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WE HUNT BY NIGHT

expanded edition

A Nu School Game of Hidden Wars and Urban


Fantasy
Theres a lot out
there thats scarier
than you are.
We Hunt By Night is inspired by the
About This Game hidden supernatural underbellies of
novels like American Gods and
We Hunt By Night: Expanded Edition is
Neverwhere by Neil Gaiman, the
a d6 system inspired by the design
supernatural corporations and
ethos of ‘NuSR’ games like Cairn,
government agencies of games such as
Knave, and Into The Odd, and modern
The Secret World by Funcom and Control
story-focused games like Ironsworn and
by Remedy Entertainment, and the early
Blades in the Dark.
‘World of Darkness’ games by White
It is designed to be a rules-light Wolf Publishing.
game of simple but versatile mechanics
that allow players to tell stories of
personal change and transformation Licensing
against a backdrop of shadowy politics
and urban fantasy. We Hunt By Night was written by Zoë
Kaye, and is licensed by Cool Zone
Characters in We Hunt By Night must Press under Creative Commons
balance the demands of their human and Attribution 4.0 International (CC-BY
supernatural sides as they participate 4.0). You can share, adapt, and remix
in a web of intrigue and deception, the material in this text for any
clawing out whatever freedom they can purpose as long as attribution is
as they are used as pawns in a game given.
whose players seem lofty and distant.
One player takes on the role of the All photographs and textures in We
Referee, who describes the world to Hunt By Night: Expanded Edition were
the players and offers them choices used under the Unsplash license. Logos
and consequences in their quest to for the factions are vector
attain greater power within the Great illustrations used under the Pixabay
Game, or escape the board entirely. license.

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Making Your Character
Making a character in We Hunt By Night is a step by step process.
1. Create their Archetype
2. Assign their Banes
3. Assign their Attributes (3d6, Reroll on a 6.)
4. Assign their Skills (8+1d6 Points)
5. Roll for their Psyche (2d6, take lowest result.)
6. Decide their Passion

7. Determine their Connections to the world.

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Archetypes
In We Hunt by Night, players take on the role of Eidolons, formerly-human beings
who have faced down the supernatural and been irrevocably changed by their
experiences.
An Eidolon’s Archetype dictates the source of their power and the circumstances
that disrupted their mortal life. Players design their Archetype at character
creation. A strong archetype is built on mythology, hunger, bane and arts.
• Mythology determines the supernatural side of an Eidolon, it is the ‘type’
of supernatural creature an Eidolon becomes. Mythology is the grounding
story of an Eidolon, the thing that ties them to a broader supernatural
community and folklore tradition. These can range from legendary creatures
of the ancient world, to beings of medieval folklore and gothic horror, to
modern urban legends and internet fables.
• Hunger drives the Eidolon’s supernatural side and fuels their power. All
Eidolons want something, whether it’s to steal souls or save them. A
Hunger can be a physical object, spiritual resource, or a metaphysical
conviction. As long as it is something that can be ‘fed,’and something
that is alien, it can serve as an Eidolon’s Hunger.
• Banes are an Eidolon’s weaknesses. An Eidolon takes two Banes-- their
Archetypical Bane, and a personal bane tailored to regional variations or
cultural interpretation of their Archetype.
• Arts are manifestations of an Eidolon’s influence on the material world.
These are the ‘flavour’ of an Eidolon’s abilities, and are drawn from
their Mythology and Hunger. An Art should allow for interesting and
versatile applications of their powers, always go for ‘vague and
evocative’ over ‘descriptive.’
Below are some example Eidolon archetypes:
• Banshees are harbingers of doom, mortals abducted by the capricious sidhe
and twisted into becoming their mortal agents in the material realm. Their
Arts are Songs, their Bane is Iron, and their Hunger is Memory.
• Spirits are the unquiet dead, the restless echoes of mortals who died in
unfortunate circumstances. They can bind themselves to places or things to
affect the physical world. Their Arts are Hauntings, their Banes are
Wardings, and their Hunger is Sensation.
• Vampires are reclusive nocturnal predators raised from the dead through
eldritch pacts with the rulers of the House Undying. They sate the blood
oaths sworn to their patrons by drinking human blood. Their Arts are Dark
Gifts, their Bane is Sunlight, and their Hunger is Blood.
• Werewolves are victims of a supernatural curse, forced to transform into
wolves when night falls as penance for inciting an ancient war. They
battle demonic forces at the behest of the same beings who cursed their
progenitors, seeking to shed their curse before they spread it further.
Their Arts are Primal Urges, their Bane is Silver, and their Hunger is
Conviction.
• Witches are mortal humans who have opened their mind to occult knowledge,
and use profane magicks gifted to them by dying gods to shape their
surroundings and transcend flesh. Their Arts are Spells, their Bane is
Fire, and their Hunger is Belief.

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Banes
Every monster has a weakness, every champion their Achilles’ Heel. Banes are the
supernatural limitations of an Eidolon, the weaknesses that prevent them from
utilizing their powers to their fullest extent. An Eidolon takes two Banes at
character creation.

A character may not cast Arts or restore Hunger while afflicted by either of
their Banes. While in the presence of a particularly strong Bane (i.e. a
werewolf pierced by a silver bullet, a vampire blinded by sunlight), an Eidolon
must roll Manipulation at a difficulty of 6 to avoid losing 1 Psyche from the
experience.

Attributes
In We Hunt By Night, Eidolons have three primary attributes:
• Body measures an Eidolon’s ability to deal damage and withstand
punishment.
• Manipulation measures an Eidolon’s ability to charm and deceive those
around them.
• Insight measures an Eidolon’s ability to perceive and empathise with the
world around them.
At character creation, roll 3d6 to determine an Eidolon’s starting Attributes,
re-rolling on a 6. Then, assign each dice to an Attribute.
Attributes are capped at a maximum of 5. This maximum can only be raised through
mutations, detailed in the ‘What Lies Beyond’ section.

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Skills
Eidolons have twelve total skills, organized into three categories: Instincts,
Smarts, and Knowledges.
Instincts are the intuitive skills an Eidolon develops to survive and slake
their Hunger:
• Brawling measures a character’s ability to defend themselves from threats.
Unarmed combat, biting, and clawing are all forms of brawling.
• Coercion measures a character’s ability to enforce their will on others.
Manipulation, intimidation, and commanding are all forms of coercion.
• Hunting measures a character’s ability to track and pursue their prey.
Scouting, gathering information, and pursuit are all forms of hunting.
• Theft measures a character’s ability to take what isn’t theirs.
Pickpocketing, ambushing a target, and sating a character’s Hunger are all
forms of theft.
Smarts are skills developed through learning trades and proficiencies:
• Aptitude measures a character’s ability to interface with machinery.
Crafting equipment, repairing machinery, or picking a lock are all tasks
that require aptitude.
• Composure measures a character’s ability to present themselves well and
keep a cool head in negotiations. Bartering, disarming an explosive, and
driving under pressure are all tasks that require composure.
• Stealth measures a character’s ability to blend in with their
surroundings and move unseen. Hiding in a crowd, losing a tail, and
planting a bug are all tasks that require stealth.
• Weaponry measures a character’s ability to wield mortal weaponry in
combat. Firearms, melee weapons, and thrown explosives are all forms of
weaponry.
Proficiencies are skills that require specialist training or knowledge:
• Attunement measures a character’s knowledge of the occult forces that
govern their undead existence. Consorting with spirits, conjuring magic,
and gaining a greater understanding of the nature of paranormal existence
are all tasks that require attunement.
• Customs measures a character’s ability to navigate politics and etiquette.
Understanding police procedure, knowing the intricacies of local or
regional politics, or navigating the expectations of a supernatural court
are all tasks that require knowledge of customs.
• Hacking measures a character’s ability to use technology to obtain hidden
information. Bypassing a computer’s security, deleting security footage,
or disabling alarms are all tasks that require hacking knowledge.
• Research measure’s a character’s ability to investigate a given topic.
Experimentation, scouring an archive, and gathering information from
witnesses are all actions that require research knowledge.
At character creation, a player assigns 8+1d6 total points into their Eidolon’s
skills. A maximum of 5 points can be invested into any single skill.

