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conversion rules

In converting Hunter: the Reckoning to the new World of Darkness system, the concepts, terminology and rules essentially remained the same. However, since it is a new system, many thing had to be altered. The new Hunter character sheet uses the WoD 2.0 sheets as a starting point. Everything that appears on both sheets follow the rules in the World of Darkness core book. The Hunter Advantages however, (Virtues, Conviction, Edges and the new Purpose rating), have all been altered or created to make Hunter integrate more smoothly into the new rules of darkness. Each of these manipulated concepts will be in reference to how they have changed from the old rules, but the examples themselves will from the new system. Please note that these conversions are suggestions. While they have been play-tested and found acceptable, feel free to change these rules whenever you wish. Several times in rolling calculations multiple choices are offered for you to pick from.

To balance with the new WoD systems concept of dice pools, the primary roll for Edges has altered slightly. Now, instead of simply rolling an Attribute and ones Virtue ratings, a player rolls his Attribute, a Skill and a Virtue for the total. Because equipment cannot be added to Edge rolls, the appropriate Skill will stand in for the equipment modifier when calculating dice pools. The standard formula is as follows: Attribute + Skill + Virtue + Modifiers Because Skills were not originally rolled for Edges, the Hunter: the Reckoning core book does not have the appropriate stat to roll. Below are the suggestions of Skill should be used for each Edge, written out in the final calculation (before modifiers). Except where specifically noted in the Appendix, successes are calculated as described in the core book.

EDGE ROLLS

Edge Rolls

Innocence

Hide Wits + Stealth + Mercy Illuminate Wits + Investigation/Occult + Mercy Radiate Stamina + Athletics + Mercy Confront Manipulation + Intimidation/Persuasion + Mercy Blaze Strength + Survival + Mercy

Martyrdom

Demand (No roll, see Hunter core book) Witness Wits + Investigation/Composure + Mercy

Ravage Presence + Survival + Mercy Donate Appropriate Attribute + Medicine/Survival + Mercy Payback Manipulation + Survival + Mercy

Redemption

Bluster Wits + Intimidation/Empathy/Persuasion + Mercy Insinuate Manipulation + Socialize/Empathy + Mercy Respire Stamina + Medicine/Survival + Mercy Becalm Presence + Empathy + Mercy Suspend Presence + Persuasion/Occult +Mercy

New Edge Roll Calculations


Defense Judgment Vengeance

Delve Wits + Investigation + Vision Restore Stamina + Medicine/Survival +Vision Augur Meditation + Vision Ward Stamina + Survival + Zeal Rejuvenate (No roll, see Hunter core book) Brand Dexterity + Brawl + Zeal (with special results) Champion Presence + Socialize/Subterfuge + Zeal Burn Stamina + Survival + Zeal Discern Wits + Investigation/Occult + Zeal Burden Stamina + Athletics/Persuasion + Zeal Balance Wits + Intimidation/Persuasion + Zeal Pierce Wits + Empathy/Subterfuge + Zeal Expose Wits + Zeal Cleave +2 Damage, aggravated Trail Wits + Investigation + Zeal (while touching) Smolder Presence + Survival/Stealth + Zeal Surge (No roll, see Hunter core book) Smite Dexterity + Weaponry + Zeal

Vision
Foresee Meditation + Vision Pinpoint Wits + Investigation/Occult + Vision

new and improved advantages


The old systems power system was nebulous at best, seeming to confuse players and prompt arguments over the rules. What seemed to be the most ambiguous of the rules was that of Conviction, especially how it was gained and used. This power has been taken down and reworked, and a new Advantage, Purpose, has been added, as a parallel to human Morality. These two traits now work in tandem with one another, and dictate how Hunter Virtues progress.

