Classes
D10 class table
A hunter’s core training and specialization. Sometimes this comes from formal schooling or apprenticeship, but just as often the skills are self-taught as necessary adaptations for survival. A good crew contains hunters with a selection of different specialties to allow for flexibility and complementary strategies.
Classes help to determine a hunter's specific playstyle with talents based around a particular theme. Each Class here is presented with a single talent that is representative of the Class as whole, but the full release has 10 unique talents to choose from.
"Hunters are not born, they are made. Each one of us has lost something to the hunger of the dark. That is enough to break most common folk, but hunters are the ones who turn that pain into a rage we can use. That rage is the thing that unites us beyond any class or creed." - Mal Withers, Captain of the Mad Dogs

1.
Alchemist
Originally developed in Esilan, the chemical sciences advanced to a near-magical degree during the time of the Vastian Republic. Miraculous cures, physical transformation, and truly nightmarish weapons were all the purview of guild chemists. While much has been lost during the chaos of the Rising, the alchemists of today continue to experiment with all the possibilities of their mysterious science.
Medical Training: This hunter gains the following Action “Mend ◇ (Threatened): Either this hunter or target ally within 1” heals 1 damage.”
2.
Haunted
Those who have passed into the Dark Meanders and returned to life with a burning essence. They are said to have always existed, but their numbers have increased dramatically in modern nights with the damage inflicted to the Veil by the Rising. Haunted are treated with fear and suspicion due to their ability to bind phantoms and draw upon their powers in times of need. Many see them as necromancers in league with the dead, but a hopeful few view them as the human spirit adapting to life in the deadlands.
Hauntless Nomad: May invoke the Hauntless Nomad
3.
Marksman
True mastery of ranged weaponry comes from a keen eye, a steady hand, and an intuitive awareness of surrounding conditions. Marksmen combine these three skills to deadly effect, able to drop enemies with a well-placed shot before they even know what hit them. While ranged combat has been fixture of warfare since the invention of slings, the proliferation of black powder has seen Marksmen truly dominate the battlefields of Voyrune.
Dead Eye: Gains the following Action “Aim ◇: This hunter gains a d6 boon to the next Shoot Action they take this round. If successful, the Action inflicts +1 damage.”
4.
Preacher
With the world being as it is, everyone needs something to believe in when the night grows long. There are dozens of faiths in Korvast, from personal ancestor worship to the strict dogma of the Saraten Church. Preachers see it as their solemn duty to spread their faith to where it is most needed. A few such souls find themselves drawn to the path of the hunter, shouting the glories of their chosen divine while cleansing this world of darkness one rotter at a time.
Ray of Light: Whenever this hunter takes the Steady Action, every hunter within 3” heals 1 Stress.
5.
Rogue
Survival is not glamorous, nor is it clean. Sinners and saints leave the same corpse in the end. Rogues may not have acquired their skills in the most respectable of fashions, but they are out there killing monsters nonetheless. Their stealth, skill, and pragmatic ruthlessness make them an asset to any crew that does not mind their tainted reputation.
Opportunist: Inflicts +1 damage with successful Strike and Shoot Actions while benefiting from the hidden condition or when targeting an enemy engaged with an ally.
6.
Scout
The wilds have always been a dangerous place, no matter how much civilization has tried to bring them to heel. This is doubly true since the Rising, when restless dead and horrifying abominations prowl the countryside. A good scout is worth their weight in silver when it comes to identifying dangers and getting out of trouble in time to warn their companions.
Snare: This may use Agility in place of Insight when using the Distract Action. Furthermore, if the Action is a success, the target has their Speed reduced by 1 per ✪ scored until the end of the round.
7.
Soldier
While most of these souls have only the barest training to begin with, if they are to survive for long, they need to hone their skills and harden their nerves. Soldiers represent the courageous few who hold the line even when everything is against them and find their true calling in the thick of combat.
Rapid Strike: This hunter may Strike as a ◇ Action.
8.
Tactician
It takes a special mind to remain detached and methodical during the chaos of combat. No battle plan survives first contact with the enemy, but a true tactician is able to think on their feet and adapt to the realities of a changing battlefield. Often beginning their careers as members of a local guard, their gift for strategy and coordinating groups of fighters sees them quickly elevated to leadership positions.
Group Bolster: When this hunter takes the Bolster Action, they may suffer 1 Stress to target an additional ally in range.
9.
Witch
Everyone from Tonah-worshipping druids to umbral mages have been accused of witchcraft by torch-bearing mobs since the end of the mage dynasty. Sages reserve the title for spiritualists who venerate the so-called Witch Trinity, hateful spirits who whisper spiteful secrets and promise vengeance to the downtrodden. Their true purpose might be shrouded in mystery, but their powers can serve to level the playing field against monsters and cultists.
Evil Eye: Whenever this hunter successfully uses the Distract Action, the target suffers 1 damage per ✪ scored.
10.
Zealot
Many are sustained and empowered by their faith, but most of these sane folk still fear the zealot. So consumed by religious fervor, they find purpose in pain and are cleansed by agony in their search for oneness with the divine. The Saraten Church is known for stoking this self-destructive fire among the ranks of their Galar and unleashing these devotees upon any and all enemies of the one true faith.
Berserker: As long as this hunter is bloodied, they gain a d6 boon to Strike Actions and inflict +1 damage on a success.