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Psyche
All Eidolons feel the call of The Below. An Eidolon’s Psyche is a measure of
their emotional well-being and connection to humanity.
Psyche is measured from 0 to 10, and is expected to fluctuate over the course of
an Eidolon’s existence as they lose and regain their connection to humanity and
the material world. A character between 4-6 Psyche is considered to be
‘balancing’ their connection to humanity with the demands of their supernatural
condition.
Above 6 Psyche (+0), all Smarts and Proficiencies rolls gain 1 additional dice,
as the character becomes more attuned to the people and devices of the material
realm. All Instinct rolls lose 1 dice, as the character detaches themselves from
their supernatural condition. At 9 Psyche (+2), this doubles to 2 additional
dice in Smarts and Proficiencies rolls, but 2 fewer dice in Instinct rolls.
Below 4 Psyche (-0), all Instinct rolls gain 1 additional dice, while Smarts and
Proficiencies lose 1 dice. At 1 Psyche (-2), this doubles to 2 additional dice
in all Instinct rolls, but 2 fewer dice in all Smarts and Proficiencies Rolls.
It is possible that players will accumulate additional Psyche while at the
minimum of 0 or the maximum of 10. When this happens, the additional points of
Psyche are placed into a burn pool. After any roll, an Eidolon with excess
Psyche may spend Psyche from the burn pool to ‘burn’ a failed dice, spending 1
Psyche from their burn pool to re-roll that dice. Burned dice do not explode.
Starting Psyche is derived by rolling 2d6 and taking the lower of the two
results. To quickly convert Psyche from its numerical value to the associated
bonuses recorded on character sheets, consult the chart below:

0 1 2 3 4 5 6 7 8 9 10
-2 -2 -1 -1 -0 0 +0 +1 +1 +2 +2

Tethers
An Eidolon’s Tether is what grounds them in the material realm; it is their
self-conception as a mortal being that prevents them from descending into The
Below, giving into their Hunger, or forgetting what they’re fighting for. Their
tether can be their profession, their self-image as a ‘Family Man’ or ‘Gifted
Student’, a favoured subculture, or a strongly held ideal.

Tethers are fundamentally malleable, as an Eidolon’s ideals and beliefs can


change as they delve deeper into the supernatural. A Tether can be changed by
expending 3 Psyche over a period of multiple sessions.

At character creation, use the Tether to determine an Eidolon’s memento; these


are mundane belongings that relate to an Eidolon’s ‘normal’ life. For example, a
journalist’s memento may be a beloved vintage camera, while a veteran may keep a
beloved comrade’s dog tags.

Mementos can be used in any dice roll to restore 1 Psyche per session. If a
memento is destroyed, roll dice equal to the Eidolon’s current Psyche. If the
roll is successful, the broken item still maintains its sentimental purpose and
may still be used to restore Psyche. Otherwise, the Eidolon must spend a scene
repairing or replacing it before it can be used to restore Psyche again.

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Connections
Connections are the beings an Eidolon knows as something more than bystanders,
targets, or potential employers. Connections may be confidants from their
previous life, contacts they have made since they joined the ranks of the
supernatural, or friends that they have made through their shared interests or
passions.
At character creation, a player spends 1d6 total points on their Eidolon’s
Connections, which may be spent across multiple Connections. The more points
invested into a Connection, the stronger their bond.
Spending a scene with a Connection recovers Psyche equal to the strength of the
bond. If a Connection is severed, either through that character’s death or the
relationship being irreparably broken, the Eidolon loses Psyche equal to the
strength of the bond.
An Eidolon will inevitably make the acquaintance, or ire, of beings both mortal
and supernatural over the course of their supernatural existence. If an NPC is
responsible for an Eidolon reaching a Milestone, that NPC can be made into a one
point Connection. An Eidolon automatically restores 1 Psyche whenever they make
a new Connection.
Connections are both characters in their own right and, to more immoral
Eidolons, resources to be expended in the Great Game. Connections can be called
upon to assist the Eidolon, either out of loyalty or through coercion and
blackmail. This goes both ways-- an Eidolon can also be contacted by their
Connections for information or favours. If a Connection is asked to perform
tasks for the Eidolon that are unpalatable to them, or an Eidolon refuses to
perform an unpalatable task for the Connection when asked, their Connection
decreases by 1.
Some example connections have been provided below. To use this chart, roll 2d6.
Players are encouraged to put a name and face to the archetypes below; simply
stating that a connection is an ‘old friend’ provides fewer potential story
hooks than stating that a connection is Paul, a college friend of an Eidolon who
has fallen on hard times after wagering all his money on Cryptocurrency.

Result Connection
2 An old friend
3 A bitter rival
4 A colleague
5 A beloved mentor
6 A family member
7 A neighbour
8 An old flame
9 A local ‘character’
10 A muse
11 A protege or understudy
12 A lover

8
Keeping Time
A session of We Hunt By Night begins with the players collaborating to give a
recap of the previous session’s events. If it is the first session a group has
played together, the players should instead collaborate in describing the
situation each Eidolon finds themselves in prior to game beginning, how their
characters might know each other, and how they relate to the world around them.
After this, the players decide to begin the session proper.
Sessions of We Hunt By Night are measured in turns, scenes, and downtime.
• A turn is the smallest frame of time measured in the game, and occurs when
a player declares their action, rolls an applicable Attribute and Skill to
determine the result, and the referee describes the aftermath. Their turn
ends after this and, if applicable, another player’s turn begins.
• Multiple turns comprise a scene. Scenes are where action occurs and
choices have stakes and consequences-- players interact with each other
and NPCs, make decisions, and influence the game world. A scene ends when
players leave the scene of the crime, outwit their pursuers, or otherwise
exit a dangerous situation to return to relative safety.
• Downtime is an informal state of play that occurs when players are not
actively in a scene. When players enter downtime, any effects that last
for a scene end, and play resets. Players interact with each other, make
plans, and meet with their Connections. Downtime ends when an Art is cast
or an action is rolled, and a new scene begins.

Resolving Conflicts
We Hunt By Night uses six-sided dice (d6) to resolve conflicts. Multiple d6s are
rolled in dice pools; the number of dice are dependent on the character’s
relevant Attribute and Skill, and the threshold for success is determined by the
difficulty of an action and the character’s current Psyche.
The default Difficulty Threshold (DT) for a success is a 5.
The number of successes in a single dice pool dictates the severity of an
Eidolon’s success or failure at an action. At two successes, the Eidolon barely
accomplishes their goals by the skin of their teeth. Beyond one success, they
succeed more comfortably. On a 6, the dice explodes, adding one success to the
pool and allowing the player to re-roll that dice.
The default number of successes required to ‘pass’ a skill check is two
successes. Below this threshold, a task is considered trivial, and above this
threshold, a task is considered difficult.
A referee should tailor the relevant Attribute and Skill required for a roll to
the skills and personality of the character, and players should describe
specifically how they want to go about accomplishing their goals to help the
referee in determining this. A physically imposing character might be asked to
roll [Body + Coercion] to intimidate a guard into letting them pass, while a
more charismatic character could instead opt to roll [Manipulation + Coercion]
to fast-talk their way past that same guard.