PURPOSE Your characters drive and fervor for the hunt, the raw

Purpose

passion of her actions and the belief in her righteousness, is represented in terms of Purpose. Like morality, this trait is rated from 1 to 10. Unlike Morality, Purpose is not an indication of your characters moral barometer in an everyday since. A Hunters Purpose begins at 6, and is the only rating at which the Trait is safely neutral. A characters Purpose defines the rest of his ability. At no time can a character have a Virtue or Conviction rating at higher than his Purpose. Since 6 is your characters starting Purpose, that number is also as high as your character can achieve of his other supernatural advantages. rolled, where X = (Virtue Purpose). Your character can lose Purpose in the following ways: Failure during a mission: If a character set out to kill a Vampire, redeem a Ghost or scare off a Werewolf, that characters self worth is measured by her success in that venture she is, after all, human. Were she to fail, she may have to roll her Purpose to determine how deeply she is affected. At a Purpose of 6 she might roll for any failure, where as at a Purpose of 4 she might only have to roll for dramatic failures. Betraying the Creed: Though Purpose represents a characters raw fervor, it is interpreted through the paradigm of the Hunters Creed. Whenever a character does something that goes against her beliefs, her Purpose is called into question. For example, if a Redeemer kills a monster without an attempt at a peaceful resolution, or a Martyr fails to protect a human or fellow Hunter, that character must roll his Purpose to determine whether or not he keeps his resolve. The death of innocents: While some Creeds are more hardcore than others, none of them enjoy watching helpless people run down by the monsters they hunt. The higher a characters Purpose is, the easier it is to get called into question if a hunted creature still manages to kill mortalseven if the Hunters quest is successful. A terrible mistake: Anytime a Hunter makes a very bad call, whether it is to kill a creature that turns out to be not-so-evil, or the decision not to look after a friend who was later killed, the Hunter cant help but reevaluate his Purpose.

Low Purpose LOWPurpose is averagethat is, he is about PURPOSE At 6, a characters


as driven and encouraged as the average Hunter. As his Purpose slips downward, the character begins to despair. He may begin to question is ability as a Hunter, or his wisdom to do what is right. Each Creed handles a low Purpose differently: Redeemers begin to fear that they can bring no one back from the dark side; Visionaries question their ability to see everything clearly; Judges doubt their biased decisions; Avengers begin to suspect they cannot make a difference; Defenders see all they wish to protect decaying and unsalvageable. As your character slips in Purpose, he risks gaining a Derangement the same way he might attain one as his mortality declines. Also, if your Purpose ever drops below a Virtue rating, then that Virtue suffers X dice when it is rolled, where X = (Virtue Purpose). Your character can lose Purpose in the following ways:

rolls her Purpose, 1 die per dot in the trait. If she fails, her overall rating is reduced by one. To make matters worse she must roll her new rating. If that roll fails, she gains a derangement. Possible Derangements for Low Purpose: Depression, Melancholia, Phobia, Fixation, Suspicion, Paranoia, Inferiority Complex, Anxiety, Irrationality, Avoidance, Fugue and other derangements related to concepts of failure, loss or inadequacy. Other derangements reserved for Purpose rating higher than 6.

Derangements DERANGEMENTS When your characters Purpose is called into question, she

curse. The advantage to high Purpose is two-fold: firstly, Purpose limits Conviction and Hunter Virtues, so the higher Purpose is, the more powerful your magical abilities can become; secondly, at each level beyond 6, a Hunters nonsupernatural skills are augmented by determination and preternatural resolve. When a character reaches a certain rating, the following happens: At ratings 7 and 9: Your character gains a +1 in either Defense or Health, your choice. At ratings 8 and 10: Your character gains a +1 in one of the following Attributes (your choice): Composure, Resolve, Stamina or Wits. You could also chose instead to gain a dot in your permanent Willpower There is, of course, a disadvantage to becoming a zealot in what you do: the possibility of gaining Derangements based on success grows. When your character attains a higher rating in Purpose, you roll that new rating. If the roll is successful, the character gains a High Purpose Derangement. If that character is attaining a rating of 9, add one die to the pool, for a total of 10; at a rating of 10, your character gains a mandatory derangement. Purpose is gained in the following ways: Great success: If your character establishes a prolonged goal related to the Hunt, he gains a point in Purpose when he accomplishes that goal. Examples include spending months building a case to ruin a Vampire in a place of prominent power, or tracking a supernatural serial killer across the country for a long time before catching and destroying the creature. Furthering the Hunt by Creed: Like faith, belief in a character's Creed is directly tied into her drive. Whenever she achieves a dramatic victory or success due to following the principles of her Creed, the Storyteller may award a point of Purpose. Saving the Day: Besides simply removing the thread of supernatural, a Hunters goal is to save lives. Whenever a characters actions protect a mortal or innocent that would have otherwise been killed may be awarded a point of Purpose. Through Conviction: Which see below. If a characters Purpose ever drops, any advantage she gained from that level is temporarily suspended until she regains the rating. See above for calculations when Purpose drops below Hunter Virtue.

