Hunter House Rules

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Hunter House Rules
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Hunter
The Cast
Hunters & Mortals
Compacts
Ahl al-Jabal
Ashwood Abbey
Bear Lodge
Barrett Commission
Division Six
Hunt Club
Illuminated Brotherhood
Keepers of the Source
The Long Night
Loyalists of Thule
Maidens Blood Sisterhood
Network Zero
Night Watch
Null Mysteriis
Promethean Brotherhood
Talbot Group
The Union
Conspiracies
Aegis Kai Doru
Ascending Ones
Cainite Heresy
Cheiron Group
Knights of Saint George
Les Mysteres
Lucifuge
Malleus Maleficarum
Task Force VALKYRIE
Vanguard Serial Crimes Unit
Joining Hunter
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Joining Mortal
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Experience Allowances

  • Starter characters: 0-30.
  • Beginners: 0-60.
  • Mainstream: 60-100.
  • Beginner and Mainstream are available at the ST's discretion. There will be no starting Elder characters in this venue.

Applying as a Hunter or a Mortal

  • The character cap for the Hunter venue is two. If you want to run two Hunters, a Mortal and a Hunter or two Mortals, these are all valid options. Do bear in mind that if you are joining the venue for the first time, there will be a 6 month wait before a secondary character will be a possibility.

Glimpses

  • Glimpses can give a lot of insight into your character, or provide a nice bit of back story to be elaborated upon. While glimpses are not a necessity, XP will be awarded if a glimpse is written. Also, I like reading them!

Hunters, Mortal and Organisations

  • If Hunters meet the pre-requisites, they can start as members of one of the Mortals Organisations. Doing so may severely impact the Hunt, however, and it prevents them from starting as a member of a Compact, as the commitment to the Organisation takes up too much time.
  • If a Mortal takes up the Vigil, they do not necessarily need to leave their chosen Organisation. They would find it difficult getting the time to join a Compact, but that's a decision they'll have to make for themselves.
  • Tier 3 Hunters are not allowed. Conspiracies must be joined in character. Please don't make a character for the sole reason of joining a particular Conspiracy; things might not pan out. Make sure you enjoy playing the character first.

Cells and Professions

  • While cells are not mandatory, if you want to use tactics and not die a lot then they're a damn good idea.
  • Mortals cannot join cells. However, if they become a Hunter then they will have the chance to in-game.
  • Mortals do have Professions, but the Professional Training Merit is restricted to Hunters. As a result a Mortal's profession has no impact unless they take up the Vigil. Ergo it's not particularly important. Currently existing Mortals can pick a Profession now or decide at the point where they take up the Vigil.

Can Mortals risk Willpower?

  • No. That's the dividing line between a Mortal and a Hunter.

Hunter Occult Skill

Your character knows everything at the level of his occult score and below, as well as anything specifically told to them in a thread on this site. If you have any questions, ask before assuming.

Unless specifically researched in-game, a character is initially only aware of the supernatural that caused their Hunt to begin. For example, if Mr. Black, with 5 occult dots, became a Hunter after being attacked by a zombie crocodile monster, then this is the supernatural he is most familiar with. He would not also be aware of Man-Eating slugs, vampire and the cookie monster; unless this had been encountered in play.

  • 0: All Hunters are aware of the existence of the supernatural.
  • 1: Threat level of supernatural creatures.
  • 2: Existence of compacts, possible ways to kill supernaturals, existence of supernatural societies, basic physiology.
  • 3: Specific compacts, habits of supernaturals, basic behaviours and common supernatural powers.
  • 4: Existence of Conspiracies and supernatural societies, definite ways to kill supernaturals, complex behaviours and rare supernatural powers.
  • 5: Specific conspiracies and supernatural societies.


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