
I found it refreshing that non-US sites like New France and New Spain received just as much attention to detail as New Amsterdam. All regions in this section are immersive in their description and the facts are thoroughly researched. This last half of the book details the world of Witch Hunter in both an “in character” and fact-based analysis of each region.
Witch hunter rpg pdf manual#
The mechanics section also includes rules for chases, hazards, fear and insanity.Īt about page 140 the tome moves from being a player’s guide to more of a manual for GMs. Combat doesn’t have to be just simple attacks and defenses, as all the common combat actions present in tactical roleplaying games are included to provide your characters with a rich amount of action choices. In combat each round, you roll a defense roll and all the successes can be used to negate attacker’s successes. For example an easy task requires 1 success, but a hard task requires 5 successes.

Any roll of 7 or more is considered a success and each type of obstacle requires a certain number of successes in order to be bypassed. This value is number of d10 that you roll. Each skill that you possess has a value associated with it. Mechanically, the games actions are resolved with a dice pool mechanic. The talent system is also the way in which the player characters can gain access to magic whether it be animism, hermetic rites or prayer. Talents seem a lot like feats from d20-based games, providing a benefit to your character in a particular situation. Each character has skills that are defined by their profession and talents, which are left open for you to choose from. There are no “classes” or “levels” in this game, instead characters are defined by their profession prior to being a Witch Hunter, the Order they belong to and ultimately their actions in the adventure. You have a number of options to choose from or resources to spend at each step of the character generation process. There are nine major Orders presented in this book, including Orders that are the successors to the Knights Templar, Explorers bringing light to the New World, or the a splinter group of the Russian Orthodox Church.Ĭharacter creation in Witch Hunter is a choice based process. I think of this organization as operating on the Dana Scully school of thought or that of Ichabod Crane’s approach to the world at the start of Tim Burton’s Sleepy Hollow. This order works from the belief that the world and all its wonder can be explained though science, and when the event can’t be rationalized then our rational understanding of the universe needs to be expanded. In the Witch Hunter campaign I’m currently involved in, my character belongs to the Lightbringer order. Witch Hunters may be lone operatives or belong to any of a number of Orders. From the darkness they fight against forces of evil that others in society are not equipped to deal with. The player characters in this game are Witch Hunters, and they operate in the shadows, outside the law and in hiding from organized religion.

The game is set in the year 1689, and can be played in the Old or New World. The Witch Hunter roleplaying game is one of swashbuckling horror game that is firmly entrenched in the history and folklore of our world. Witch Hunter: The Invisible World is a 270 page complete roleplaying game that retails for $19.99 at RPGnow, DriveThruRPG, Your Games Now and Paradigm’s own webstore.
