How to Hunt
Huntcraft is about dangerous targets with rules you can learn and exploit. Choose what you want to change and how you approach it; the hunt responds to the evidence, preparations, tools, and risks you bring.
The usual rhythm is Trace → Study → Prepare → Confront → change what matters → Resolution → Aftermath. That order is a guide, not a turn structure. You can discover something during a confrontation, prepare before you know everything, retreat and study again, or attempt a different objective when the direct route is blocked.
When your action is routine and carries no consequential downside, it happens. When the outcome is consequential and uncertain, roll 2d6 + the rating that matches your approach.
| Rating | Use it when your method depends on… |
|---|---|
| Force | direct power, endurance, holding, forcing, breaking physical obstacles |
| Finesse | precision, stealth, timing, positioning, delicate handling |
| Insight | tracking, research, diagnosis, pattern-reading, technical or occult analysis |
| Resolve | fear, pain, concentration, ritual commitment, social or spiritual pressure |
On 10+, you achieve the full intent you named. On 7–9, you achieve the core intent and face exactly one proportionate consequence. On 6−, the situation changes against you and gives you a new problem, truth, cost, or choice; you do not repeat the same unchanged roll.
A roll resolves uncertainty inside the access you already have. If a spirit cannot be permanently harmed while its Anchor is hidden, a 12 with a knife still cannot end the haunting. It can protect someone, cut a rope, expose the Anchor, buy time, or achieve another credible objective. Change the problem until your chosen ending becomes possible.