On The Outskirts | SoCal | Hunter Mission Chronicles
Hunt for profit or principle—but in L.A., demons aren’t the only threat. Climb the ranks, take the jobs, and watch your back. Everyone else is.
TYPE
EXPERIENCE
AGE
Free
Details
Weekly / Monday – 4:00 AM UTC
Campaign Length / 1–4 Sessions
3–4 Hour Duration
4 / 6 Seats Filled
Schedule
About the adventure
Campaign Title: On the Outskirts System: Hunter: The Reckoning 5th Edition Type: Living World / Multi-Table / Persistent Characters Format: Mission Based Short Chronicles | Shared Universe | Character Portability On the Outskirts is a living-world Hunter: The Reckoning campaign set in modern-day Los Angeles and larger Southern California. Players take the role of Hunters—contracted operatives working through small cells—tasked with confronting the unnatural forces that feed on the city’s edges and its heart. While many operate in isolation, most are affiliated with the United Hunters Association (UHA), a loose but competitive contractor network that connects Hunters to jobs, clients, and other cells. In a city crawling with vampires, shapeshifters, and worse, work is never in short supply—but good help is. The campaign supports a shared-universe structure, allowing players to persist with the same character across multiple chronicles and even tables. Hunter groups may cross paths, compete for contracts, or collaborate on high-risk jobs. Every action echoes—failures, betrayals, and triumphs shape the larger setting, including its sister Vampire: The Masquerade campaigns running in parallel. Your choices don’t just affect your cell—they affect the city. This is not a standalone story. It’s a network of stories stitched together by blood and motive. The UHA leaderboard adds another layer of pressure: a public measure of success, skill, and influence. Only the most consistent, lethal, or politically clever rise through its ranks—and doing so opens the door to more dangerous (and better-paying) contracts. But competition between Hunters is fierce, and the city is unforgiving. The higher you climb, the harder others want to see you fall. Internal rivalries can be just as deadly as anything that hides in the dark. From militant clergy and burned-out cops to cartel enforcers and grifters who saw something they shouldn’t have, Hunters come from all walks of life. What binds them is the knowledge that something in this city is deeply wrong—and the willingness or perhaps financial need to risk everything to do something about it. Just remember: the enemy isn’t always inhuman. Sometimes it’s just standing across the street, watching, waiting for your guard to drop.
Game style
Organized Play
Theater of the Mind
Roleplay Heavy
Game themes
Meet the Game Master
About me
I’m a storyteller focused on grounded, character-driven narratives that explore power, loyalty, and survival in hostile, complex worlds. My campaigns draw heavy inspiration from organized crime dramas, psychological thrillers, and the harsh beauty of the Western states and Northern Mexico—regions I know intimately and build into my worlds with care and accuracy. I mainly run Vampire: The Masquerade 5th Edition, a game system that thrives on moral ambiguity, factional tension, and the constant push-and-pull between survival and control. My games emphasize cultural depth, political nuance, and long-form arcs where every action has weight. I spend a great deal of time developing living, reactive settings—cities, factions, and families that grow, fracture, or fall based on your choices. As an audio professional, I create original music and sound effects tailored to each campaign. That includes in-world songs, atmospheric scores, and dynamic sound effects—all crafted to elevate the mood and immerse players more deeply in the story. When you play at my table, you’re stepping into a world with a heartbeat. Whether you’re surviving the brutal heat of the Mojave or maneuvering through the shadowy politics of undead Los Angeles, my games deliver a grounded, story-first experience where your choices drive the world forward. Sessions are immersive, character-focused, and built to reflect the weight of your actions. I aim to create narratives that feel lived-in, dangerous, and meaningful—perfect for players who want to lose themselves in a setting that challenges them at every turn.
View Profile →Character creation
Creating your character
Character creation will be handled during session 0. Players are free to either choose a pre-made character, or make an original character by the vanilla Hunter 5E rules. Character sheet will be created within Alchemy for easy use within the VTT. The Core Rulebook is enough for the players, I can provide information on anything from the other books.
What to expect
Preparing for the session
Players will need to make a Alchemy VTT account, and a Discord Account. No purchases are necessary on either website. Once a player has joined the Alchemy room, they will be able to easily choose a premade character or make an original one. During session zero, or when a player first joins, I will make sure to go over the essential rules, however everything they need to know will be mostly within Hunter: The Reckoning 5E Core Rulebook. Campaign rules and guidelines will be sent in a pdf file.
What D'Antonio brings to the table
As your Game Master, I deliver a cinematic, theatre-of-the-mind experience crafted for players who want more than just dice and dialogue. Every session is supported by custom artwork, photographed backgrounds, and immersive audio that goes far beyond ambient noise. Gunfire has weight (sound effects), voices echo in abandoned urban buildings, and night clubs crank with punk rock and modular techno, and original songs that reflect your the mentality of characters in the world—sometimes even telling your story. I voice every NPC with care and personality, making conversations feel grounded and alive. With my background in sound engineering, I shape each scene with a level of audio detail rarely seen in TTRPGs. This is storytelling with a pulse—built to pull you in and not let go.
Homebrew rules
Weapon damage values adjusted for greater realism.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How D'Antonio creates a safe table
During Session 0, the Game Master and Players come together to discuss the campaign’s rules, expectations, and tone. The GM explains the setting, system mechanics, themes and concepts, while players share their character ideas and establish boundaries. This session also covers the group’s play style, scheduling, and etiquette, setting the foundation for a smooth, respectful, and immersive campaign experience.
Content warnings
Safety tools used