A short cheatsheet for Hunter 5e from Renegade Game Studios. Note, I didn't create it, but there's a fantastic Character Creation Cheatsheet with tons of detail here https://drive.google.com/file/d/1gDAr_cYw3eqOeE3JuXXxBxmsU9O2KRpI/view
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All rolls are d10
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Add together Attribute and Skill
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Roll that number of dice
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* Six or higher is a success
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* Count up the 6+ dice, did you have enough to beat the difficulty
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Melee Combat (treated as an oppposed roll)
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Atacker and Defender set up their dice pools
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Most successes wins the contest
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Damage = (Winner's Successes - Loser's Succ.) + Weapon DMG
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DMG reduces target's WILL or HEALTH
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Ranged Combat
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Atacker and Defender set up their dice pools
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A character with no cover available is at -2 to their Defense Die Pool
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Superior cover grants 1 or 2 dice to the defense pool
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Dodging (Brawl or Melee only)
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Instead of attacking, you can dodge an incoming attack.
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Use DEX + ATHL to defend. You do no damage on a DODGE
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Initiative Order
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Based on what you're currently doing, it goes in this order unless there's surprise
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Close combat between already engaged people
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Ranged Combat
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Newly engaged physical combat
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Name
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Category
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Summary
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Linguistics
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Merit
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Each dot = +1 fluency
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Looks
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Merit
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2+ dot = beautiful/handsome above norm
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Nutritionist
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Merit
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Cooking, food knowledge
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Supernatural
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Merit
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2+dot = supernatural aura
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Allies
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Background
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Each dot = strength/value of ally
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Contacts
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Background
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One dot = common contact, can provide basic help, 2 dot = someone more useful (like a gun dealer)
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Fame
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Background
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one = known in a subculture, 2 = local fame, 3 = national fame
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Influence
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Background
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You have pull locally, people want to do you favors
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Mask
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Background
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False Identity, more pts = better
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Mentor
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Background
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Someone to train you. One dot = rookie, 2dot is some experience, etc
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Resources
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Background
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1 = making a living, 2 = middle class, 3 = rich
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Retainers
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Background
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1 = low level helper (kid, small time thug, etc.), 2 = valet, butler, etc
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Safe House
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Background
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1 = small, basic, 2 = secure, 3 = large and secure
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Status
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Background
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1 = known among hunters, 2= respected, 3 = powerful
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Name
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Type
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Desc
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Illiterate
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Merit - Flaw
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2 dot = cannot read or write
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Replusive
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Merit - Flaw
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2 = lose two dice on all visual social rolls
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Ugly
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Merit - Flaw
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1 dot = lose one die from all visual social rolls
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Living on the Edge
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Merit - Flaw
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2 dots - Risk taker (But not sucidally so)`
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Weak Willed
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Merit -Flaw
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2 dots Not submissive, but prefer to follow others' lead
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Severe Addiction
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Merit - Flaw
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Two dots - lose 2 dice from all pools if you8 do not indulge in the previous scene
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Mild Addiction
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Merit - Flaw
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One dot - as above, but one die penalty
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Stigmata
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Merit - Flaw
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one dot - bleed from open wounds when you take any type of will or physical dmg, you choose which type
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Crone's Curse
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Merit - Flaw
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Two dots - You appear a decade older than you are AND reduce you permanent max Health by one box to start
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Infamy
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Background- Flaw
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Two dots - you are known for something horrible
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Dark Secret
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Background- Flaw
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One dot
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Infamous Partner
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Background- Flaw
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One dot - you are tarnished by association with one person, usually a spouse or family member
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Despised
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Background- Flaw
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Two dots - one group or region of your city lives to thwart you and your cell
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Disliked
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Background- Flaw
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Lose one die in social test dice pools involving any group in your city except your allies/contacts
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Person of Interest
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Background- Flaw
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Two dots - your info is in several intel agency databases and flagged
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Serial Error
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Background- Flaw
