Professional Documents
Culture Documents
Hunters Unleashed 1.4
Hunters Unleashed 1.4
Hunters Unleashed 1.4
Hunters Unleashed 3
The Hunters 5
Resting 10
The Chronicler 12
Rising tension 12
The Killer 19
CREDITS 21
RECOMMENDED MEDIA 21
2
Hunters Unleashed
3
The Shadowed Realm
Behind the facade of human normalcy there exists the realm
of ultimate truth. The Shadowed Realm, in which pure light
cannot exist and which mirrors our own “real” world.
And both the Killer and the Hunters are connected to this
realm and draw power from it, deliberately and
subconsciously.
4
The Hunters
A Hunter needs a couple things before the hunt can begin:
1. A name
2. A reason for hunting the Killer - this can be as detailed or
simple as desired but each Hunter should have at least a
general idea of why they hunt
3. Traits
Every Hunter has three human and three monstrous traits
which oppose each other.
• Hope vs. Slaughter
5
Inevitably all hunters begin to resemble their quarry. When
you use a human trait and do not succeed, it decreases and its
opposite trait increases by the same amount. Unfortunately it
is harder to resist the descend into monstrosity then to
achieve the opposite. Monstrous traits can only be reduced
through failure and Rests.
Each trait comes with example actions that fall under the
respective trait, as well as two values. These tell you by how
many points you raise or lower the respective trait when you
succeed or fail.
6
7
Human Success / Failure
Hope
• Convince someone to be helpful 0 / -1d10
• Witness a great horror 0 / -2d6
• Focus despite a gruesome distraction 0 / -1d10
• Redeem someone lost to darkness +1d10 / -2d10
• Save someone from certain doom +2d10 / -1d100
Perseverance
• Barricade a doorway 0 / -1d10
• Brave the elements unprepared 0 / -2d6
• Dodge a swinging axe 0 / -2d10
• Wrestle an enemy into confinement 0 / -2d10
• “Nobody could have survived that!” +1d10 / -1d100
Ingenuity
• Repair damaged equipment 0 / -1d10
• Deduce an enemy’s weakness 0 / -2d6
• Build a device to solve a problem 0 / -2d10
• Decode an encrypted message 0 / -2d10
• Find a scientific explanation for something unnatural +1d6 / -1d10
8
Monstrous Success / Failure
Slaughter
• Engage in violence +1d6/ -1d6
• Abuse a monster +1d8 / -1d8
• Slaughter your foes with blade and flame +1d10 / -2d10
• Execute a helpless being +3d6 / -1d10
• Kill one of your allies + 2d10 / +1d100
Mutation
• Infect others with your sickness +1d10 / 1d6
• Gain limbs where there used to be one +2d10 / 1d8
• Give in to alien instincts +1d6 / -2d6
• Use inhuman abilities +1d6 / -1d10
• Abandon the semblance of the bipedal form +2d10 / -2d10
Occultism
• Understand the sorcery you witness +1d10 / 0
• Learn from a mystic tome +1d10 / -1d6
• Cast a spell +1d8 / 0
• Peer into the Shadowed Realm +1d10 / -1d10
• Step into the Shadowed Realm +2d10 / -3d10
9
Res�ng
Hunters may rest whenever they feel it is necessary. A Rest
is more than a nights sleep, the Hunters must reaffirm their
humanity by interacting with other humans and each other.
Examples:
• Having dinner with a friend
10
Depending on how many of these or similar things you
incorporate into a Rest you either get:
• For 1: +2d6
• For 2: +2d8
In additional points.
11
The Chronicler
As the Chronicler it is your job to create the basis of the story
the Hunters are experiencing, the following system may help
in creating the general structure for your chase:
Rising tension
The hunt for the Killer can be separated into multiple phases,
each is punctuated by a dedicated scene which acts as the
gateway into the next, less forgiving phase. These phases are
important because they tell you and your players how close
they are to catching the Killer and by that the end of your
shared story, or at least the end of this chapter of your story
should you plan on a longer campaign.
The closer the Hunters get to the Killer the less time they will
have to rest and think about what they are doing.
The descriptions of the phases and the associated questions
and scenes are metaphorical and are meant to convey a
certain atmosphere. Use the questions as a guideline to help
you determine if the Hunter’s should progress to the next
phase. If you have answered at least one of them the phase
might have already fulfilled its purpose.
12
1. The Hunt begins in the dark forest, you are so close …
13
2. The village is warm and inviting. The killer could not resist …
This phase is the real introduction to the Killer, the first time
the players actually get to see their handiwork. The players
enter a sizeable new location, a small town for example,
interact with the locals, follow the clues and signs. It’s a good
idea to spend some time in this phase, really get to know the
machinations of the Killer and interact both with innocent
people and the Killer’s allies.
Example: After spending some time on the road, the Hunter’s
arrive in rundown village. The people are friendly but
distant. After asking for their friend the locals send them
straight to the police. Their friend was murdered and he’s not
the only one. The Hunters must investigate the crimes to find
clues that will lead them towards the Killer, which they are
suspecting is still in town. This leads them to a copycat that
can show them where the Killer is hiding.
Rest: 20 pts.
Questions:
• Who lives in this village?
14
3. The Killer slips away, there is blood on the air …
15
4. The Killer can no longer escape, but the horror doesn’t end …
The Killer was almost in the Hunters’ grasp but has slipped
away into his Lair. In their Lair the Hunters are confronted
with the deepest levels of the Killer’s depravity before finally
catching up. If you haven’t already then this is a good point
to transition into the Shadowed Realm to portray the
madness that surrounds the Killer.
Example: Gunfire from the Hunters drives the Killer into an
abandoned mine deep in the forest. Inside the Hunters find
abducted victims, and gruesome preserved trophies.
Following a trail of blood deeper and ever deeper the
Hunter’s get ready for the final confrontation. Their
surroundings change in subtle ways. Victims, thought dead,
retell the tales of their imprisonment. Defeated monsters
shriek in human voices and beg for forgiveness.
Rest: 5 pts. - Rests should be small moments between the
Hunters or even Flashbacks.
Questions:
• What horrible things has the Killer left here?
Scene: The Killer is in front of you, now they will learn what
it means to be prey!
16
5. You corner the monster …
17
They are finally dead, but at what cost? One of the Hunters
paid with their life to deliver the final blow, another turned
into a monster himself to destroy the Killer’s minions. The
last one picks up the Killer’s tools - they were a monster but
surely, someone like the last remaining Hunter could use all
the Killer accomplished for good, right? Right?
Rest: 5 pts. - Rests should be small moments between the
Hunters or even Flashbacks.
Questions:
• What does the Killer look like?
• Was the Killer acting alone, or were they too just a puppet of
someone else?
18
The Killer
It is true, as the Storyteller you control the world but there is
a darkness at the heart of the chase.
19
20
CREDITS
Author: Torsten “Owlsten” Kaltenecker
Attribution:
Based on Nightmare Unleashed by Lyme: https://lymetime.
itch.io/the-nightmare-unleashed and Plasmophage (Art):
https://plasmophage.itch.io/
RECOMMENDED MEDIA
Shia LaBeouf - Rob Cantor
Babylon 5 - Passing Through Gethsemane
Prisoners - Denis Villeneuve
Fallen - Gregory Hoblit
Supernatural
21
A bloodthirsty killer!
Hunters Unleashed!