Special Rules
Hunter's Journals
Every hunter has his own journal, where he documents everything he knows about his profession inside, these books are incredibly valuable to hunters for the knowledge contained within them. These journals are written in using a cipher only the hunter knows, in order to protect potentially dangerous secrets from getting into the hands of those who might abuse such knowledge. This cipher has a DC 10+ the hunters Decipher Script skill to crack and takes two full days of study, at which point everything the hunter knows is added to the readers journal. A hunter may choose to teach another hunter something from his journal, of course he may charge for this right if he so chooses, that is between the two hunters negotiating.
Research
Hunters can research supernatural phenomena in order to try to discover what is causing them.
They may first compare signs with their journal to try to see if they have come across something similar before, which takes thirty minutes. Failing that they must do research to try and figure it our for themselves.
Research requires accessing volumes of religious and occult data to find out information on what is causing the events.
When a hunter attempts a research he makes a special research roll. He can make a basic role of 1d3, a score of 3 will result in some piece of information being discovered about the event, normally giving a fairly likely candidate for the cause of the event. They can instead choose to invest more time and money into the research and make a more informed descision.
Hunters may increase the size of the die rolled for research by investing gold and xp. 100xp and 100gp will gain one extra die.
Rolling a four will give a second possible cause and rolling a five or above will give a guaranteed cause of the supernatural problem.
You may research events or monsters a total of four times per day.
Researching Monsters and Fiends
Hunters may research monsters and creatures much the same way they research events. They may do in depth research into a monster and roll 1d3, a score of 3 will reveal a fact about the monster. Again a hunter may invest 100xp and 100gp to increase the size of the die thrown, and for every point above 3 they will learn an additional fact. These may include such things as a weakness the creature has, a way to protect or manipulate the creature or some of the creatures tell tale signs and habits.
Spells
Most people don't believe in magic. There are no dedicated spellcasters or clerics or paladins.
Instead you can learn spells in two specific ways: Experimentation and Discovery.
Experimentation:
By researching many many tomes on the occult and religion you many eventually come to discover an arcane secret or divine rite which will allow you to use a spell. This is both exhaustive and expensive however, costing you both experience and money to do so.
To research and experiment to find a spell you must spend 1000 times its level in experience and gold pieces. You may only learn spells 3rd level and lower.
Your research is stored in your hunters journal.
To cast a spell you must have memorized it and prepared it from your journal beforehand, taking 30 minutes per level of spell to read and memorize it, your inelligence score must be equal to 10 + the spell level.
You may memorize one spell at a time at 3rd level
two at a time at 4th level
three at a time at 5th level
four at a time at 6th level.
Discovery
Spells may also be discovered in unique tomes found during missions, or from successfully reading a hunters journal that contains a spell. Such spells are learned with no xp or gold cost.
Rituals
Rituals are extremely complicated and powerful magic and are often very specific. Rituals can be researched only by finding them in special tomes in missions or by learning them from other hunters. They are very specific and often have expensive compnents. They also take a lot of time to set up and some are quite dangerous.
Every hunter has his own journal, where he documents everything he knows about his profession inside, these books are incredibly valuable to hunters for the knowledge contained within them. These journals are written in using a cipher only the hunter knows, in order to protect potentially dangerous secrets from getting into the hands of those who might abuse such knowledge. This cipher has a DC 10+ the hunters Decipher Script skill to crack and takes two full days of study, at which point everything the hunter knows is added to the readers journal. A hunter may choose to teach another hunter something from his journal, of course he may charge for this right if he so chooses, that is between the two hunters negotiating.
Research
Hunters can research supernatural phenomena in order to try to discover what is causing them.
They may first compare signs with their journal to try to see if they have come across something similar before, which takes thirty minutes. Failing that they must do research to try and figure it our for themselves.
Research requires accessing volumes of religious and occult data to find out information on what is causing the events.
When a hunter attempts a research he makes a special research roll. He can make a basic role of 1d3, a score of 3 will result in some piece of information being discovered about the event, normally giving a fairly likely candidate for the cause of the event. They can instead choose to invest more time and money into the research and make a more informed descision.
Hunters may increase the size of the die rolled for research by investing gold and xp. 100xp and 100gp will gain one extra die.
Rolling a four will give a second possible cause and rolling a five or above will give a guaranteed cause of the supernatural problem.
You may research events or monsters a total of four times per day.
Researching Monsters and Fiends
Hunters may research monsters and creatures much the same way they research events. They may do in depth research into a monster and roll 1d3, a score of 3 will reveal a fact about the monster. Again a hunter may invest 100xp and 100gp to increase the size of the die thrown, and for every point above 3 they will learn an additional fact. These may include such things as a weakness the creature has, a way to protect or manipulate the creature or some of the creatures tell tale signs and habits.
Spells
Most people don't believe in magic. There are no dedicated spellcasters or clerics or paladins.
Instead you can learn spells in two specific ways: Experimentation and Discovery.
Experimentation:
By researching many many tomes on the occult and religion you many eventually come to discover an arcane secret or divine rite which will allow you to use a spell. This is both exhaustive and expensive however, costing you both experience and money to do so.
To research and experiment to find a spell you must spend 1000 times its level in experience and gold pieces. You may only learn spells 3rd level and lower.
Your research is stored in your hunters journal.
To cast a spell you must have memorized it and prepared it from your journal beforehand, taking 30 minutes per level of spell to read and memorize it, your inelligence score must be equal to 10 + the spell level.
You may memorize one spell at a time at 3rd level
two at a time at 4th level
three at a time at 5th level
four at a time at 6th level.
Discovery
Spells may also be discovered in unique tomes found during missions, or from successfully reading a hunters journal that contains a spell. Such spells are learned with no xp or gold cost.
Rituals
Rituals are extremely complicated and powerful magic and are often very specific. Rituals can be researched only by finding them in special tomes in missions or by learning them from other hunters. They are very specific and often have expensive compnents. They also take a lot of time to set up and some are quite dangerous.



