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Character creation in Witch Hunter is a choice based process. You have a number of options to choose from or resources to spend at each step of the character generation process. 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. Each character has skills that are defined by their profession and talents, which are left open for you to choose from. Talents seem a lot like feats from d20-based games, providing a benefit to your character in a particular situation. 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.
Mechanically, the games actions are resolved with a dice pool mechanic. Each skill that you possess has a value associated with it. This value is number of d10 that you roll. 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. For example an easy task requires 1 success, but a hard task requires 5 successes. In combat each round, you roll a defense roll and all the successes can be used to negate attacker’s successes. 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. The mechanics section also includes rules for chases, hazards, fear and insanity.
At about page 140 the tome moves from being a player’s guide to more of a manual for GMs. This last half of the book details the world of Witch Hunter in both an “in character” and fact-based analysis of each region. All regions in this section are immersive in their description and the facts are thoroughly researched. I found it refreshing that non-US sites like New France and New Spain received just as much attention to detail as New Amsterdam. Beyond the section on the world of Witch Hunter, the GM’s portion of the book covers magical tomes and artifacts, game mastering advice including discussion of a sample mission and almost 70 pages on the forces of darkness and the creatures that will plague your Witch Hunter team.
From the opening paragraph to the end of the book, Witch Hunter is an immersive roleplaying game book that never breaks from its intended vision and goal. I think Witch Hunter could be the best horror roleplaying game in a single book that I’ve seen in a long time. At $19.99 on PDF, it is a steal for the quality and quantity of product provided. However, if you can I would pick it up in print; a manual of this size is just too difficult to comfortably use on a computer. If you are interested in horror gaming in a bygone era you need to check out Witch Hunter: The Invisible World by Paradigm Concepts.
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