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Credits
Written by: Jess Heinig, John Wick and Alison Young
Addition Writing by: Richard E. Dansky
Development by: Jess Heinig
Additional Development by: Richard E. Dansky and Cynthia Summers
Editing by: Carl Bowen
Previously published material has appeared in: Laws of the Night, Laws of the Wild, Oblivion, The Long Night, The Shining Host and The Inquisition, Project Twilight, Halls of the Arcanum, The Quick and the Dead, The Autumn People, The Hunters Hunted, Ghouls: Fatal Addiction, Kinfolk: Unsung Heroes, Mediums: Speakers with the Dead and The Enchanted
Art Direction by: Lawrence Snelly
Photography by: Jonathan Rhea
Front and back cover: Katie McCaskill
Layout and Typesetting: Katie McCaskill
Special Thanks to:
Justin “Hire ‘im” Achilli, for giving me the go-ahead.

Andrew “Roomie” Bates, for the spare room.

Phil “The Time Has Come” Brucato, for joining the live-action bandwagon at long last, all while getting married.

Ken “Whoa!” Cliffe, ‘cause he’s such a funky Canadian. And because he extends deadlines.

Rich “You are God, Part 2” Dansky, for giving me the same inspiration that he gave to Ed.

Shane “Magister” DeFreest, perhaps the creepiest of the Old Scary Guys.

Ed “Epopt” Hall, with his infinite patience for wacky Shadowland enigmas.

Ethan “No Rage” Skemp, for the Kinfolk that he denied with his caress of continuity.

Playtesting:
Laura Middleton, Michael Dent, E. “Glas” Durboraw, and the many players and Storytellers of the Tennessee Camarilla; Lee Ismarc and Rob Fouts, and the players of Balle Nocturne; and Joyce Summers, Trevor Summers, Ian Dunteman and Kurt Paul along with the players of Battlefield: San Diego. A heartfelt “thank you” to all of the hundreds of players who couldn’t be listed in this small space.
Publisher: White Wolf Publishing, Inc.
Imprint: White Wolf Game Studio
Published: October 1998
Pages:
Year: 1998
Publication #: WW 05015
Reference #:
PDF: DriveThruRPG.com Bullet-rpg
Price: Digital: $7.99

Print on Demand: $15499

Laws of the Hunt is a sourcebook for Classic Mind's Eye Theatre on how to implement non-imbued hunters as player characters.

SummaryEdit

From the White Wolf Catalog:
Saving The Mortal World
In a world twisted by dark magic and despair, supernatural creatures rule from behind the scenes. Vampires pull strings in their deadly games while werewolves roam the woods. Mere mortals are playthings and puppets - until they decide to fight back. Some people know the truth, and they plan to make a difference, to save humanity from the hidden darkness.
By Any Means Necessary
Even vampires fear The Inquisition, and the government's Special Affairs Division of the FBI is as dangerous as any supernatural enemy. Now, in Laws of the Hunt, you can take up the hunter's mantle and discover the perilous razor's edge of a mortal enmeshed in a supernatural world. Bring a new angle to live-action games, with mortal hunters updated from the Antagonists rules, and the addition of new sorcery. It's time to save humanity.
The Hunt Is On

ChaptersEdit

PBlood on the Tracks: A Cautionary TaleEdit

Chapter One: IntroductionEdit

Chapter Two: Character CreationEdit

Chapter Three: Numinae and PowersEdit

Chapter Four: Systems and RulesEdit

Chapter Five: StorytellingEdit

Background InformationEdit

Memorable QuotesEdit

CharactersEdit

TerminologyEdit

ReferencesEdit

Previous book:
cMET: Laws of Elysium Bullet-pdf
Game Books
Classic Mind's Eye Theatre books
Next book:
cMET: Laws of the Wyld West Bullet-pdf
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