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One Dot -Someone messed up your records by mistake. You might be flagged as dead, on a watchlist, or police should be called if you're seen
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Destitute
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Background- Flaw
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One dot - you have no money, no home
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Stalkers
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Background- Flaw
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One Dot - Someone is obsessed with you. Even if you get rid of them, more will follow
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No Safe House
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Background- Flaw
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One dot - no safe house, you might have a home, but no security
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Compromised
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Background- Flaw
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Two dots - Your safehouse has been previously raided and on a watch list
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Creepy
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Background- Flaw
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One Dot - Your safehouse is weird, and might cause neighbors to call about creepy happenings
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Haunted
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Background- Flaw
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One dot - Oh yeah, it's haunted. Could hold a ghost, dimension portal, weird meteor, etc, but you can't get rid of it
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Shunned
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Background- Flaw
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Two dots - some faction really loathes you, they will go out of their way to stop you
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Suspect
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Background- Flaw
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Two dots - You did something to annoy this faction, stay out of their sight
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Name
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Desc
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Dice Pool (Roll)
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EDGE: Arsenal
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You can get ahold of weapons that might not be available to the public
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Personal arsenal INT + CRAFT | Get from contacts: Manip + Street
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* Perk: Team Requesition
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Get additional copies of weapon for your cell
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Each margin of success = extra weapon
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* Perk: Special Features
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Sights, special carry case, etc
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* Perk: Exotics
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Rare, unique weapons
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Higher difficulty to acquire per Storyteller discretion
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EDGE: Fleet
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Access to vehicles
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Personal = INT+ TECH, Contacts = Manip + Persuasion
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* Perk: Vehicle Armor
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Safety from small arms fire to vehicle
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* Perk: Performance
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Superior driving and handling
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Bonus on Driving test = Dice pool margin
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* Perk: Surveillanc
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Great for stakeouts
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Bonus on stakeout tests = Edge pool margin
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* Perk: Untraceable
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Authorities cannot track it down in databases
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EDGE: Ordnance
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Build or access explosives
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Compos + SCI or if via contacts Compos + Streetwise
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One explose per 4 diff success roll
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Perk: Multi payload
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Multiple copies of explosive up to margin of roll
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Perk: Non Lethal
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Flashbangs, teargas, etc
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Perk: Exotics
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Unusual or rare
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Perk: Disguised Delivery
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Looks like an everyday object
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EDGE: Library
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Access to information, analog or digital
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Resolve + Academics (spend one day in research)
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* Perk: Where they Hide
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Bonus info about target's lair
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* Perk: Who they are
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Bonus identity info
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* Perk: How to halt them
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Bonus to keeping them away from an area (no effect on attacks)
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* Perk: How to Hurt them
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Bonus to figuring out how to do extra damage
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EDGE: Improvised Gear
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Create plausible items for currently available parts
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INT + Craft, Tech or Sci
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On a 4 success roll, you may create one item
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Item gives +2 Dice on a single skill
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* Perk: Frugal
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your carry bag has tons of parts you can build small gear from
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* Perk: Mass production
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Create multiple copies of the item you made based on die roll margin
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* Perk: Specialized
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Specialize in crafting gear for a specific skill, giving you +3 dice
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* Perk: Speed Craft
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Create an item quickly (3 turns)
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Edge: Global Access
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Easily get around cybersecurity
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INT + Tech
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Must spend an entire scene "hacking"
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* Perk: Watching Big Brother
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Can manipulate surveil. footage
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* Perk: All Access
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Can bypass most digital security
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* Perk: Money Tap
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Manipulate financial data
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* Perk: Letter of the Law
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Modify criminal records
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EDGE: Drone Jockey
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WIT+ Tech for control, INT + CRAFT to build/repair a drone
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* Perk: Autonomous
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pre-program simple routines into drone
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* Perk: Variant
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Each opy of this perk lets you make/use another type of drone
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* Perk: Specialist Skill
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Drone can use an extra skill
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* Perk: Armament
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Can arm drone with SMG or taser with 5 dots of skill
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* Perk: Payload
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Can carry large amounts of cargo
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EDGE: Beast Whisperer
