Game Mechanics

For the most part, the rules are the standard White Wolf/World of Darkness Revised as printed in the Hunter: The Reckoning book.

Combat

Except for the parts we’re not. Old World of Darkness combat can take forever because it involves a lot of contested dice pools for every step of the process, so we’ll streamlining it down using the rules from the Trinity game line (Adventure!, Aberrant, Aeon) which was then the baseline for Exalted.

Non-Imbued Combat Flowchart:

  • Roll Attack (e.g. Dex + Firearms; Dex + Melee; Dex + Brawl) + weapon accuracy
  • Roll Dodge (Dex + Dodge)
  • Calculate raw damage pool: weapon’s damage + (successes on attack roll in excess of defense)
  • Soak Damage: roll Stamina, subtract that from raw damage
  • Roll any remaining damage dice; results of 7-10 indicate level point of damage

This should look familiar if you’ve played 2nd/Revised Werewolf or Mage. Roll attack, roll defense, calc damage, roll soak, roll damage.

Imbued Combat Flowchart:

  • Roll Attack (e.g. Dex + Firearms; Dex + Melee; Dex + Brawl) + weapon accuracy
  • Compare with target’s Defense Value (DV) to determine if it is a hit
  • Calculate raw damage pool: weapon’s damage + (successes on attack roll in excess of defense)
  • Soak Damage: remove dice from the raw damage pool equal to the target’s soak
  • Roll any remaining damage dice; results of 7-10 indicate level point of damage

This should look a lot more familiar if you’re more used to the Trinity line or Exalted. Roll attack, compare with DV, calc raw damage, subtract Soak, roll damage.

Defense Formulas, for Imbued:

  • Dodge DV: (Dex + Dodge)/2
  • Parry DV: (Dex + Melee)/2 to parry with a weapon, OR (Dex + Brawl)/2 when making an unarmed parry
  • Bashing Soak: equal to Stamina
  • Lethal Soak: equal to (Stamina)/2 rounded down

Game Mechanics

Hunter: The Reckoning admiralironbombs admiralironbombs