House Rules/Hunter
Contents
Hunters versus Others
Vampires
- Hunters are immune to the Kiss if they have Conviction defenses active or succeed at Willpower vs 6. (The Nocturnal 91)
- Hunters can't be Embraced or ghouled/bound. (The Nocturnal 96)
Werewolves and other shifters
- Hunters can't see into, enter or be taken into the Umbra without Transcend (Solitude 4), though they get a normal chance to perceive effects reaching from the Umbra back into normalspace. (The Moonstruck 87)
- Hunters can't have a shifter or kinfolk as a biological parent, grandparent, uncle/aunt, or child, nor can they conceive a child with one. (The Moonstruck 90)
- Hunters are immune to the Delirium if they have Conviction defenses active. (The Moonstruck 101-102)
Mages
- Hunters count as sleeper witnesses. (The Spellbound 104)
Changelings
- Hunters can't see into, enter or be taken into the Dreaming without Transcend (Solitude 4), though they get a normal chance to perceive effects reaching from the Dreaming back into normalspace. (extrapolated from The Moonstruck 87)
Wraiths
- Hunters can't see into, enter or be taken into the Shadowlands without Transcend (Solitude 4), though they get a normal chance to perceive effects reaching from the Shadowlands back into normalspace. (The Walking Dead 93, also extrapolated from The Moonstruck 87)
Demons
- Hunters are immune to Revelation if they have Conviction defenses active. (The Infernal 85)
- Hunters can only be thralled in limited circumstances. (The Infernal 96-97)
Lost Creeds
Hermit (HPG 17-19)
- Patron 3 free, can buy it up to 4 or 5 (costed as if it were being bought from 0 up to 1 or 2).
- Derangement hampering social interaction, e.g. hysteria, manic depression, paranoia.
- +1 difficulty on all rolls while a 'monster' or other hunter (that you ICly know about) is within 100 feet
Wayward (HPG 21-23)
- Second Sight constantly active for free.
- Derangement making them violent and desensitized to suffering, e.g. megalomania, multiple personalities, fugue, schizophrenia.
- Can't use an edge to differentiate between types of monsters, e.g. Discern (Judgment 1), Witness (Martyrdom 2), Illuminate (Innocence 2).
Miscellaneous
Second Sight (HtR 132) is limited by '+rules sniping' as usual. If sniping is justified, then it identifies a target as a 'monster' (neither mortal nor hunter), though not what type, including bypassing supernatural illusions (e.g. Obfuscate) and seeing wraiths. Reactive Conviction (HtR 133) requires succeeding at a passive Awareness check per '+rules awareness'.
Exposure (HtR 122) doesn't overlap with Lores (+rules lores). It can justify the 'At Lore 0' clause, and also provide details on more unusual creatures (e.g. Urban Legends 91-102).
Conviction/virtues/edges can be raised with XP, replacing trading extra Conviction for virtues (HPG 86). Gaining your first edge at a new level is limited on the '+rules minimum time' scale.
Judgment 3 (Balance) (HtR 161) also affects the target's magic items for the duration, even if they give one to someone else afterward.
True Faith is allowed (HPG 97-99). Other supernatural merits are generally disallowed.