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A way with animals
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CHA + Animal Ken
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* Perk: Incorruptible
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Animal immune to supernatural influence
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* Perk: Menagerie
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Choose an extra type to add to the pool of animals you can control
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* Perk: Complex Commands
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More complex commands, like fetch a specific item
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* Perk: Incognito
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Animal is great at staying out of sight
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EDGE: Sense the Unnatural
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Sense close by supernatural elements, need an object to focus on while doing so
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WIT + Occult or Science
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* Perk: Creature specialization
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+2 dice bonus for a specific species
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* Perk: Range
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You can sense over a city block, but not with precision
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* Perk: Precision
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Know who in the room is supernatural, but not "what" they are
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* Perk: Handsfree
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No need for an object of focus to use this Edge
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EDGE: Repel the unnatural
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Scare or repel the supernatural target. Requires holding object of focus while doing so
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WIT + OCCULT or SCI
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* Perk: Ward
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extend protection to 2m radius +1M for each margin
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* Perk: Damage
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Use object of focus as melee weapon with +0 dmg. Inflicts Aggravated dmg
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* Perk: Specialization
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+2 dice versus specific type of creature
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* Perk: Handsfree
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No need for object of focus
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EDGE: Thwart the unnatural
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YOU may resist some or all supernatural effects or attack. Must shield self with Focus Object
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Composure + OCC or SCI depending on nature of endowment
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So long as you hold your object and succeed on roll, you are immune to supernatural abilities of the target that would normally require a resistance test
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* Perk: Creature Specialization
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+2 dice versus specific type of creature
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* Perk: Ward
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extend protection to 2m radius +1M for each margin
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* Perk: Recognition
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Upon successful resist, the hunter learns what the attack was and how it would've done to them
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* Perk: Handsfree
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No need for object of focus
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EDGE: Artifact
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You have a special magical item that assists you
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INT + OCC or SCI depending on origin
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* Perk: Empower
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1 x per scene, diff 4 roll, boost artifact bonus to +3 dice.
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Failure on roll does Will dmg by # of successes you failed by
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* Perk: Attraction
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Item is sought after by other groups
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* Perk: Detection
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Reacts to presence of supernatural
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* Perk: Shield
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Reduces incoming supernatural dmg by 50%
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Melee
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Margin of successes (winner - loser) + weapon damage
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Ranged
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Weapon damage
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* Superficial damage
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Light wounds, nicks, cuts, bruises. It won't cause death
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* Aggravated Damage
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Serious wounds, gunshot wounds, etc.
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Marking Damage
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* Superficial
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Divide the incoming damage by 1/2, make a "/" mark in each damage block
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* Aggravated
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Take full damage, mark with "X"
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If you've filled up all your superficial slots, incoming superficial is an "X"
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Knockout
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Once your health or willpower track are full, you are knocked out of the game. Death is options depending on the narrative
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Healing
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At the start of a session, remove Superficial dmg marks equal to your Stamina from Health track
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As above, but remove Superficial Willpower damage = to your Resolve or Composure, whichever is higher
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Accomplishing your Short Term Desire grants one point of Willpower back
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Medicine skill can convert Aggr. dmg top Superficial.
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Medicine Skill & Healing for Agg Health Dmg
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Roll INT + MED vs the total amount of AGGR dmg
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Max healing amount = 1/2 Med skill
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All Medicine Skill-based healing happens overnight
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Healing for Agg Will Dmg
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There's no skill to regenerate Aggr. Will Damage
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Acting in accordance to your Ambition restores 1 Will point at the end of the session
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Desperation
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A level set by players and storyteller based on how "bad" or "good" the current situation overall is
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One desperation die per level of Desp.
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Any player can use the Desp dice, the reason they might NOT want to is the potential to increase DANGER due to Overreaching
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Overreach (crit fail on a Desp. die)
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For every 1 on the Desp die roll, increase Danger by 1
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This doesn't cause the test to fail, it just increases the Danger
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Despair (failed test and crit fail on desp. die)
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If the PC fails the test, and gets any number of 1's on the Desperation Dice, they fall into despair
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When in Despair, you cannot use Desperation Dice on tests
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To remove Despair, you must complete your Drive by completing your Redemption (see drives p. 129)
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Danger
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On an overreach (Crit fail on a Desp. die), group gains +1 to Danger level for each failure on the Desp. Die
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GM decides what Danger means in-game. Ex. At Danger 2, the quarry knows they're being tracked and is watching. At 5, they might be coming for the players
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