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hunter

Same text as in-game help hunter.

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hunter -- Human Background (folklore hunters)

Sam/Dean-style. On the path menu (unlike Slayer). You stay Human --
Spirit / commit still apply (help human).

How you play
  1. path hunter
  2. New Hunters wake in the Men of Letters bunker (Bunker Gatehouse) with Family Business on the quest log -- questlog / hint / help quests
  3. Tip-offs: walk toward the cry, look for [TRAIL], then track or track wrongness (help survival)
  4. stake            Vampire kill shot (needs wielded stake; shared with Slayer)
  4a. inject / splash / coat / spike / tap / reload dmb Dead Man's Blood seizes a vampire for a long hold -- not a kill (help dmb)
  5. ignite <name>    burn a helpless fire-weak foe (open flame kit)
  6. breakstake       snap a rough stake from chairs / crates / wilds
  7. exorcise <name>  drive a possessing Celestial out of a vessel
  8. missions / board Bobby's contracts and house haunts (help missions)
  9. emf               sweep paranormal spikes (wear or carry EMF reader -- help emf)
  10. tattoo ward      anti-possess ink once you know Tattooing
  11. nervework        Spirit floor -- salvage / patrol / library / tip / barracks

Guns and folklore ammo (help reload)
  Stash compatible loads in your gear bag, wield the gun, then reload (or reload salt / reload silver / reload dmb / reload trap / reload fire when you carry more than one type).
  FMJ (plain lead) -- chips mundane targets; weak vs most supernaturals.
  Salt shells / salt loads -- spirits and haunts.
  Silver rounds -- shapeshifters and folklore beasts weak to silver.
  Cold-iron rounds or shells -- fae, spirits, and things ordinary steel won't bite.
  Incendiary fire loads -- ranged burn (like ignite for Wendigo and Vampire).
  Dead Man's Blood (DMB) loads -- seize and hold vampires; not a kill (help dmb).
  Devil's-trap sigil rounds -- demon work.
  Colt originals -- special rounds for The Colt only (help colt).
  examine your gun or ammo stacks to see caliber (9mm, 12ga, .45 ACP, …) before you buy the wrong box.

Field journal (help journal hunter)
  Carry a hunter field journal to stamp monster pages from library research, list logged types (journal hunter), study prey in the room, and earn a small damage bonus vs types you have confirmed kills on.

Top stats lean FIN / FOC / RES.

Top stats lean FIN / FOC / RES.

Hunter Arts is the folklore craft on your swings -- reading the thing, boxing it in, salt and iron when the prey is weak to them. Steel, stakes, and guns speak from the weapon you actually have equipped (help style | help combat).

Cadence tip-offs and Echo hunt duty hit monster NPCs (never players).
Echo Hunters prefer exorcise on Demon-ridden hosts and haunt spirits in the room (or a devil's-trap room next door), then stake Vampires or fight Demons with lethal steel (angel blade / First Blade). Good hunters only engage evil-aligned prey; others engage any tagged monster.
Volunteer hunters -- any mortal who downs a tagged monster NPC may opt into the tip net (volunteer_hunter flag). They receive the same private online tips as Path Hunters when a sighting breaks in their settlement, without Hunter Arts craft or journal hunter pages.
Hunters with the lazy trait camp authored or live devil's-trap rooms and wait for Demons instead of chasing (help personality | help traps). Keep homes and extra rooms chalked with protect / wardlist (help traps).
Slayer still stakes Vampires best -- you are the generalist. Successful
Demon exorcise / haunt clear tips World Tide toward good (help balance).