High Purpose HIGH PURPOSE Being extremely driven in Hunter is both a blessing and a

As your Purpose rises, any Derangements gained at lower levels are negated as soon as the characters rating rises above that level. Derangements gained due to High Purpose remain, however, regardless of whether or not the trait later falls. Possible Derangements for High Purpose: Narcissism, Megalomania, Delusions of Grandeur, False Notions of Immortality, Fixation, Obsessive Compulsive, Suspicion, Vocalization, Schizophrenia, Irrationality, Multiple Personality Disorder, Frenzy, Extreme Views

Derangements DERANGEMENTS

If Purpose is a characters sense of self-worth and overall fervor, then Conviction is his day-to-day drive and innerstrength where the Hunt is concerned. Conviction is more of the supernatural side of an Imbueds strengthPurpose stems from the Hunters mind, but Conviction (Virtues and their Edges) come from the Messengers. Conviction is no longer simply a means to activate powers and use Second-Sight; in fact, Conviction has in many ways be-

CONVICTION

Conviction

Conviction rating indicates the characters potential. The max of the characters Permanent Rating indicates the maximum number of Temporary points a character can have. When a character is completely out of Temporary points (one can never drop below a 3 in Permanent Conviction), he is mentally drained. Though he can still utilize his Edges that dont require the spending of Conviction, he should regenerate to his starting level (3) by resting for the nightit is easier to lose a point in Purpose if ones Temporary Conviction score is 0 (-2 dice to Purpose Roll).

A characters Conviction is regained slowly, limiting the desire to spend it in game. There are three main ways that a character may regain Temporary Conviction: By performing an amazing feat, or using an Edge in a creative or inventive way By exemplifying your Creed in a dramatic way (note the operative word: mundane manifestations of your Creed to not count) By convincing another Hunter of a different Creed to reach an objective according to her own Creed The Storyteller also has the option to award a Temporary point between every session as an additional award to Experience Points for good roleplaying.

Regaining Temporary Conviction REGAININC

Risking Conviction RISKING Once per session, during a particularly important or lifecome the central advantage of the new Hunter system. Conviction may be spent in the following ways: Using Edges: Some Edges require the expenditure of Conviction points; spend them as the Edge dictates. Second-Sight: When a Conviction point is spent, SecondSight may be activated for the rest of the scene. Note that if a Conviction point is spent for any reason during a scene, that point enables Second-Sight to be used, even if that was not the primary reason for spending that point (for more on SecondSight, see Hunter: the Reckoning core book page 132). Self-Control: Similar to the Second-Sight feature, whenever a Conviction point is spent, the character is immune to supernatural influences (fear, mind-control, possession, etc.). Modifier: You may chose at any time when using an Edge to spend a point in Conviction to add two dice to your overall dice pool for that roll. These points may not be added to your pool if they are used in any other way. When you use Conviction in these ways, you spend a point in Temporary Conviction. Temporary Conviction represents Conviction as the original Hunter game used it. The Permanent threatening incident, Conviction Points can be gambled to achieve increased successes when using an Edge. It requires the expenditure of a Temporary Willpower point (which does not add any dice to the pool), and it must be approved by the Storyteller (who is advised only to allow this action under the most extreme of circumstances, for it can easily be abused). The character risks Conviction by putting up X amount of Temporary Points, and adds X amount of dice to a Edge roll dice pool. If the roll fails, the risked points are spent with nothing gained; however, if the roll is successful, the character not A characters Permanent Conviction is capped by her Purpose rating; this, if her Purpose goes down, so to must Conviction if it is equal to that rating. However, peripheral to Purpose, a character may lose Conviction if she fails or falters in her faith or determination. Usually this happens with the fault is slight, and not serious enough to effect her overall Purpose, but still important enough to represent with mechanics.

Losing Conviction

not only retains the gambled points, but gains an additional X Temporary Conviction points. In essence, it is the only way to gain Conviction quickly, and therefore must be used sparingly. Even when risking Conviction, your Temporary rating cannot surpass your Permanent one.

This is similar to Risking Conviction, but the stakes are slightly higher. Whenever your Temporary Points are maxed, you do the ultimate form of risking this trait. To do this, you remove all built up Temporary points but one; no matter what happens, you wont get these points back. You then add these points to your overall Edge Roll. If successful, you gain one point in your Permanent Conviction rating. This is meant to represent a last-ditch effort on the part of your characterso that when she succeeds, she ends up taxed, but with an overall stronger drive. Of course, your rating is still capped by your Purpose score therefore, you stand to gain even more if you reach this point. If you succeed the Big Gamble when your Permanent Conviction is equal to your Purpose rating, instead of rising your Conviction you may chose to increase your Purpose or a Virtue rating by one. Though there are different ways of gaining Purpose and Virtues, this method represents growing in strength through sheer resolve.

