Hunters
Hunted II
By
Justin Achilli, Jason Andrew, Joshua Alan Doetsch, Martin Henley, Ryan Macklin,
Matthew McFarland, Matthew Sanderson, Ree Soesbee, Eddy Webb, and Stew Wilson
2013,
182 pages
Hunters Hunted II, the fourth
supplement for Vampire the Masquerade: 20th Anniversary Edition, explores how mortals fight back against the predations
of vampires in the World of Darkness. These
hunters aren’t Frank Castle, they aren’t super heroes, they aren’t trench coat
wearing bad ass ex-Navy SEALs. The
hunters of Hunters Hunted II are regular people, the passersby who saw a
vampire attack and couldn’t forget it until finally they felt the need to
strike back. But how does a regular man
or woman fight against supernatural creatures that are stronger, faster,
tougher and have access to a wide array of supernatural abilities?
Hunters Hunted II showcases the best
and worst of the Storyteller system games.
The introductory story sets the mood of fear, paranoia, and
uncertainty. The first chapter is a
first person story of the encounter between two hunters, one a rookie and the
other a veteran. The veteran explains
his understanding of vampires and other things that go bump in the night to the
new hunter who incidentally is tied to a chair.
This chapter, more than any other part of the book, is why I love
Storyteller games and White Wolf/The Onyx Path games. The authors explain the setting, mood, and
themes of a hunters game without needing to explicitly say those words. I was drawn into the world of the hunter,
his/her experiences, losses, victories, and doubts, and this set the stage for
the rest of the book.
With the focus of the game on
ordinary people, the authors continually remind the reader that these people
have families and friends. They have
jobs and responsibilities. They aren’t
the lone wolf out hunting vampires with a katana in one hand and a submachine
gun in the other. Chapter II guides
players through character creation.
Beyond just creating a singular character, Hunters Hunted II emphasizes
the need for players and Storyteller to work together to create characters that
fit within the story being told.
Storytellers and players will need a copy of Vampire the Masquerade 20th
Anniversary Edition to be able to build characters, but Hunters Hunted II
provides plenty of extra backgrounds and merits and flaws for character creation
with new Merits like Poisonous Blood (it works like it sounds) to Flaws like
Hemophiliac. New backgrounds such as Armory
give Hunters the potential to have plenty of options available when they are
gearing up to hunt vampires. Base of
Operations, another new Background, is complex but functional. Players will split their points between three
different categories: luxury, security,
and size.
Chapter III introduces a system
where hunters can gain extra dice on future rolls by planning their missions. The system is well thought out and I think
that it’s a good idea, but it’s implemented poorly. The method for gaining planning dice such as
studying information about the target or poking holes in the plan is clearly
explained, but the uses of those dice needs to be highlighted better. They are buried in the text of the
chapter. I haven’t run a hunters game,
so I haven’t been able to test this system.
So far I like the concept behind it, gaining extra dice in case bad
things happen through planning, but I think it could have been presented more
clearly perhaps with a table with each use of plan dice spelled out.
Hunters aren’t completely without
supernatural abilities. Numina are
included that give hunters some abilities beyond those of normal people. Hedge Magic which is a weak form of magic has
two paths Curses which is extremely powerful because the curses reduce a target’s
dice pool, and Healing which some groups could rely on too heavily because this
one of the few ways mortals can heal faster than normal. Psychic Numina offer a variety of options
including Astral Projection, Pyrokinesis, and Telekinesis. These are roughly equal to paths of
Thaumaturgy from V20. The most
interesting Psychic Numina is Cyber Kinesis which lets the user control
machines without touching them. In a
modern setting this could easily be overpowered, but the difficulty is high and
the consequences could be severe if failed.
Finally, what would a hunters book be without True Faith? As with prior editions Truth Faith is
extremely powerful, just the first level allows a character holding a holy
symbol to cause vampires to flee in terror.
However, this ability cannot be upgraded through experience points; only
the Storyteller can award additional points in the ability.
