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Core Rulebook

Hunter: The Reckoning

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A Storytelling Game of Desperate Measures

You saw what you shouldn’t have, the veil pulled back from the secret world and the monsters who prowl it. You chronicled the tragedies they wrought, these monsters, and the victims upon whom they preyed. You grasped the extent of their influence and witnessed the corruption of the organizations formed to keep them in check. And you vowed to do something about it. Tonight, you act. It’s time for a Reckoning.

Hunters are among those who have seen past the veil of secrecy and know the world for what it is — a bauble in the claws of monsters. Hunters fight back against the threat because they have glimpsed the truth, and have resolved to do something about it.

Hunters form their own cells with other Hunters, for protection and advantage in numbers… hopefully. Think of cells as Hunter “start-ups.” The players’ characters bring specialized Edges into their own unique cells, which are likely cosmopolitan in makeup, with Hunters from a variety of ideologies, known as creeds. Creeds shape how the Hunter approaches their supernatural quarry, from the outlook they suppose to the tools they provide. As well, they provide a social component to what might otherwise be a bleak and lonely road. If nothing else, one can look to others of one’s creed for a common take on the monster-infested world and how and why to effect change.

The player-protagonists of Hunter: The Reckoning are philosophically and mechanically different from organized hunter antagonists like the FBI’s Special Affairs Division and the Society of St. Leopold by dint of their Drives: Other hunters take orders, but Hunter: The Reckoning characters make their own way following their Drives.


  • Hardback full color book with ribbon bookmark
  • Introduces the Hunters of the World of Darkness for 5th Edition
  • Features chapters on character creation, supernatural threats, and rival organizations


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