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Non-Player Characters
As they journey through the Great Game, Eidolons will roll in opposition to non-
player characters (NPCs). NPCs in We Hunt By Night are not generated in the same
way as player-controlled Eidolons. They have an Attribute Rating (AR:
Body/Manipulation/Insight), and a Skill Rating (SR). Skill Ratings consist of a
‘Tagged’ skill, (such as Composure or Stealth) and a number between 1 and 5 that
governs how many additional dice they gain in rolls that involve this skill.
NPCs can have up to 3 Tagged skills. For all other rolls, an NPC rolls their
relevant attribute + 1 additional dice.
When an Eidolon rolls against NPCs, use the NPC’s relevant Attribute and Skill
Ratings to determine their dice pool for the opposing roll. Subtract the NPC’s
successes from the Eidolon’s successes to determine whether the player succeeds
against them.
Eidolon NPCs suffer the same Banes as a player-controlled Eidolon. When creating
an Eidolon NPC, mark up to two Banes for the NPC, dependent on their Archetype.
Examples of hostile NPC types include:

NPC Attributes Skill Rating Wounds Banes


Guard Dog (3/1/3) Hunting 2. 2 N/A
Security Guard (3/2/2) Coercion 1, 3 N/A
Brawling 1.
Gangster (4/2/1) Coercion 2, 4 N/A
Customs 1,
Weaponry 1
Feral Eidolon (5/1/1) Hunting 3, 4 Fire,
Theft 2, Phylactery
Brawling 1.
Elite Soldier (4/4/3) Hunting 3, 5 N/A
Weaponry 3,

Werewolf (5/4/3) Brawling 4, 5 Silver, Iron


Hunting 4,
Composure 3.
Institute (5/4/5) Hunting 5, 6 N/A
Recovery Weaponry 3,
Personnel Research 5
Conclave Heavy (5/4/4) Weaponry 3, 7 N/A
Troopers Hunting 5,
Attunement 3.
Aleph Mage (1/3/5) Attunement 5, 5 Wardings,
Research 4, Running Water
Composure 3.
Capricious Fae (1/5/3) Coercion 4, 5 Iron, True Name
Stealth 4,
Customs 3.
Vampire (4/5/3) Composure 4, 5 Sunlight,
Customs 4, Religious
Hunting 4. Symbols

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Wounds
When a character, whether player or NPC, is attacked, roll their Body attribute
against the attacker’s relevant attack roll (for example, a melee attack would
use [Body + Weaponry], while a magical attack would use [Insight + Attunement].)
If the attacking roll is higher than the defender’s roll, they are Wounded by
the attack. Each time a character is Wounded, they cross out a Wound on their
character sheet from their total of 5 Wounds. Each wound removes one dice from
their total pool for all skills until it is healed.
Characters in We Hunt By Night are supernatural entities who can take a great
deal of punishment and block out pain. At the cost of 1 Hunger, an Eidolon can
heal a single wound. When an Eidolon reaches 5 Wounds, they cannot continue to
maintain a material form, and their spirit is trapped in the Below. Within the
Below, an Eidolon heals 1 Wound per turn, and loses 1 Psyche per turn. When the
Eidolon is at 0 Wounds, they rejoin their physical form.
If their Psyche is exhausted (falling below Psyche 0 (-2)), an Eidolon becomes
Lost in The Below, and cannot easily return to their physical form without aid
from another supernatural entity. Lost characters can be ‘found’ again through a
Strong ‘Restore Other’ Art cast by another Eidolon, but they do not return the
same as they left. That player must decide upon a new Passion for their Eidolon
to reflect the character being irrevocably changed by the experience.

11
Equipment
In We Hunt By Night, weapons are treated as situational bonuses to attack and
defence rolls while held, fired, or thrown. Referees and players are encouraged
to determine what weapons might suit their characters and grant them Costs and
Benefits accordingly. Generally speaking, the more powerful a weapon is or the
more protective a piece of armour is, the more substantial its drawbacks should
be.

Broken or empty weapons offer no benefits or costs.

Some example weapons can be found below:

Weapons Benefit Cost Uses


Unarmed Weapon +1 dice to Brawl - Fragile: 3 hits
(i.e. Brass rolls while held before breaking.
Knuckles, Broken
Bottle, Pepper
Spray)
Melee Weapon, Light +1 dice to Weaponry - Medium: 4 hits
(i.e. Knives, rolls while held before breaking.
Baseball Bats)
Melee Weapon, Heavy +2 dice to Weaponry Heavy strikes leave Heavy: 6 hits
(i.e. Swords, Axes) rolls while held an Eidolon open to before breaking.
retaliation. Lose
one dice on defence
rolls while held.
Firearm, Light +1 dice to Weaponry - Holds 7 rounds.
rolls when fired Must be reloaded at
the cost of a turn.
Firearm, Heavy +2 dice to Weaponry Heavy firearms are Holds 20 rounds.
rolls when fired difficult to bring Must be reloaded at
to bear in close the cost of a turn.
quarters,
difficulty of
attacks against
opponents in melee
range increases by
1 dice.

12
Similarly, armour is treated as a limited use item that provides situational
bonuses while worn. Costs and benefits of armour are always active. When an
attack would inflict a wound upon an Eidolon, they can choose to spend a use of
their armour to prevent the wound from occurring. When all uses of their armour
have been exhausted, the armour is considered to be broken. When wearing broken
armour, no Benefits apply, but costs still apply.

Some example Armour types have been listed below:

Armour Type Benefits Cost Uses


Light Armour (i.e. +1 dice to Stealth - Breaks after 2
Heavy Leather) rolls. uses.
Medium Armour (i.e. - - Breaks after 3
Aramid Fiber) uses.
Heavy Armour (i.e. +1 dice to -1 dice to Stealth Breaks after 4
Composite Plates) Composure rolls. rolls. uses.

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Arts
Arts are the means by which the supernatural can affect the physical world. An
Eidolon can harness their supernatural abilities to cast an Art at the cost of
increasing their Hunger.
To cast an Art, name the Command, Target, Power, and Duration of it. The cost of
an Art is determined by these variables, as determined by the chart below:

Command Target Power Duration


Move Self (1 Hunger) Weak (1 Hunger) A round (1 Hunger)
Damage Another (2 Hunger) Moderate (2 Hunger) A scene (2 Hunger)
Command A Group (3 Hunger) Strong (3 Hunger) A session (3
Hunger)
Restore A Crowd (4 Hunger) Powerful (4 Hunger) Multiple sessions
(4 Hunger)
Change An army (5 Hunger) Devastating (5 Indefinitely (5
Hunger) Hunger)

Duration is determined by the Power and Target of the Art. Simple Arts, such as
those that damage, move, or restore, do not snap a target back to their previous
state the instant an Art ends. The duration is how long the Art itself lasts--
how long the fire cast from an Eidolon’s hands might burn, or how long a healing
aura might restore their allies. For example, casting a wall of flames at an
enemy is damaging another (2 Hunger) a moderate amount (2 Hunger) for a scene (2
Hunger). Therefore the total cost would be 6 Hunger.
An Eidolon relocating themselves from one distance to another a few feet away is
to Move themselves (1 Hunger) with Weak power (1 Hunger) in a round (1 Hunger).
Therefore the total cost would be 3 Hunger.
Restoring an army of the dead (5 Hunger) back to life as devastating force of
liches (5 Hunger) for an indefinite period of time (5 Hunger) would require an
exceptional force of will, costing an Eidolon 15 Hunger.
More complicated commands, such as commanding or changing oneself or another,
require an exceptional amount of will to maintain for long periods. A weak
suggestion (Command + Another + Weak = 3 Hunger) is far easier to maintain
within a living being’s mind than a devastating one (Command + Another +
Devastating = 7 Hunger). An Eidolon who makes a habit of changing men into pigs
(Change + Another + Moderate = 5 Hunger) might find it hard to keep them that
way for multiple sessions at a time.
The cost of an Art is rolled to determine whether it succeeds or fails, at a
Difficulty Threshold of 6. Arts cast at another being are rolled against that
being’s Attribute and relevant Skill Rating to determine whether the action
succeeds.
A character may spend Psyche to transcend the limits of their Hunger and cast
powerful Art beyond mortal Ken. Hunger and Psyche are spent the moment an Art is
cast. An Eidolon cannot spend Hunger and Psyche to maintain or amplify the
effects of an Art after the fact; once the Art is performed, the die is cast.
Additionally, multiple Eidolons may ‘split the load’ of an Art. To do this,
decide who is focusing on the Target, who focuses on the Power, and who focuses
on the Duration. Each Eidolon pays the Hunger cost of their ‘portion’ of the
Art, and no more.

