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Hunter: The Reckoning vs Shifters

Compare Hunter: The Reckoning and Shifters side by side. See differences in complexity, dice, genre, cost, and more.

Hunter: The ReckoningShifters
GenreHorror, ModernHorror, Modern
TagsInvestigation, Mystery, Character-Driven, Gritty, Deadly, Atmospheric, Social Combat, Strong GM Support, Lore-Heavy, Urban FantasyAtmospheric, Character-Driven, Corruption, Deadly, Fear & Stress Mechanics, Gritty, Superpowers, Survival, Urban Fantasy, Weird
Core MechanicRoll a pool of d10s, usually an Attribute plus a Skill. Each 6 or higher is a success. Meeting the Storyteller's Difficulty wins. Each pair of 10s counts as four successes. On tests within their creed's Field, Hunters may choose to add Desperation Dice equal to the cell's shared Desperation rating. A 1 on any Desperation Die turns a win into a choice: keep it and raise the cell's Danger, or fail and enter Despair. A failed test with a Desperation 1 always causes Despair.Roll an attribute die and usually a skill die, each sized from d4 to d20 by the character's rating. Read each die separately: 5–9 gives one success, 10–14 two, 15–19 three, and 20 four. A 1 adds a complication even when the other die succeeds. Meet the Referee's required success count or beat an opponent's successes, with extra successes adding Harm or other effects. Each player gets one Nudge per session to shift a single die by one point after the roll.
Diced10 dice poold4–d20
ComplexityMediumMedium
AccessibilityMediumMedium
RunnabilityVery HighLow
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherRenegade Game StudiosLate Gaming Company
Year20222026
LanguagesEnglish, French, German, Italian, SpanishEnglish
Best ForGroups who want investigation-heavy modern horror in which a cell of ordinary people researches, plans, and confronts a monster at real personal risk.Groups who want modern occult horror where hunting haunted objects risks eroding their characters' identities.
HighlightsDesperation rises after the cell's setbacks, so mounting trouble adds both dice and risk to later Field tests. Overreach lets a player keep a win by raising the cell's Danger, which escalates the quarry's response against the whole cell. Monsters have weaknesses Hunters can discover, so research pays off as concrete advantages in the final confrontation.Harm steps attribute dice down directly, so damage weakens the dice used for later actions. The otherworld called the Gloom drains an attribute step at each scene's start and end unless resisted through sacrifice, weakening the dice needed to escape. Haunted objects called Residues have destruction conditions tied to their emotional origins, turning hunts toward memorials or exposing abuse rather than combat alone.
ConsiderationsDesperation Dice apply only to tests within a Hunter's creed Field, so a character's signature boost sits idle outside that specialty. The book recommends ending most conflicts after about three turns, which leaves little room for extended tactical combat. The content warning covers themes such as sexual violence and torture, so groups should calibrate boundaries before play.The core provides no advancement procedure, leaving the group to decide how skills or abilities improve over a campaign. The colossal beings called Infadha take no Harm from attacks, so ordinary combat cannot defeat them. Several sample Residues are built on suicide, child abuse, and domestic abuse, with safety guidance limited to brief advice during character creation.