Category:Hunters



"The laws of civilization are younger than the Laws of the Hours, but they, too, sometimes require a sacrifice."

Hunter is an Aspect indicating an agent of the Suppression Bureau. Hunters are adversaries who check on your occult activity to find evidence to convict you.

When the Season of Suspicions occurs, it will look for Reputation cards, Hunters, or Evidence. If no Hunter is on the board, but there are Reputation cards, a new Hunter may appear. The first Hunter to appear is always a Weary Detective.

Dealing with Hunters
Note: In previous versions of Cultist Simulator, it was possible to turn Hunters into Poor Lunatics by driving them insane with secrets of Lore, Dread, or Fascination. With the implementation of Rivals, it is no longer possible to do so; insane Hunters become Rivals rather than lunatics.

Employ a Remarkable Poison Against a Hunter
"'Enjoying your tea?' The end is not pretty, but it's quick and almost painless. There are much worse ways to die."

Talking to a Hunter with a Lethal Poison will kill them and leave behind Notoriety (unless using Glassfinger Toxin). Hunters with the Tenacious aspect have a 30% chance to survive this type of attack, which will also produce a Notoriety.

A Surprise Attack on an Adversary
"My adversary insists on a public meeting-place. They have taken all reasonable precautions. But there are no reasonable precautions against one such as I. A direct personal assault would be a considerable risk... but perhaps that's what we've come to."

Talking to a Hunter with a Strength skill or a card with the Dangerous Aspect may allow you to kill them with your own hands. This has a 10% chance of success with a Strength skill and a 30% chance of success with the Dangerous aspect. Tenacious Hunters have a 30% chance of surviving this regardless. If the attempt fails, the Hunter will become Wary and will not speak to you again.

Send an Unstoppable Force to murder a Hunter
"Unless this Hunter has some unusual protection, they're already dead. But their demise will attract attention."

Talk to a Follower or summon high in to send them after a Hunter. On success, A Human Corpse and Notoriety will be produced; there is a 30% chance that a Prisoner will be produced instead of a corpse. At 10, the minion is guaranteed to kill normal Hunters. At 5 and up, minions have a 70% chance of success; at  1 and up, minions have a 30% chance of success; with no, there is a 10% chance of success. On success, Tenacious Hunters have a 30% chance of surviving and Mystic Hunters have a 70% chance of surviving if the minion was a spirit. On failure, your minion will not return.

Send a silent Minion to resolve the problem of a Hunter
"My Minion will watch and wait. If we're lucky, they may have an opportunity to dispose of our enemy."

Talk to a Follower high in to send them after a Hunter. At 10, the success rate is 70%; at  5, success rate is 30%; at  1, success rate is 10%. On success, A Human Corpse and Notoriety are produced. Tenacious Hunters have a 30% chance of surviving attacks regardless. On failure, Notoriety is produced, but your minion will return. attacks have a lower chance of succeeding than, but there is no risk to the Follower. Currently, no spirits attack with Winter.

Share a terrible mystery of the Ragged Lore
"‘When the Forge is cold and the Glory is dark and the Wood is dust, perhaps the Wolf Divided will rest, but only until it can devour itself. Hear me now...’ ‘There is a power that commemorates and grieves, from whom nothing is taken, but who cannot be deceived. I will tell you that power's name. Listen to me...’ ‘Let's speak of endings. Let's speak of the declining sun. Let's speak of things that aren't quite dead, and won't quite die...’"

Talking to a Hunter with Lore has a chance of swaying the Hunter from their path to become a Rival. With, there is a 70% chance for a non-Grim Hunter to become Grim or a Grim Hunter to become a Rival. At 8 or above, there is a 70% chance for Grim Hunters to become Rivals and a 30% chance for non-Grim Hunters to become Grim. Below 8, the chance for either is only 30%. If the Hunter is Idealistic, this will have no effect; if this fails, the Hunter will become Idealistic. Any result other than the Hunter becoming an independent will produce Notoriety; Dread will always be produced.

Share a terrible mystery of the Glorious Lore
"‘This is the secret doctrine of the Door-in-the-Eye. Open your ears...’ ‘The Door-in-the-Eye navigates; he is not merciful; but first and always, he illuminates. Listen, and be illuminated...’ ‘There are finer things than we see. You must have felt it. Consider the possibilities of eternity...’"