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Hunger
A character accrues Hunger when they use their Arts.
Characters can have a total of 5 Hunger, at which point they can no longer fuel
their Arts. Hunger is removed by ‘feeding’ according to a character’s Archetype.
Example Hungers include:
• Banshees sate their Hunger (Memory) by finding situations that remind them
of their lost mortal life. Bitter memories sate more Hunger than happy
ones.
• Spirits sate their Hunger (Sensation) by tethering themselves to places or
objects associated with strong emotions. Negative emotions sate more
Sensation than positive emotions.
• Vampires sate their Hunger (Blood) by tithing blood to their demonic
patron. Human blood restores more Hunger than animal blood.
• Werewolves sate their Hunger (Conviction) by performing great deeds worthy
of memory. Defeating a great enemy restores more Conviction than defeating
lesser foes.
• Witches sate their Hunger (Belief) by stealing Mana from another deity and
redirecting the belief to their own patron. Changing the physical
landscape restores more Belief than changing the heart of a person.
To feed, a player describes how they intend to sate their character’s hunger and
then roll a relevant Attribute and Instinct according to that action (i.e. a
Vampire drinking blood from someone with [Body+Theft] or a Witch converting the
believers of another patron with [Insight + Coercion]). Each success on this
roll determines how much hunger they can sate, to a maximum Hunger equal to the
Attribute rating they used for their hunger roll.

15
Changes
When an Eidolon reaches their maximum of 5 Hunger, their physical form becomes
malleable to the influence of The Below. If the Eidolon embraces the pull of the
Below in these moments, they can accept a Change.

Changes permanently reduce an Eidolon’s maximum Psyche by 1, raise an associated


Attribute by 1 (including above their maximum Attribute Rating of 5),
permanently alter an Eidolon’s appearance, and immediately removes any Hunger
that an Eidolon has accrued.

When an Eidolon takes a Change, they add one of the Changes below to their
Appearance, and add a point in the associated attribute:

• Arthropod Swarm (Body): Your communion with the spirits of the Below has
brought your physiology closer to that of an insect. You gain chitinous
appendages (usually two, but occasionally more), and may break down your
physical form into a swarm of insects at will.

• Bat-Like Wings (Body): You gain a pair of leathery, skeletal wings that
allow you to fly. These wings cannot be retracted, but can be hidden under
clothing with some difficulty.

• Harrowing Maw (Body): You gain a mouth filled with many sharp fangs,
excellent for biting through bone or metal. These can come in many forms,
but do not usually impede your ability to speak.

• Bestial Features (Manipulation): You gain animalistic features befitting


your nature as a nocturnal hunter. These can range anywhere from wolf-like
to aquatic to reptilian in origin, but are almost always influenced by
carnivorous animals.

• Carrion Flesh (Manipulation): Your flesh in the material realm is now


eternally decaying, forcing you to graft more skin onto your body to
replace the rotting flesh. You radiate ethereal beauty whenever you ‘shed
your skin’, and can change your body into any state you wish at will by
grafting or removing parts.
• Regal Bearing (Manipulation): Your arrogance has branded you with a
demonic crown rendered from your own flesh and bone. Your forehead now
extends out into sharp ridges not unlike horns, and you exude an aura of
influence.

• Corporeal Mist (Insight): Your corporeal form has become malleable through
your communion with your demonic patron, and now shifts in and out of the
Below as a supernatural mist. As a result, you now have a much greater
understanding of your surroundings.

• Profane Obsession (Insight): Your communion with the spirits of the Below
has allowed you a greater mastery of your Hunger. You can manifest the
source of your Hunger and shape it into physical forms, crafting tools or
weaponry from it.

• Eyes on the Inside (Insight): Communion with the spirits of the Below
opened your third eye to the deeper mysteries of existence. A physical
third eye (and potentially more) has grown from your forehead, allowing
you to scrutinize things in greater detail.

16
Haunts
Haunts are bases of operations where Eidolons can plan their next move, hide
from their enemies, meet new employers, or get a measure of respite from the
Great Game. A Haunt might be made by design, as many a Haunt was built by an
Eidolon trying to ‘leave the board,’ or the owners of a bar or nightclub might
be none the wiser to the existence of a supernatural underbelly using it as a
Haunt.

At the start of the first session, players should collaborate to decide on a


pre-existing Haunt for their pack to reside in. A location is claimed as a Haunt
when an Eidolon rests within it and leaves a permanent mark on the location.
These actions may be accomplished in either order, but both parts of the ritual
are necessary to claim a Haunt. The contents of the graffiti is not important,
nor is the medium that’s used. What matters is that the Eidolon has claimed a
measure of ownership over the Haunt through these actions.

Multiple Eidolons can claim a Haunt at the same time, but Eidolons can only
claim one Haunt at a time; reclaiming a Haunt requires leaving another mark on
the location that demonstrates how much has changed since the character last
rested there. An Eidolon restores 1 Psyche for resting at their favoured Haunt,
and can remove 1 Wound per session without accruing Hunger while they reside
within it.

Some example Haunts include:


• Charter: A nightclub in Islington owned by twins Cameron and Veronica
Caldwell, known mockingly as ‘The Two Ronnies.’ Known both for aggressive
patrons and a notoriously lax door policy; there’s always someone offering
party favours, and the music is usually good enough to stomach being
elbowed by patrons trying to actually get a decent view of the DJ.
• The Crown Arms: There are a million pubs in London, but this is the one
closest to your flat. Built out of an old Victorian bank, it offers free
entry on fight nights and is nothing short of absolute hell to navigate
around on St. Patrick’s Day. Cash only, as the ATM is usually broken.
• The Happy Plant: An esoteric book store in Central London with an indoor
space for musical acts and any piece of occult knowledge an enquiring mind
could want. Operated by a maternal punk named Persephone, who tends the
books by day and a nearby pub by night. Nobody’s quite sure when she
sleeps.
• The Rose and Squire: A biker bar in the shadow of the football stadium,
now mostly dedicated to reliving the glory years of the biker subculture.
Still swarming with police most nights, who make more money than the bar
itself booking bikers for speeding after they leave.
• The Static Room: A nightclub just off Camden Market that alternates
between some of the best live performances from alternative artists and
some of the worst cock rock tribute acts you’ve ever heard. Houses a store
during the day staffed by an old crustpunk named Taffer, if you’re not too
hungover or banged up from the mosh pit.
• Top Flight: An upmarket rooftop bar in walking distance from Buckingham
Palace that offers a picture-perfect view of the royal mews. Somehow tries
to affect a working class ‘darts bar’ aesthetic, despite the expensive
drinks, hanging gardens, and proximity to a literal royal palace.
• The Wyrd Sister: A bar and inn in walking distance of Camden Town nestled
in a Tudor Revival facade. Run by a jovial matron named Jules, who has a
sad smile and endless weary tales of young love gone awry for any patron
willing to swear on the horns.

