Rules reference
Equipment in Hunter: The Reckoning 5th Edition
Gear basics and how equipment impacts play. Hunter: The Reckoning 5th Edition is a tabletop RPG where you play as ordinary humans who have been "Imbued" with supernatural awareness, allowing you to see and hunt the monsters that prey on humanity. As part of the Vigil, you track your Conviction, manage your Edges, and work with your cell to protect the innocent.
Key points
Equipment changes what’s possible in the fiction: access, leverage, and risk management. This page focuses on the gear that matters most.
- 5 Creeds: Entrepreneurial, Faithful, Inquisitive, Martial, Underground
- Edge system: Supernatural abilities granted by the Imbuing
- Conviction mechanics: Fuels Edges, represents commitment to Vigil
- Cell system: Hunters work in groups for safety
- Monster hunting focus: Investigate, prepare, hunt
- Human vulnerability: Still human, powerful but fragile
VTM V5 uses d10 dice pools: roll Attribute + Skill, count successes on 6+, and watch for criticals on 10s. Hunger dice add personal-horror volatility (messy criticals and bestial failures).
- Build your pool (Attribute + Skill).
- Roll d10s and count successes (6+).
- Interpret 10s (critical) and Hunger outcomes (messy critical/bestial failure) as story-forward complications.
The best gear changes what’s possible: access, safety, speed, and options. Track what lets you do something you couldn’t do before.
If a roll is dangerous, gear can change position: better tools, better cover, better information.
- Mistake: Tracking too many tiny items. Fix: Track gear that changes options, safety, speed, or access.
- Mistake: Buying gear without a use case. Fix: Ask: what scene does this gear make easier or safer?