Talking to a Hunter with Lore has a chance of swaying the Hunter from their path to become a Rival. With, there is a 70% chance for a non-Idealistic Hunter to become an Idealist or an Idealist to become a Rival. At 8 or above, there is a 70% chance for Idealists to become Rivals and a 30% chance for non-Idealists to become Idealists. Below 8, the chance for both is only 30%. If the Hunter is Grim, this will have no effect; if this fails, the Hunter will become Grim. Any result other than the Hunter becoming an independent will produce Notoriety; Fascination will always be produced.

Describe the horrors awaiting an adversary
"‘Something to think about, every time you close your eyes.'"

Talking to a Hunter with Dread has a 30% chance of producing Notoriety and making the hunter Grim, if they aren't already; talking to a Grim Hunter has a 30% chance of swaying them from their path into a Rival. If the Hunter is an Idealist, this will have no effect and will produce Notoriety; if the Hunter does not become Grim or is not swayed from their path, Notoriety will be produced and the Hunter will become an Idealist (and, if they're not already, Tenacious). This will always produce an extra Dread.

Describe your visions to your adversary
"‘The higher you rise, the more you'll see.'"

Talking to a Hunter with Fascination has a 30% chance of producing Notoriety and making the Hunter an Idealist; talking to an Idealistic Hunter has a 30% chance of swaying them from their Path into a Rival. If the Hunter is Grim, this will have no effect and produce Notoriety; if the Hunter does not become an Idealist or is not swayed from their path, Notoriety will be produced and the Hunter will become Grim (and, if they're not already, Tenacious). This will always produce an extra Fascination.

Erratic
"This Hunter often fails to create Evidence from Notoriety. Conversely, they'll sometimes create Evidence even when they can't find Notoriety."

After grabbing or failing to grab a Reputation card, Erratic hunters have a 10% chance of either destroying the Notoriety previously grabbed, or, if they found no Notoriety, a 10% chance of creating Notoriety. If they create Notoriety, they then have a 70% chance to either create or improve Tentative Evidence. Spencer Hobson has Erratic by default; other Hunters may gain this aspect due to actions by An Immortal Enemy (Meticulous Hunters will have Meticulous replaced by Erratic in this case).

Grim
"Grim Hunters cannot be swayed by the allure of the Glory ... but their own despair may destroy them."

Grim hunters cannot be swayed by lore or Fascination, but they are susceptible to being swayed to become Rivals by  lore and Dread. Inspector Wakefield is Grim by default; other Hunters can become Grim by Talking to them about or Dread, or by actions taken by An Immortal Enemy.

Idealist
"Idealists cannot be demoralised - although sometimes their ideals can be turned against them."

Idealist hunters cannot be swayed by or Dread, but they are susceptible to being swayed to become Rivals by  lore and Fascination. Doctor Natalia Dragon is Idealistic by default; other Hunters can become Idealists by Talking to them about or Fascination, or by actions taken by An Immortal Enemy.

Meticulous
"This Hunter always succeeds at creating Evidence from Notoriety."

Meticulous hunters have a 100% chance to create Tentative Evidence or upgrade to Damning Evidence with Notoriety, rather than the normal 70% chance. Doctor Natalia Dragon and Inspector Wakefield are Meticuous by default; other Hunters can become Meticulous by actions taken by An Immortal Enemy.

Mystic
"This Hunter will usually survive attacks by creatures of the Mansus, even if those attacks would otherwise be unstoppable."

Mystic gives a Hunter a 70% chance to survive any attack from a summoned minion, regardless of the spirit's ranking. If a spirit fails to kill a hunter, that hunter will then have a 30% chance to gain this trait (and a 10% chance to gain the Tenacious Aspect); Hunters can also become Mystic through actions taken by An Immortal Enemy. Spencer Hobson and Connie Lee are Mystic by default.

Tenacious
"This Hunter will survive perhaps one physical assault in three, even when the attack would otherwise be unstoppable."

A Tenacious Hunter has a 30% chance to survive poisoning, attacks from Followers, and direct attacks. After surviving any attack, non-Tenacious hunters have a 10% chance to gain this aspect. Failure to sway a Hunter with Dread, Fascination, or Lore may make them Tenacious, as may certain actions by An Immortal Enemy. Connie Lee is Tenacious by default.