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Equipment

Even the eerie, the terrifying, and the downright uncanny creature might come armed. While the ethereal and the beastly can rely on natural abilities, some Horrors use weapons, tools, or other forms of equipment to present a challenge to your Hunters.

When equipping your Horrors, keep in mind that they're not bound by the same rules as Hunters. While armor might not directly affect a Horror's Hit Threshold (HT), they might sport an enchanted cloak or a mystical amulet that provides some form of protective or offensive advantage.

For Horrors that wield weapons, particularly humanoid Horrors, you can use collection of armaments detailed in the Items and Equipment chapter or create your own powerful artifacts. From spectral blades that chill the soul to eldritch firearms that warp reality with every shot, the weapons your Horrors wield can be as ordinary or as extraordinary as you need them to be.

However, always remember that what a Horror carries, a Hunter can potentially acquire. If a Horror is defeated and its weapon left behind, there's a good chance your resourceful Hunters will scoop it up. Always be prepared for the possibility of your players gaining access to any equipment you give to a Horror.

Example

Overseer: "Hey Jason, I'm thinking of having my Horror, a cursed knight, carry an ancient, flaming sword. But I'm a bit worried about what might happen if my Hunters get their hands on it."

Jason: "That's a legitimate concern, but also a fun challenge! Maybe the sword is bound to the knight and the flame goes out when it's defeated, turning it into a regular, albeit impressive, sword."

Overseer: "That's a great idea! And it gives me a chance to let my Hunters delve into the lore behind the sword, maybe even a side quest to reignite it."

Jason: "Exactly! Just remember, it's not just about making the Horror challenging, but also about making the encounter memorable and rewarding."