Player's Handbook · Chapter 1

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.

RatingUse it when your method depends on…
Forcedirect power, endurance, holding, forcing, breaking physical obstacles
Finesseprecision, stealth, timing, positioning, delicate handling
Insighttracking, research, diagnosis, pattern-reading, technical or occult analysis
Resolvefear, 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.

Manual updated Aug 21, 2026.