Also, if you want to add a double-edged sword or two into your game for Hunter, consider picking up a copy of The Blade Itself: Corrupt Equipment For Hunter: The Vigil.
![]() |
| No... you move. |
As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.
Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!
Hunters Are Creatures of Focus... Of Sheer Will
Your Willpower in the Chronicles of Darkness is the combination of your Resolve and Composure. This gives you a minimum of 2 dots of Willpower (for the exceptionally weak-willed) and a maximum of 10 Willpower (for the absolutely iron-willed). Hunters can spend a point of Willpower (usually as a Reflexive action) to do one of the following:
- Gain a 3-die bonus on a single roll
- Gain +2 to resistance against a single action
- Activate miscellaneous powers (Endowments, psychic/supernatural merits, etc.)
And hunters can typically regain Willpower by:
- Getting a full night's sleep (1 Willpower)
- Meaningfully act in accordance with their Virtue (twice per chapter for full Willpower recovery)
- Meaningfully act in accordance with their Vice (once per scene for 1 Willpower)
- Defending a relationship with one of their Touchstones (1 or full, depending on the gravity and risk)
- Risking Willpower (gain 1 point on success)
![]() |
| It's quite a game of math. |
As a side note, Risking Willpower is something hunters have access to, and mortals don't. When a hunter is acting in pursuit of the Vigil (according to page 135 of Hunter: The Vigil), they can choose to risk a Willpower instead of just spending one. When they risk a Willpower it allows them to gain 2 benefits off the list on page 135, and if they succeed they keep the point of Willpower they risked, and they gain another point (up to their maximum).
Now, I front-loaded all of that information to explain how important Willpower is. It is a way for hunters to give themselves the necessary edge over the monsters of the world, and to activate the various powers from the different Conspiracies. It's also a necessity for activating many supernatural and psychic merits. Hence why it is important for a hunter to build up their Willpower as high as possible.
The key, if you are a player, is to juggle/cycle your Willpower use. Whether it's by regularly indulging in their vices, risking their Willpower in calculated ways to never use too much at once, or using merits like the Harvest Psyche ability in Psychokinetic Combat merit, players should be regularly spending/risking their Willpower in order to get the most bang for their buck.
From Behind The Storyteller's Screen
If you're a Storyteller, you've got a lot of things coming your way from a cell of hunters. Whether it's hellfire and castigations, psychic fury, or just a barrage of slings and arrows, it's a miracle any of your monsters make it out alive.
However, when it comes to Willpower, you need to think of it like bullets in a gun. This resource is potent, but it isn't bottomless. So make sure you're keeping track of it, and throwing a couple of spanners into the works so your players have to think about what they're blowing their chips on.
![]() |
| How are they going to spend these points? |
Because on the one hand, hunters are using their Willpower to give themselves that necessary edge to resist dangerous powers, activate their own supernatural abilities, or just to give themselves a better shot at slaying the monster of the week. However, if your hunters are constantly topping themselves off on Willpower (especially if you've implemented the Beats as Bennies rule that was suggested in Deviant: The Renegades), then it might feel like they have a bottomless fuel tank.
Remember that anyone who receives a single point of lethal damage, or has all their Health boxes filled in with bashing damage, gains the Beaten Down tilt (which means they have to spend a point of Willpower every time they want to take a violent action in the current combat). Ask yourself if monsters whose Dread Powers siphon off Willpower are an appropriate threat. And, above all, remember that the number of enemies, and the number of encounters, can make a huge difference.
If a cell of hunters can just kick in the door and fight a single vampire, or a gigantic spider, or a werewolf, then they can probably go all-out and win. But if they first have to slog through layers of ghoul security, or a brood of lesser spiders, or they have to deal with the werewolf's mate and kin, then suddenly a battle that was quite winnable is looking like a dangerous, resource-intensive slog.
Hunters travel in packs... but keep in mind that monsters are rarely lone wolves.
Like, Follow, and Stay in Touch!
That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!
Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or the dark sci fi channel I contribute stories to, The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!
To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!