17
Milestones
As an Eidolon navigates through the Great Game, they undergo moments of personal
growth and change. These moments are called Milestones.
A milestone may be:
• A moment of emotional catharsis.
• A moment of great realisation.
• A dark secret uncovered.
• An unexpected betrayal.
• A lesson learned.
• A plan coming to fruition.
• A triumph over a bitter enemy.
When an Eidolon reaches a milestone, they may put 1 point into the Skill of
their choosing.

18
Hunts
“The Warehouse by the docks. Tonight. Bring the stray, or those rednecks in the
diner will be the least of your worries.”

Hunts are the nightly missions that Eidolons undertake to influence the Great
Game. They are the ‘dungeons’ of We Hunt By Night, self-contained locations that
Eidolons venture into in search of cash, renown, or freedom. A Hunt is given by
an employer, formally or informally, and the Eidolons decide whether they
declare for the Hunt. After that, they venture to the location of the Hunt (the
Backdrop), deal with any Complications, and make their way back to their Haunt.

When putting together a Hunt for a pack of Eidolons, a referee should:


1. Determine the Hook.
2. Decide the Goal.
3. Set the Backdrop.
4. Figure out the Complication.
5. Figure out the Payout.

The Hook

The hook is how Eidolons become aware of a Hunt. A good hook should pique the
players’ interest, introduce new or recurring employers or antagonists for the
pack to form attachments or animosity towards, and give space for the players to
role-play their Eidolons and make choices and decisions as a group.

Crucially, a good hook should let the pack feel that declining the offer is a
valid decision for them-- simply black-bagging the Eidolons and forcing them to
accept a Hunt at gunpoint may be an explosive introduction to a new antagonist,
but it is unlikely to make the players feel like they had much say in the
matter.

First, roll 1d6 to determine the faction with an interest in the party:

Dice Roll Which Faction Hires Them?


1 Aleph Null
2 The Convocation of Avignon
3 The Weishaupt Institute
4 The Children of the Leviathan
5 An independent operator
6 Spirits from the Below

19
When constructing a Hunt, roll 3d6 and consult the following chart to determine
who hires the Eidolons:

Dice Roll Who hires them?


3 A distraught Connection of one of the Eidolons tracks the pack to
their Haunt, saying that they’re the only person they can trust with
a problem.
4 A strange older figure in a white suit who identifies themselves
only as Jones.
5 A dead drop is waiting for the Eidolons as they go to meet with a
Connection.
6 A strange symbol appears on a screen in the store front. It appears
to be directing the Eidolons somewhere.
7 A stranger bumps into an Eidolon and vanishes into the crowd. When
the Eidolon checks to see if they’ve been pickpocketed, a furled up
note containing instructions is in their pockets.
8 A local crank is raving about the town hiding dark secrets. It’s a
bit too plausible for comfort.
9 A listing on the Huntr official app.
10 A bloodied Eidolon arrives at the pack’s usual Haunt. In their dying
breaths, they want the pack to finish what they started.
11 A strangely-written email that could be dismissed as spam, if not
for the extremely accurate personal details contained within.
12 As the pack walks down a street, random bystander’s cellphones start
talking to them-- all in the same voice, as it jumps from phone to
phone.
13 An old phone booth, covered in graffiti and destroyed beyond repair,
inexplicably starts ringing.
14 A shady individual propositions the pack, promising to make them all
rich.
15 A popular musician is performing an unannounced show at the pack’s
main Haunt. Their manager calls the pack backstage after the gig,
and the musician gives them a job.
16 A life insurance policy is paid into the bank account of one of the
Eidolons, along with specific instructions on how to ‘avenge’ the
holder of the policy.
17 Neighbours and local business-owners complain about loud noises
coming from beneath the ground. Investigation reveals them to come
from an Eidolon laying low in the sewers, asking if ‘they’ are still
looking for them.
18 A new store appears across the street from the Eidolon’s main Haunt.
The cashier appears to be expecting them, and hands the Eidolon a
brown envelope.

20
The Goal
The Goal is what the employer wants the Eidolons to do for them. Context is
everything-- if the employer is a mortal Connection of an Eidolon who has been
previously established as a moral and upstanding member of the community and the
goal is “a whistleblower silenced”, have them stress that it would weigh on
their conscience if the Eidolons kill the whistleblower, allowing the players to
consider less lethal scenarios than the goal implies.

When deciding a goal, roll 3d6 and consult the chart below.

Dice Roll What Do They Want?


3 Incriminating data destroyed.
4 Evidence of another’s misdeeds recovered.
5 A missing person found.
6 A whistleblower silenced.
7 A powerful object recovered.
8 A pursuer shaken off their trail.
9 Valuable cargo transported.
10 A murder solved.
11 An important figure protected from a scheme against them.
12 A rival within their organization embarrassed.
13 A scheming underling eliminated.
14 An infiltration prevented.
15 A local industry disrupted.
16 A place of supernatural power destroyed.
17 A ritual prevented.
18 An escape test subject subdued.

21
The Backdrop
Roll 3d6 twice and consult the chart below to determine the backdrop of a Hunt.
The first roll determines who has the Goal, the second determines the location
it is stored in. Again, context is key to a good Backdrop. A doomsday cult might
not openly gather in a local bank, but cults require substantial funding to
operate-- a sympathetic figure in the bank’s hierarchy allowing a cult to
deposit their money in the vault and the cult hiding a Goal on the bank’s
premises in return is a good backdrop for a Hunt.

Dice Roll Who? Where?


3 A local street gang An apocalypse shelter
4 An organized crime family An apartment building
5 A private military company A freight warehouse
6 A detective who plans to go to A disused theatre
the press
7 A lone vigilante with an axe to A dead mall
grind
8 A conspiracy in the local A construction yard
government
9 Deserters from your employer’s A local museum
faction
10 A group of amateur ‘monster A dockyard or airport
hunters’
11 A pack of Eidolons working for a A crumbling mansion
rival faction
12 A collective of avant-garde A high-rise office building
artists
13 A vengeful spectre A water treatment facility
14 A group of sentient mutated A local bar or Haunt
animals.
15 A sect of hired killers An underground fight club
16 A doomsday cult An exclusive nightclub
17 A team of disgraced scientists A research facility or compound
18 Infiltrators working to subvert A local bank
their faction

22
Complications
No Hunt goes smoothly, and the canny Eidolon soon learns that there’s always a
catch. To generate complications, roll 3d6 and combine the results:

Dice Roll Complications


3 The Goal was never there.
4 A rival group are after the same Goal.
5 An informant tipped off the cops, who are looking for a group
matching your description.
6 A protest outside the location of the Hunt breaks out into a riot.
7 Traffic is just really bad that day, every transport union is on
strike at the same time, and you’re gonna have to walk the rest of
the way.
8 A supposed ally has been hired by a rival employer to stop you from
reaching the Goal. It’s just business.
9 The location of the Hunt is scheduled for demolition or closed for
maintenance.
10 A geas had been placed on the employer by an unknown party,
preventing them from mentioning a crucial detail of the Hunt.
11 Another faction makes a better offer for the pack to do the opposite
of their instructions.
12 A swarm of rats infests the location of the Hunt.
13 The Goal was stolen out from under your noses, and its up to you to
get it back.
14 A vengeful ghost haunts the location, impeding your progress until
their murder has been avenged.
15 The employer put out this contract without their boss’s knowledge,
and their boss wants this problem to go away. Including you.
16 An ancient entity sleeps within the location of the Hunt, and any
disturbance will awaken them.
17 A spell has sunk the surrounding area into The Below, and the
location of the Hunt now exists simultaneously in the material and
spiritual realms.
18 Something has inverted the leylines of the Hunt location, and Arts
do not function how they ‘should’

23
The Payout
It’s a rare Eidolon who hunts solely out of the goodness of their hearts, and
few would turn down extra incentives to carry out work for their distant
employers.

