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Hunter Storytellers Companion is a supplement for the Hunter: The Reckoning gameline.

Summary[]

From the White Wolf catalog:

The Reckoning Is at Hand
 
We know you're out there, lurking in the shadows, manipulating people like puppets. You monsters have controlled mankind for centuries, but you have weaknesses. You can be killed. Just remember, we're cattle like all the rest. That is, we are 'til we learn your secrets. Then we'll see who's in control.
We Are the Reckoning
The Hunter Storytellers Companion is two helpful tools in one: a Storyteller screen that provides every chart necessary to play the game, and a book that reveals the very secrets of the supernatural. All the powers, strengths and weaknesses of the World of Darkness' monsters - everything you need to portray the enemy - is here. These are the secrets that hunters kill to learn - and die trying.

Contents[]

Introduction[]

An introduction to the purpose of the book, as well as the truth behind the messengers.

Chapter One: Spirits[]

All the rules and powers needed to have Wraiths and Risens in a game.

  • Tricks of the Trade
    • Common Tricks
      • Acceleration/Deceleration
      • Benign Occupation
      • Bestial Occupation
      • Control Creature
      • Dark Visions
      • Decay
      • Detach
      • Direct Connection
      • Dirge
      • Disorientation
      • Dreamscaping
      • Enshroud
      • Ghostgrip
      • Idle Hands
      • Nudge
      • Phantom
      • Physiology Flux
      • Raven's Foil
      • Short
      • Spark of Rage
      • Twisted Whispers
      • Twitch
      • Unhappy Meal
      • Weirdness
      • Whispers
      • Wrench in the Works
    • Uncommon Tricks
      • Afflict
      • Claim
      • Dark Ether
      • Death on Holiday
      • Deflection
      • Faint
      • Fast Forward
      • Firebug
      • Full Possession
      • Gremlinize
      • Gross Manipulation
      • Half Life
      • Hastening the Inevitable
      • Healing
      • Immovable Object
      • Irresistible Force
      • Life Leech
      • Nightmare
      • Obliterate Animal
      • Obsession
      • Painsuckle
      • Phantasmagoria
      • Poltergeist's Rage
      • Sleep Sand
      • Speaker for the Dead
      • Stigmata
      • Still Life with Ghost
      • Stretch Reality
      • Talking Head
      • Trash Puppet
      • Unseen Presence
      • Wail
      • Wipeout
    • Rare and Deadly Tricks
      • Black Masque
      • Center of Gravity
      • Creeping Rot
      • DTV
      • Frostbite/Hellfire
      • Liquefy
      • Materialize
      • Obliviate
      • Overwhelm
      • Share the Horror
      • Temporary Ghost

Chapter Two: Vampires[]

The rules and powers for using Vampires and Ghouls in a game.

  • Vampire Powers
    • Common Powers
      • Beast Speech
      • Charm
      • Claws
      • Command
      • Haunt the Mind
      • Headgames
      • Hypnotize
      • Keen Perceptions
      • Speak with the Dead
      • Summon Animals
      • Terrify
      • Unseen
    • Uncommon Powers
      • Blood Siphon
      • Command the Dead
      • Elicit Servitude
      • Graveyard Shift
      • Inkblot
      • Inter
      • Memory Wipe
      • Mimic
      • Mind Rape
      • Shapeshift
      • Soul Suck
      • Summon
      • Tranquilize
      • Vampiric Malediction
      • Zombie Servitors
    • Rare Powers
      • Blood Boil
      • Cult of Personality
      • Insanity
      • Mist
      • Possess

Chapter Three: Werewolves[]

The rules and powers for using Garou in a game.

  • Werewolf Varieties
    • Androgyny
    • Anthropomorphic Battle Form
    • Big Head
    • Dogface
    • Feral Talons
    • Hunchback
    • Runt
    • Sheer Hideousness
  • Werewolf Magic
    • Common Spells
      • Blackout
      • Blend
      • Burrow
      • Dream Invasion
      • First Blood
      • Honeycomb
      • Inflict Malfunction
      • Ironskin
      • Killer Claws
      • Open
      • Perfect Crime
      • Persuasion
      • Soothing Words
      • Staredown
      • Stench
      • Throw
      • Trash Magnet
      • True Fear
      • Vocal Mimic
    • Uncommon Spells
      • Animal Magnetism
      • Big Bad Wolf
      • Borrowed Time
      • Combat Healing
      • Machine Control
      • Paralytic Stare
      • Quills
      • Shatter Bone
      • Shockwave
      • Slander
    • Rare Spells
      • Black Cocoon
      • Devolve
      • Doppelganger
      • Hyperbleeding
      • Infest
      • Lockjaw
      • Wither Limb

Chapter Four: Witches, Wizards, and Warlocks[]

The rules and powers for using Mages in a game.

  • Magic Spells
    • Elements
    • Fortune
    • Foundation
    • Secrets of the Body
    • Secrets of the Mind
    • Spacetime
    • Spiritualism

Chapter Five: Nightmares[]

The rules and powers needed to have Changelings in a game.

  • Nightmare Magic
    • Common Spells
      • Go Seek
      • Leap
      • Tangle
      • TK
    • Uncommon Spells
      • Ban
      • Forget
      • Hole in the Wall
      • Mend
      • Wreck
    • Rare Spells
      • Empassion
      • Enslave
      • Fly
      • Teleport
      • Transform

Background Information[]

  • This book is intended for storytellers only.
  • The book came with a Storyteller's Screen.
  • Many of the abilities presented here have different names under Arcanos, Disciplines, Gifts, Rotes and Arts.
  • At the back of the book is a list of upcoming Hunter: The Reckoning books and dice.

The 1999 Jul-Dec Catalog has a different text entry for the book:

The Reckoning Is at Hand

We know you're out there, lurking in the shadows, manipulating people like puppets. You monsters have controlled mankind for centuries, but you have weaknesses. You can be killed. Just remember, we're cattle like all the rest. That is, we are 'til we learn your secrets. Then we'll see who's in control.

We Are the Reckoning

The Hunter Storytellers Screen releases simultaneously with the new Hunter: The Reckoning Storyteller game. Not only is every chart necessary to play the game presented for your reference, but the secrets of the supernatural are revealed. A 72-page book details the powers, strengths and weaknesses of the World of Darkness' monsters - everything you need to portray the enemy. These are the secrets that hunters kill to learn - and die trying. Absolutely for Storyteller eyes only.

Terminology[]

Blood Point, Bloodsucker, Cold Iron, Forms: Human Form, Near-Human, Wolf-Man, Near-Wolf/Dire-Wolf, Wolf Form; Ghost, Ghoul, Glamour, Goblin, Lycanthrope, Magic, Magical Arts: Elements, Fortune, Foundation, Secrets of the Body, Secrets of the Mind, Spacetime (Time and Correspondence), Spiritualism; Nightmare, Pathos, Quintessence, Rage, Rot, Shapechanger, Silver, Sorcerer, Spirit, Troll, Vampire, Vampire Pawn, Warlock, Werewolf, Witch, Wizard, Zombie,

Previous release Game Books Next release
HTR: Hunter: The Reckoning Rulebook Hunter: The Reckoning books HTR: Hunter Survival Guide
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