The Big Gamble THE BIG GAMBLE

Because of how obviously powerful Risking Conviction is, the Storyteller has full digression of when she allows it to be used. For the normal, once-per-session risking of Conviction, a player should only be allowed to do this when the Storyteller would allow him to spend a Temporary Willpower point normally (which is logical, since the player must spend a Willpower point simply to activate this gamble). For the Big Gamble, however, the stakes should have to be much higher. It is recommended the Storyteller determine when the character can take this risk rather than the player. This should usually only occur when the roll would otherwise be reduced to a chance die (or down to one or two dice from an originally large pool), or during a contested roll when a supernatural creature has an equal or greater number of dice than the character. In Storytelling terms, a character should only do this during a life-or-death, last-ditch effort. When the character succeeds this action, it should seem to the other characters as if a miracle has just occurred.

When to allow risking

appendix
Positive Modifiers: +1 if action upholding characters Creed philosophies or ideals +2 per spent point in Temporary Conviction +3 when spending a Temporary Willpower point +1 if at Purpose 9 +2 if at Purpose 10 +X when Risking Conviction, X = number of points gambled Negative Modifiers: -1 if character has not activated a Conviction point this scene -1 if action going against characters Creed philosophies -1 if at Purpose 3 -2 if at Purpose 2 -3 if at Purpose 1

Possible Modifiers when Rolling Edges DIE POOLS

Homeless (Social Flaw)

New Flaw FLAWS

Effect: Your characters activities as a Hunter (or perhaps his inability to properly finance) has left him without a permanent home. Extra experience is awarded if the character attempts to perform an activity or accomplish a goal that is hindered by his lack of housing: finding someplace warm to sleep, trying to cash a check (which you cant do without ID, which you cant do without a permanent address...), people trying to get a hold of him, etc. It is also hard to stay clean, which might affect your social abilities.

Hunter Virtues

Additional Modified Rules RULES

Aside from being limited by your rating in Purpose, Virtues still operate in essentially the same way. Points are still gained in game (although they may be purchased with Experience at 7 x New Rating). However, for each point in a Virtue over 7, Purpose must be rolled (divided in half, round up). If Purpose succeeds, character gains a High Purpose Derangement. At a rating of 10, character automatically gains a High Purpose Derangement.

Edges
When an Edge is rolled, a single die rolled 8 or higher is considered a success, and five dice or higher an exceptional one. However, consult the rules in Hunter: the Reckoning core book to ensure what successes represent. Some Edges give different results for the amount of successes rolled. If an Edge adds or subtracts difficulty in the core book, instead add or subtract dice (Storyteller discretion). The Defender Edge of Burn lasts for two turns per success rolled, not just one. For the Judge Edges of Burden and Balance, you must achieve 1 success only, unless the creatures stamina is over 3, in which case you must roll 2 successes. The Edge Expose requires one success to accomplishthe chart listed on page 162 indicates the amount of successes need after the first. For the Avenger Edge Smolder, 1 die is subtracted from the pool unless the characters stamina is greater than three. These are all the rules you need to convert Hunter: the Reckoning into The World of Darkness system. Remember, however, that Hunter is not a game of kicking ass and chewing bubble gumit is about losing ones old life in an effort to do what one thinks is right. Characters should suffer tremendously in their personal lives, and they should start to go very, very insane as they progress through the game. Many people object to this game being unbalancedwell, it isnt, because its not primarily about combat. The best Hunter games played involved investigation, not combat, about going insane and losing everything that was important to that character in order to, in the characters mind, save the world. Take back the night.

Zealot ( to ) MERITS

New Merits

Effect: Your character is naturally Imbued with a drive for the hunt that surpasses other Hunters. Your character starts the game off with an additional point in Permanent Conviction for each point in Zealot you take. This does not alter a Creeds Starting Convictionyou still only regenerate 3 Conviction between games or during long period of rest. Seasoned Hunter () Effect: Your character has been Imbued for many years, and has still managed to stay sane. Because of his long standing as a Hunter, he gets certain advantages due to experience. He gets a +1 to his die pool concerning Exorcisms, Abjurations, and Edges that cause a creature to deal with its true nature. Also, Occult may always be rolled to determine what the character Also, Occult may always be rolled to determine what the character knows is proven fact instead of legend and lore. Blessed Item ( to ) Effect: Your character begins the game with a blessed item as described in Chapter 8 of The World of Darkness core book. Each point in this Merit indicates how many die your wonder will add to your pool when dealing with faith. Note that a Blessed Item has no effect on Edges, only those activities described in the Ghost section of the core book.

Afterward THE END

Author: Tyler J. Hill. Comments: tylerjhill@hotmail.com

All intellectual property contained in this document belongs to White-Wolf Publishing. Pictures were not used with artists permission. This is not for sale or distribution in anyway, and the author will make nothing from its DISCLAIMER production. It is simply another way of enjoying White-Wolfs world.
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