Roll 3d6 and combine the results to determine the payout:

Dice Roll Payout


3 The Greatest Reward of All: Exposure!
4 A means of transportation for the pack.
5 An enemy becomes an ally.
6 Some real estate that could eventually serve as a Haunt.
7 A phone call that makes any pursuers following the pack disappear.
8 The dreams of an Eidolon’s Connection get fulfilled.
9 A trove of weaponry and armour.
10 A large amount of cash, in unmarked bills.
11 A magical artefact.
12 A favour from the employer’s faction.
13 A writ promising the pack diplomatic immunity for one future crime.
14 The location of someone, or something, the pack seeks.
15 Immunity for any previous transgressions.
16 Information on the whereabouts of a lost figure from an Eidolon’s
mortal life
17 Knowledge of an Eidolon’s destiny that may forestall a terrible
fate.
18 A favour from a spirit in the Below.

24
The World Outside
Eidolons exist in the shadows and on the fringes of society-- it’s difficult to
keep down a steady job when sunlight burns or you turn into a wolf on the night
of a full moon. This gives your average Eidolon two options: eke out a miserable
existence as a nomadic loner, or join up with a gang.

Of course, doing either opens you up to being noticed. More than one Eidolon has
thought they were covering their tracks perfectly only to get black-bagged by a
government agency that doesn’t exist, taken to a facility that also didn’t
exist, and the next thing you know they’re the latest spirit staring back at you
when you take an unplanned trip to The Below.

There’s a game being played, and it’s best to pick a side.

The Great Game has been waged for at least three hundred years, and probably
longer, with the players always changing names, faces, and allegiances. What
remains is the goal-- world domination, and whatever these shadowy conspiracies
might actually do to the world once they actually get a hold of it.

London After Midnight


London After Midnight is the ‘starter’ setting of We Hunt By Night. It is meant
to provide a framework for players to build their own stories, cities, and
settings in the We Hunt By Night system.

London After Midnight takes place in 2023, and the Great Game is held in a state
of détente, a cold war fought through soft power-- the Aleph, Conclave, Rabble,
and Institute battle through propaganda, subterfuge, and economic influence,
exerting their control of the popular consciousness through proxy battles and
intermediaries in the corporate world. Direct confrontations between the players
of the Great Game are rare and, when they happen, are largely treated by their
participants as an embarrassment to be covered up.

In the midst of this propaganda battle between great powers sits the City of
London. The London of We Hunt By Night is a city that is constantly collapsing
in on itself, a webwork of cobblestone streets and glass spires vying for
dominance in the battle between its past and future. Red phone booths and black
cabs on every street corner stand as anachronistic touchstones of a city
desperate to recapture its imperial glory years, even as the government throws
more and more money into chasing tech company Ponzi schemes that exist to suck
the life out of them.

If you’re not living in the tallest tower, you’re watching the people who do try
to throw you out of your home so they can fill it with craft breweries and
trendy cafes. First come the cameras on every corner. Then the skinny lattes.
Then before you know it, you’re looking at your bills wondering how this
neighbourhood ever became so expensive and looking up house prices in the
midlands.

The sky outside is the colour of dry mud. It feels like the city is a day away
from putting killer robots on the streets. The sky outside is the colour of dry
mud. The rich get richer and swallow up the rest of the city until there’s
nothing left of it. The walls are closing in. Everyone knows something is wrong.
What are you gonna do about it?

25
The Weishaupt Institute
The Institute, The Eschaton, ‘The Gentry’

“Orthogenesis lives in us,


and New Utopia awaits.”
--Declaration of Our Break With Convention, 1762

Bellum omnium in omnia. The natural state of mankind is disorder, so man must
become more than human. You see it, don’t you? The chaos, the disorder, when the
unchecked whims of powerful men are left to run unchecked. Climate catastrophes,
chaos, uncertainty.

We propose a better course for humanity. We propose Utopia.

Eidolons: No player in this Great Game appreciates you, the footsoldiers of our
grand design, more than us. You are the blueprint for humanity’s evolution, and
the future of this world. Our Loyal Opposition will promise you security, but we
can promise you power.

We operate as a trillion-dollar corporation without answering to the whims of


fickle shareholders and market forces. Our Board of Directors work in concert
with the greatest minds of our generation to plot a course for humanity that
will take us beyond the furthest reaches of our cosmos. If you want it, we can
deliver it to you. Fame? Power? You can have both beyond your wildest dreams.
But all of that is just a means to an end-- material comforts in this world are
just a temporary reward for helping us to usher in the next one.

We will not lie. We demand much from you. We cannot afford to have anything but
the most exacting standards for our employees, not when our future is at stake.
But know that when we express our disappointment, we do so with the utmost
respect for all that you place on the line in service of our cause.

Progress is the rock upon which we will build our Nova Insula Utopia. Will you
join us? Or will you be left behind?

-Dulcinea Gowens, Director of European Operations

Membership Perks: (Pick one upon joining.)


• Operational Support: Institute Handlers know just how to make their contractors
feel valued. You restore 2 Psyche per successful Hunt.

• Rising Star: The Board has you pegged for greatness, and wont let anything slow
down your ascent. On a 5, the dice explodes.

• Immanentize the Eschaton: It’s a dirty job, but someone’s gotta do it. While your
Psyche is below 4 (-0), you may ignore dice penalties to Smarts and Proficiencies.

26
The Convocation of Avignon
The Conclave, The Loyal Opposition, ‘Templars’

“Judge us not for our Transgressions,


but for the world we strive to create.”
--Céline Ó Cianáin, first Lady de Molay, 1315
The Conclave. The actual Templars, allegedly, reformed in secret by the Pope
after he sent the last leader of their order to his death and smuggled his
children out from under the nose of King Philip IV. At least, that’s what they
want you to think. Their leader goes by Lady de Molay IX, and calls herself the
seventy-third grandmaster of the order, but she barely leaves her castle in
Marseilles these days and most of the actual Conclave is left in the hands of
various regional managers and handlers. Make no mistake, these are no honourable
knights like the old days-- they’re a global business conglomerate, an old boy’s
club of the most uptight Catholics this side of the Vatican.

They’re fond of big social experiments that always seem to blow up in their
face. They kickstarted the Renaissance, but couldn’t turn a profit from it. They
were forced out of France by the Revolution, after all their American holdings
got torched by the Revolution. They got France back, and all they won for it was
Napoleon running off to Saint Helena with his tail between his legs. Nowadays
they keep to boardrooms and military bases, pining about how their next big
global experiment is going to finally restore some safety and security to this
world. That’s where you come in, of course.

-Dr. Arjun Kapoor,


Conclave defector and Managing Director of Redwood Security International.

Patrons: (Pick one upon joining.)


• Bulwark of the She-Wolf. Marchosius promises Eidolons security, and She means it.
You gain 2 extra Body dice on defence rolls.

• Lampert’s Lament: Furcalor shines His favour upon the most promising initiates of
the Conclave. You may call upon Furcalor once per scene to re-roll a failed skill
check.

• Feast of Famines: Avnas reveals treasures to the worthy. On a successful attack


roll, you may remove 1 Hunger.

