Know the quarry. Change the hunt.

Huntcraft 2d6 is a system for hunts where dangerous targets must be understood, prepared for, and resolved on their own terms instead of reduced to health bars. Quarry records define hidden Truths, behaviors, persistent Aspect changes, and multiple defined endings. Hunt records keep only the mutable state of one case: what has been learned, what has been prepared, which Aspects changed, how Pressure is rising, and which Resolution is becoming possible. Use the same structure for a wyvern, a ghost, a curse, a rogue machine, a demon, a kaiju, an alien organism, or any threat whose specific rules matter more than raw damage.

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Player's HandbookVolume IHow this system plays — the rules, the dials, and the intent, straight from its author.OpenBuilder's ManualVolume IIHow to build on this system — its conventions, extension points, and design intent, for creators adopting it.OpenCompendiumReferenceEvery entry this system ships with, rendered exactly as your project will inherit them.Open
Author's note

Fastest clone path: keep the Huntcraft Core procedure, rewrite the demo Quarry into one threat that proves your setting, add two or three Truths that change access, two to four Aspects that change play, and at least two distinct Resolutions when the concept supports them. Add only the Preparations, Equipment, Conditions, and Remnants those choices need. Prove one Hunt end to end before expanding the catalog.

Equipment
11 fields
Preparation
13 fields
Character
14 fields
Condition
7 fields
Game Start
0 fields
Hunt
21 fields
Location
6 fields
Quarry
13 fields
Remnant
9 fields
System Profile
9 fields
+1more type in the compendium