Player's Handbook · Chapter 7

Making a Hunter

Start with a specific job in the hunt: tracker, shrine keeper, forensic medium, xenobiologist, containment engineer, detective, or another role your World needs. Huntcraft does not require a class.

Assign +2, +1, +1, +0 across Force, Finesse, Insight, and Resolve. Your highest rating says what kind of approach you trust under pressure, not what actions you are allowed to attempt.

Choose one or more concise Specialties such as evidence, terrain, quarry behavior, ritual practice, technology, or medicine. A Specialty establishes fictional expertise; it grants no automatic numeric bonus and cannot bypass a written access requirement.

Describe one previous hunt that taught you brute force is not enough. This gives the GM a useful sense of your caution, habits, contacts, and fears without inventing secret powers.

You begin with Strain 0, no Conditions, and no Remnants unless the World says otherwise. Your World may provide starting Equipment. Read each item's written capability and limits; its name does not grant extra functions.

Manual updated Aug 21, 2026.