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Limits and Interactions

Hunters survive by combining odd talents with stranger tools. When a trait, ability, item, or artifact overlaps with another rule, use the guidance below to keep the table moving and prevent one clever combination from swallowing the rest of the game.

Order of Resolution

When multiple features affect the same action, resolve them in this order:

  1. Permission: Does a feature allow the action at all? For example, an artifact might let a Hunter touch a ghost, or a trait might let them climb an impossible surface.
  2. Position: Apply edge, setbacks, cover, range, visibility, and environmental pressure.
  3. Roll: Roll the dice and apply the relevant attribute modifier.
  4. Damage or Effect: Apply damage dice, healing, status effects, movement, or narrative consequences.
  5. Costs: Spend charges, mark Fatigue, trigger backlash, break equipment, or advance a Horror's plan.

If two rules disagree, the more specific rule wins. If both are equally specific, the Overseer chooses the ruling that creates the most interesting consequence without invalidating a Hunter's core concept.

Stacking Limits

Bonuses should stay sharp, not infinite. Unless a rule explicitly says otherwise:

  • Edge and setbacks do not stack. Multiple sources of edge still mean you roll with edge (roll twice and keep the higher result), and multiple setbacks still mean you roll with a setback (roll twice and keep the lower result).
  • Flat bonuses to the same roll do not stack if they come from the same kind of source. Use the highest trait bonus, the highest item bonus, and the highest situational bonus.
  • Expanded critical ranges do not stack. Use the single best critical rule available.
  • A feature that adds damage dice can apply once per attack or ability use.

Artifact Costs

Artifacts should feel like bargains with something listening on the other side. A useful artifact normally has three parts:

  • A clear benefit that changes what a Hunter can attempt
  • A limit such as charges, conditions, range, or preparation
  • A cost such as Fatigue, attention from a Horror, collateral damage, memory loss, debt, corruption, or a complication introduced by the Overseer

If an artifact only adds numbers, it will eventually become ordinary equipment with better branding. Give it a behavior, a hunger, a history, or a tell.

Example

Overseer: "The mirror-hook lets John pull the wraith into the room for one round. Your Gunslinger trait can still help with the shot, but the artifact is doing the impossible part."

Amy: "So the hook gives permission, John's trait affects the attack, and the cost comes after?"

Overseer: "Exactly. John, if you fire through the reflection, roll normally. On a hit, the wraith becomes solid until the end of your next turn. Afterward, the mirror keeps your reflection for the rest of the scene."

John: "I don't love that."

David: "You said that after touching the pendant, too."