact the dead. Aka
Via Geniorum.
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Fascination (S, Sr) - Affect or control peoples through will.
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Fortune (Sr) - Change ones future for better or worse. Similar to
Cursing.
-
Healing (S, Sr, ARH, TI) - Quell pain or heal small injuries or illnesses.
Aka Via Medicamenti
-
Hellfire (S, Sr, TI) - Summon violent elemental attacks. Aka Via
Ignis.
-
Herbalism/Brewing (S, ARH) - Turn natural ingredients into potions, salves,
oils, ex.
-
Mana Manipulation (Sr) - The ability to control and alter magic energy.
-
Oneiromancy (Sr) - The ability to walk among, and affect dreams.
-
Shadows (S, Sr) - Affect shadows and light. Aka Shadowcasting.
-
Shapeshifting (S, Sr) - Alter your body to that of an animal.
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Summoning (S, Sr, ARH, QatD, TI) - Allows to guard against ghosts and press
them into service. Aka Spirit Control, Via Necromantiae
-
Weather Craft (S, Sr) - Control the weather. Aka Wheather control.
True Faith - Faith is a character's deep connection with his god
(not neccesarily the Christian God.) It is a rating from 1 to 10
(usually 1 to 5.) For every point in True Faith the character has
he may push vampires back, add to the difficulty of a Werewolf's rage roll,
or use as countermagic.
The Art of Notekeeping (Players):
Notekeeping for players is not as important as it is for Storytellers,
but it can be helpful. It can be problematic to keep track
of who you know and what your character has done, especially if you play
a number of different HUNTER characters. Here are two helpful notekeeping
techniques that will help keep the confusion down:
Keeping track of other characters:
A sheet where you write down every character you meet can be very helpful.
You might want to also write down little things you know about that character
so information does not cross from one of your characters to another.
It is also helpful to write down major NPCs that you find important.
This keeps the confusion down and prevents problems like:
Joe: Did my character, Ezekial, meet your character, Sarah.
Lisa: No. Sarah knows your character, Micha, she never
met Ezekial so he wouldn't know about my psychometry.
Keeping track of adventures:
Keeping a journal and what missions he has completed is a nice way to keep
track of the character. It ties in with the storyteller notekeeping
and will also help justify your lores. You might have werewolf lore
of 2 but you definitely know something about the Glasswalkers after your
talked with it for about an hour trying to help it kill a Formori which
you have logged in your journal.
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