
"I've come to wreck everything you own and destroy your life...god sent me"
- Romper Stomper
In every ecosystem there are agents to keep population numbers down. For kindred, There are many. But some are more serious then others. Though some elder kindred will indeed remember the time when many of their kind burned in the rays of the sun, or were put to the stake by fanatical witch and demon hunters. But many Kindred regardless of age will tell stories they've heard about obsessed fanatics who sleep hardly at all. Hunting them at day and at night. The fact they exist is enough to make even the calmest kindred paranoid about waking up whilst being dragged into the sun. Other creatures of the supernatural world of darkness have reason to shudder also. Hunters aren't choosy. And there is a number of "Big Game" Hunters with Garou pelts on their walls. To this end we have tried to identify the three main types of vampire and other hunters within the mortal ranks.
These would be
Hunters in Role-play and Combat
As before, we are not going to allow people have hunters just to hang around vampires and cyber them. Accidental wannabes are a slight exception to this rule.
For every 3 vampires or other supernatural beings a hunter kills he/she may raise their dice pool by one, (kills must be in a legal channel and legal opped fights). The hunter may alternatively choose to gain another advantage. If so then they gain 1 level advantage.
Advantages may be cross bought at double cost, a Inquisitor say could use two advantages to get himself a better weapon. But the barfly, wannabe only, and Inquisitor advantages can not be bought by others outside the category. True faith for someone outside this needs SOP approval.
A hunter who is ghouled, automatically loses their hunter rank, they retain their base dice pool and may take their master's rank dice added onto that. Hunters with master's are not welcomed within the ranks of other hunters and become targets for other hunters. It is not unknown for hunters to band together to take out the traitor. Alternatively, a hunter who has the correct level in lore, (i.e. Knowledge level 3, Occult level 3) may somehow find out of the advantages of vampire blood. This hunter may try and capture and drain the blood of vampires. A hunter who does so, gains the advantages as listed below and ONE discipline, out of Celerity, Potence, Fortitude. This again is risky business, vampires will hunt you feverently, if other hunters find out they will shun you, you can end up being very alone.
15th Ð 8th gen Have five nights worth of blood in them, and drinking it may raise your dice pool by 2 and as with ghouls you do not age. A drink taken each night lasts only for the night and if the practice is not kept up the ghoul loses all extra abilities becoming a normal hunter again.
7th Ð 6th Seven nights worth of blood. Gain 4 dice to your dice pool
5th Ð 4th gen Ð 12 nights worth of blood and 5 extra dice. Disciplines are decided by a dice-roll. You roll one die diff six. The number that comes up signifies what you get.
1-6 Ð Potence 7-8 Ð Celerity 9-10 - fortitude




