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Hunter: The Vigil Rulebook

Hunter: The Vigil Rulebook
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Description 

A Candle in the Darkness

The scales have fallen from your eyes. A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You’ve set forth on a damning path. Carry the Vigil. Fight back the shadows.

Rulebook for Hunter: The Vigil™

This book includes:

  • A rulebook for playing hunters, those humans who have seen the truth of the World of Darkness and are spurred to action.
  • A many-faced Vigil for many types of hunter: characters might choose a path of violence, of investigation, or even of rehabilitation. Decipher mysteries and confront the horrors.
  • Provides new player types and antagonists for crossover- intensive chronicles as well as those chronicles focused only on hunters.


ISBN: 978-158846-718-8

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Item #: 55550
Our Price: $34.99
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Product Reviews

Average Rating: (based on 2 reviews)

Showing 2 Reviews:

by Corey Reynolds
on 4/28/2009
The Best of the World of Darkness
Hunter: The Vigil is a broad tapestry of gaming possibilities. From a rag-tag group of home-brew monster hunters to organizations that capture monsters for sport to conspiracies like the Men in Black with their high-tech weaponry and chain-of-command, there are nearly endless types of stories to be told here. A Hunter's focus on group Tactics in taking down creatures of the night gives him and his cell a way to level the playing-field against supernatural baddies. Endowments for third-tier characters add even more options for fighting fire with fire. The book is gorgeous, the theme is intensely satisfying, the rules are a welcome breath of fresh air into the World of Darkness, and the various Compacts and Conspiracies detailed in the book create a depth to the game that will never run out of potential. This is the best way to experience the World of Darkness.
by Anna T
on 4/19/2009
Hunter Review
Hunter is another game that White Wolf has brought back and revamped for the new setting and 2.0. The game is about those mortals, humans who having had encounters with the Supernatural take up the fight against them to protect humanity. There's no supernatural template for Hunters, they're straight up mortals. Something I like much better over Reckoning and the Imbued. Well, you kindof do, it's the character's profession. There's also the Tiers presented in the book, the level of organization a character is part of that can determine his network of contacts, knowledge and any specialized equipment they may have access too. what I also like, is the section for dealing with monsters and having a list of powers so a ST who lacks any other core game line, can create Antagonists for the Hunter Chronicle. Also new for the game and for Hunters is the ability to risk willpower when on the Hunt. There's also Practical Experience for a Hunter cell to spend based on their encounters and learning about the Supernatural. Also new for Hunter Cells is the use of Tactics in a fight gained from Practical Experience points. While not Supernatural, Risking Willpower, Tactics and Practical Experience help Hunters to have an edge on their fight against the Supernatural.
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