27
Aleph Null (Nx’)
The Faceless, The God-Killers, ‘Quixotes’

“Come and see: our flames and our wings,


Come and see: the fate of all Kings.”
-The Aleph Manifesto.

Nobody knows much about these guys-- and I think they like it that way. Word is
they started as a hacker collective, or something, back in the nineties, and
gave themselves a name that’s supposed to be impossible to pronounce. A few
Eidolons have tried. None of them ever said it again.

If you figure out a way to get them to notice you, don’t share it with anyone.
Let them know with absolute certainty that you know they’re watching, and you’re
watching back, and they’ll respect it. Then the jobs start rolling in. Always
through encrypted channels. Never with a name or a face. Just mind you don’t
catch the wrong kind of attention from the Quixotes, or you can say goodbye to
ever touching a smartphone again.

-Locke, Eidolon of Camden

Membership Perks: (Pick one upon joining.)


• Dead Drops: You don’t know who is sending them, or how they always know where you
are, but you always seem to find them when they’re needed the most. After rolling
to feed your Hunger, you may regain 1 Psyche.

• Even the Odds: Reshape reality to your whims. Rolling any even number in a dice
pool is counted as a success. Only 6’s explode, and a 5 is no longer considered a
success.

• Rule of Three: It was there; you just didn’t see it. After rolling, add together
the face number of every failed dice in the pool. If the result is divisible by 3,
add 3 Successes to the result of the roll.

28
The Children of the Leviathan
The Rabble, The Unplanned Variable, ‘Rabble-Rousers’

“Our Mother sleeps in deepest depths.


This night we hunt, so she wakes next.”
--Chant of the Leviathan.

Alright. We got you in the door. Good.

Here’s the sales pitch: the Institute will sell you a comforting lie, promise
you power, fuck you over, cut you open for science, and laugh all the way to the
bank. The Convocation is a lumbering beast of an organization that’s been trying
the same thing over and over again for a thousand years, and they’re still
surprised when it doesn’t work. The Quixotes are seeing the face of Jesus Christ
on a piece of toast; a psychic virus propagating itself by preying on the human
mind’s ability to see patterns that don’t exist.

The truth of the Rabble is this: We know our history well. We know how the
Conclave, in one of their thousand faces, drove our Mother down to The Below in
time immemorial. We know she speaks to us, down there, in ancient tongues, and
some of us have started to understand her. Some of us have even seen her face.

Somewhere in the below, the Leviathan sleeps. We’re going to wake Her up. And
then we’re going to make all these other bastards pay.

-Callista Belevonis, Rabble-Rouser of London

Membership Perks: (Pick one upon joining.)


• Pack Mentality: All the Rabble has is each other. At the end of a Hunt, restore 1
Psyche for every pack member who made it out without a trip to the Below.

• Last Stand: Go down swinging. At the cost of 1 Psyche, a Rabble-Rouser can ignore
all Wound penalties.

• Second Wind: Cut off one head and two more emerge. You gain 2 additional attack
dice for the rest of the scene if a pack member has been sent to the Below.

29
What Lies Below
“It’s like breaking a bone so it grows back stronger. For your soul.”
--Jennifer “Fray” Romasanta, Institute Delver
Being dragged down to the Below is a troubling experience. Nobody is quite sure
why Eidolons get dragged into this realm when they ‘die’-- though everyone’s got
their own theories-- but it becomes an unfortunate fact of existence for every
Eidolon unlucky enough to become a pawn in the Great Game that they will, at
some point, find themselves stranded in the mists of the realm beyond.

Most Eidolons spend their brief excursions into the Below trying to get back to
reality. Those who make it back to the material realm usually find themselves
unwilling to revisit the harrowing experience of shifting fog and the constant
call of spirits trying to claim their immortal soul.

For some, though, the Below represents possibility. The undiscovered country is
not only a place that Eidolons can enter willingly, with the right preparations,
it is a seemingly-infinite landscape that can be explored, charted, and (for the
enterprising sort) tamed.

The Institute treats the Below as a frontier to enclose, meticulously charting


the depths of the Below, constructing vast spirit factories, and then building
vast facilities that run experiments beyond the realm of mortal possibility in
the hopes of breaking the barrier between the Below and the Material Realm in
order to hasten the creation of their Nova Utopia. The Conclave hold great
gatherings to meet their spiritual patrons in the ‘flesh’, and then work with
them to fight back the tide of malicious spirits attempting to encroach upon the
mortal world. The hacker-mages of Nx’ fuel their Oracle Engines with the blood
of powerful spirits, and Leviathan’s children search for their mother in the
deepest depths of the Below.

Eidolons who make these ambitions possible are known as Delvers, those
accustomed enough to the Below to make the trip willingly.

To willingly enter the Below, an Eidolon must cast a (Damage + Self) Art that
pushes themselves beyond their Wound total to dislocate themselves from the
material realm. The strength of the Art and the number of successes determines
how many turns an Eidolon may spend in the before they are wrenched back to the
material realm.

30
Patrons
During an Eidolon’s first willing trip to the Below, they will be recognized as
a Tourist by its various denizens and petitioned. Any prospective Delver spends
their first trip Below beset by a horde of spirits eager to claim them as a
Familiar-- a mutually beneficial relationship to any prospective Delver. Spirits
crave to experience the material world alongside a willing host, and once an
Eidolon has a Patron, they may enter the Below at any time without having to
obliterate their physical form in the process.

When an Eidolon forms a compact with a spirit, that spirit becomes the Eidolon’s
Patron. Having a Patron confers a prospective Delver with a number of benefits;
they no longer need to cast an Art to enter the Below and, while in the Below,
the Patron is available as an ally at all times.

At the cost of 1 Hunger, the Patron may be summoned outside the Below to serve
as an extra ally or familiar to an Eidolon. All Patrons are considered to be
NPCs under the control of the Eidolon who summoned them with the according
Attribute Ratings and Skill Ratings, but lack Banes and can only suffer 1 Wound
before they are dispelled. An Eidolon may summon a dispelled Patron again by
accruing 1 Hunger.

Some example Patrons include:

• Forcas: Forcas is an old, bearded goat drawn to noble souls and those who
need strength to defend the weak. (AR: 4,2,1, SR: Brawling 3, Weaponry 2)

• Incubi: A patron drawn to tortured romantics and jilted lovers. They take
the form of a serpentine figure. (AR: 1,4,2, SR: Coercion 3, Composure 2)

• Viola: Viola is a talking crow, who insists that she is a raven. She is
drawn to those who need guidance. (AR: 1,2,4, SR: Hunting 2, Insight 3)
Conclave Peacekeepers are bonded with the Saint-Patrons of the Convocation as
part of their order’s initiation ritual, conferring them with stronger benefits
than the more haphazard pacts struck by independent Delvers. A member of the
Conclave may not choose an independent Patron outside of the one they choose
upon joining the faction, and may not form compacts with spirits while they
remain part of the Conclave.