Chapter V is on Storytelling a
Hunters game, but the information in this chapter is good for any kind of
game. The emphasis is on theme and mood
as with all good Storyteller games.
However, my favorite part of this chapter is the addition of sidebars
that provide story hooks for a particular genre of story whether that is the “Bravado
and Bullets” genre of a John Woo influenced chronicle or the “Thriller” genre
of Silence of the Lambs. This chapter
also explains how to build a story with an opening hook, intermediary scene,
confrontation, climax and aftermath. While
this is a basic story structure, it will be endlessly useful to new Storytellers. Also
included is a section on Game Structure that explains the main styles of
games that could be run: Linear, One
Shot, Open Ended, and Sandbox.
For those looking for information on
organized hunters, Chapter VI offers a look at the three major groups that hunt
vampires: The Society of Leopold
(Catholic Vampire Hunters), The U.S. Government (Project Twilight), and the
Arcanum (Occult Librarians). Each sects
gets a complete write up explaining its goals, history and offering a new
Numina that is specific to that group.
Smaller groups are also discussed such as the Italian Mafia, Russian
Mob, and even street level gangs. Only a
small sample is given for each of these groups, but those who have the older
books will be able to easily bring those groups into V20 games, and hopefully,
The Onyx Path/White Wolf Games will release full books for each of the three
main groups of hunters.
A section of templates are provided
for players or Storytellers looking for idea for characters. However, none of these are “Vampire Hunters”,
instead they are regular people reacting to extraordinary circumstances in a
world of monsters. I am really happy
about this focus on the mundane rather than showing guys in Oakley’s with
bulging muscles and giant swords fighting vampires. My favorite templates are the Paranoid
Surveyor who hunts through soon to be demolished dilapidated buildings to
expose vampires to the sunlight and the Destitute Crusader who used improvised
weapons to kill those who hunt the homeless.
All of the templates offer well rounded characters that are perfect to
play.
Overall, Hunters Hunted II is a
great book. Every section of the book
maintains the primary theme of a Vampire the Masquerade game: Personal Horror. Adding the Hunters Hunted theme of “victory
with a cost” reinforces the terror of fighting supernatural creatures that can
shrug off gunshot wounds and instantly heal from wounds that would kill a
normal person. My only real complaint is
that the Planning Dice system needs to be better explained so that it will be
easier to implement during play. A
simple chart or even bolding the words could solve that problem. To nitpick, I didn’t like the Merit Research
Grant because it’s superfluous. Having a
character with “College Professor” as a character concept and points in the
Background Resources does exactly the same thing.
Despite one small complaint and one
nitpicky complaint, I believe that Hunters Hunted II is the start of a long
line of high quality supplements for Vampire the Masquerade 20th Anniversary
Edition. The artwork is gorgeous with
bright, clear full color images that invoke the mood of hunting monsters, and
the text is well written and offers a great mix of mechanics and story. I couldn’t be happier with my purchase of
Hunters Hunted II, and I am glad that I helped fund this book through
Kickstarter. For gamers looking to test
their skills, Hunters Hunted II will offer a chance to create and play well-rounded
characters that struggle against the evils of the World of Darkness. Storytellers will be able to use the
information in this book to create better NPC hunters, and the Storytelling
chapter is a great resource for new Storytellers or Storytellers looking for
more information on running a World of Darkness game.
Hunters Hunted II is currently
available as a PDF from DriveThruRPG. In
the future, a paper version will be available.
Do you know how much it differs from the original Hunters Hunted from the 90's?
ReplyDeleteI'm not really sure. I haven't read the original. I will sometime in the future I'm sure.
ReplyDeleteI would have to check both books to compare, but from what you are describing it looks like the planning dice thing was ported/adapted from stuff on nWoD Hunter: the Vigil.
ReplyDeleteI haven't read any of the NWoD stuff, but I wouldn't be surprised if this was brought in from Hunter: The Vigil or any other NWoD game. That's not a bad thing, as I've heard that the NWoD has a much cleaner easier to use system.
DeleteI really like the Planning Dice System, I just wish that the system was more clearly explained especially how to use the dice during a hunt.