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Hunter: The Reckoning vs Vampire: The Masquerade

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

Hunter: The ReckoningVampire: The Masquerade
GenreHorror, ModernHorror, Modern
TagsInvestigation, Mystery, Character-Driven, Gritty, Deadly, Atmospheric, Social Combat, Strong GM Support, Lore-Heavy, Urban FantasySocial Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Character-Driven, Resource Management, Superpowers, Social Combat, Lore-Heavy
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 attribute plus skill in d10s, counting 6+ as successes against a difficulty. Paired 10s add extra successes. Hunger replaces ordinary dice in most pools: a winning critical containing a Hunger 10 becomes messy, while a failed test containing a Hunger 1 becomes a bestial failure.
Diced10 dice poold10 dice pool
ComplexityMediumHigh
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedCommunity Content Agreement for the Storytellers Vault
Third-Party PublishingCommercial publishing allowed — Storytellers VaultCommercial publishing allowed — Community content program
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherRenegade Game StudiosRenegade Game Studios
Year20222018
LanguagesEnglish, French, German, Italian, SpanishEnglish, French, German, Italian, Spanish, Polish, Russian, Portuguese, Japanese
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 campaigns about vampire coteries balancing political ambition, predatory hunger, and relationships with the humans they still care about.
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.Using supernatural powers can increase Hunger, making the next hunt harder to postpone. Convictions and human Touchstones make moral compromise carry consequences beyond winning the immediate conflict. Coteries share hunting territories and social assets, giving political ambitions a foothold in the city.
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.Messy criticals and bestial failures can put predation or compulsions into scenes where players hoped to stay in control. Character creation requires choices across clans, powers, feeding habits, advantages, and human ties. Establishing the chronicle’s relationships and boundaries for mature themes takes group preparation even when using a published city.