31
Whispers From Below:
The spirits of the Below can see much that evades mortal eyes. These whispers
are provided as a starting point for building stories in the London of We Hunt
By Night, they can be used as adventure hooks or to provide broader context for
why a pack is on a specific hunt. It is, ultimately, up to the players and the
referee to decide how ‘true’ any of these rumours are in their own game:

• #AVEXIT: The Conclave of London has long chafed under taking orders from
the main base in Avignon. A faction of the Inner Circle is planning their
secession from the broader organization.
• The Beast of Hackney Marshes: An old man is roaming from pub to pub in
East London, claiming to be hunting a great wolf that lurks in the fog on
misty mornings.
• Beynon’s Big Break: Aspiring stage actor Johnny Beynon has dreams of being
the first Eidolon to make it in the West End. But is Theatre truly ready
for a satyr leading man?
• The Coldest Case: A paranormal detective named Lovibond has recently
returned from a long delve into the Below, believing that his newly-
acquired knowledge of the spirit realm will allow him to finally solve the
Jack The Ripper murders.
• Crypt-ocurrency: An old vampire finds himself struggling to find hosts to
drink from in an era of social distancing and social media scrutiny. His
plan? To create a buzz around a new blood-based cryptocurrency known as
‘BiteCoin’
• Curtain Call: A production of Macbeth on Drury Lane has been thrown into
turmoil after a rash of misfortunes have afflicted the cast. The Director,
Avalon Moore, is convinced that the production is being sabotaged by one
of the Theatre Royal’s many ghosts.
• Don’t Look Back in Anger: Persephone, proprietor of an esoteric book store
in Charing Cross called The Happy Plant, seeks a tome stolen from her
archives by a former lover. She wants the book back, but doesn’t seem too
concerned with the condition you leave her ex in.
• Lady of the Pond: A siren’s song is luring travellers to their doom in a
local forest with promises of riches. A member of the local council wants
her dealt with, but nobody knows for certain exactly where the pond is.
• Leviathan Stirs: News stories of Whales swimming up the Thames are nothing
new, but this is different. Something beneath the river is ‘moving’, and
it threatens to break the Thames Barrier and flood the entire city.
• The Pigmen of Highgate: Rumours swirl of a secret city underneath
Highgate, built by pig-headed men cast down by a mob a hundred years ago.
It is said that they offer refuge to any Eidolon who enters their
boundaries.
• Release The Lions: An eccentric member of Nx’ plans to climb Big Ben to
cause it to chime thirteen times at midnight, believing this to be the key
to an incantation he has been working towards for decades.
• Showcase of the Paranormals: The owners of the Charter club, Cameron and
Veronica Caldwell, are always looking for more talent to fight on their
weekly boxing cards. The brother, Cameron, seems especially interested in
hosting Eidolon fight nights.
• The Underground Queen: A spectre haunts the London Underground; the
ancient queen Tankorika was allegedly buried beneath the site of King’s
Cross Station, and she gathers an army of ghosts in her quest for
vengeance on anyone she believes to inherit the crimes of Rome.
• The Witches of East Wick: There’s foul business in the air at Olympic
Park, as the Institute discovers that their planned renovation has been
halted by powerful wards. Word is, a coven of witches are working to
prevent locals from being driven out of their homes.

32
Optional Rule: Life Stories
Eidolons live on the fringes of society in We Hunt By Night, and the pathways
into the fringes are as diverse as its denizens. Life Stories are an optional
form of character creation where players can roll to generate important life
events to determine who an Eidolon was before they were inducted into the Great
Game.

Making a character’s Life Story is a three step process:


1. Figure out Where You’re From.
2. Figure out What Changed You.
3. Figure out Where You’re Going.

Where You’re From.


First, decide on the Eidolon’s Name. To determine an Eidolon’s background before
they joined the ranks of the supernatural, roll 4d6 and mark the result down as
their Tether. Then, use their tether to decide their Memento.

Result History
4 Burnout
5 Gifted Kid
6 Night Shift Security Guard
7 Company Man
8 Street Thief
9 Food Service Worker
10 Youth Pastor
11 Grad Student
12 Beleaguered Nerd
13 Z-List Influencer
14 Failed Writer
15 Trust Fund Baby
16 Collegiate Athlete
17 Mean Girl
18 Ex-Military
19 Switched At Birth
20 Homicide Detective
21 Biker
22 Art School Dropout
23 Street Performer
24 Escaped Experiment

33
What Changed You?
Decide on an Eidolon’s Archetype, Arts, Banes, and Hunger according to the
‘Making Your Character’ section. Then, determine their Inciting Incident.

Inciting Incident
To determine the nature of how an Eidolon’s mortal life was disrupted, roll 2d6
and consult the chart below. These have no direct impact on character creation,
but can be a good starting point for a character’s History section, on the
second page of the Character Sheet.

Dice Roll Inciting Incident


2 You don’t know, or can’t remember.
3 You were kidnapped and experimented on.
4 You developed your abilities suddenly.
5 You cursed someone, or were cursed.
6 You were infected with a supernatural condition.
7 You volunteered for a program that changed you.
8 You learned through years of training.
9 You witnessed the truth of this reality.
10 You had a sudden trip to the Below, and came back changed.
11 You were born a supernatural entity, and remembered your true form.
12 You were deliberately targeted by a member of your Faction.

34
Where You’re Going.
Eidolons have a hard time surviving unless they band together. Roll 1d6 to
determine who recruited them into the Great Game:

Dice Roll Faction


1 Going it alone
2 A local gang.
3 A peacekeeper for The Convocation of Avignon
4 A field agent for The Weishaupt Institute
5 A dead-drop runner for Nx’
6 Sworn to the Children of the Leviathan

Roll 1d6 to determine the Eidolon’s disposition towards their faction:

Result Disposition
1 Fuck ‘em.
2 You’re having serious doubts about these guys.
3 It’s better than nothing.
4 There’s been good times and bad.
5 They’ve done right by you, so far.
6 You’re a true believer.

35
Example Character Sheet
Name: Wren Hunger: Blood
Archetype: Vampire Tether: Political Science Major
Art: Blood Magic Banes: Sunlight, Running Water

Attributes
Body +3 Manipulation +3 Insight +4

Skills
Instincts Smarts Proficiencies
Brawling 0 Aptitude 0 Attunement +1
Coercion +2 Composure +2 Customs +3
Hunting 0 Stealth 0 Hacking +1
Theft +1 Weaponry +2 Research 0

Psyche
-2 -2 -1 -1 -0 0 +0 +1 +1 +2 +2
Burn Pool 2
Hunger
0 1 2 3 4 5
Connections
Wounds Connections Strength
1 Camille, her protege 2
2 Zeke, Local Street Preacher 1
3 Louise, downstairs neighbour 2
4
5

Equipment
Mori-Hirano XP2 Handgun (Ranged Weapon, Light)
Digital Voice Recorder
Pack of Cigarettes
Lucky Lighter

36
Appearance
Leather and attitude. Wren looks like a street punk at first glance, and she’s happy to play
into those stereotypes if it gets people to underestimate her. She has wavy red hair, a
constant look of disdain on her face, and is rarely scene without a cigarette in her hand.

History
Wren was born in Quebec to English parents and studied Political Science before being ‘turned’
by a Vampire From the French Revolution who was looking for a translator. He inducted her
into what he called ‘The Great Game,’ and taught her much about the inner workings of the
Institute. Though her progenitor is long dead, Wren still works as a field agent at their
New York branch, training a promising young werewolf named Camille to take her place so she
Can finally get her long-awaited promotion to Handler.

Notes
Lives in an apartment in Queens. Keeps a cordial relationship with her neighbour and a local
Crank.
- Hunger: Blood. Draws from animals, which she tithes to her patron, Forcas.
- Membership Perk: Operational Support

37
38
We Hunt By Night
Name: Hunger:
Archetype: Tether:
Art: Banes:

Attributes
Body Manipulation Insight

Skills
Instincts Smarts Proficiencies
Brawling Aptitude Attunement
Coercion Composure Customs
Hunting Stealth Hacking
Theft Weaponry Research

Psyche
-2 -2 -1 -1 -0 0 +0 +1 +1 +2 +2
Burn Pool
Hunger
0 1 2 3 4 5

Connections
Wounds Connections Strength
1
2
3
4
5

Equipment

39
Appearance

History

Notes

40

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