Hm... that Witch Hunter game looks interesting maybe. What's the system like, VB?
Paraphrasing the book:
Witch Hunter is a game of horror. Minions of the Adversary are real.
Witch Hunter is a game of swashbuckling action. Rules-light, the GM is encouraged to award flashy play.
Witch Hunter is a game of history. You don't need to be a history major (I'm not), but your character's origin matters.
Witch Hunter is a game of folklore. Like our own world, except the folklore is true.
Witch Hunter is a game of faith. The existence of a higher being is absolute truth. People have faith in many different ways. And Witch Hunters use their truth faith in their god of choice to fight against the Adversary.
The mechanics are universal. Your stats, skills and talents determine a dice pool. You roll a number of d10s equal to your pool. Every die that comes up 7 or higher is a success. If you roll a 10 on the die you count the success and reroll the die for a chance at additional success.
The game cares alot about the Witch Hunters' chosen vices and virtues. Hero Points are earned through heroic actions, suffering a setback for sticking by your virtue, and being tempted by the GM to give into your sin. Hero Points can be spent to aid your character.
True Faith measures the strength of faith in your character and has beneficial effects in game.
Damnation Points can be gained by giving into your sins or seeking power from the Adversary. It is a powerful tool that can aid your character, but has drawbacks as well. The most immediate effect is that Damnation limits the amount of True Faith your character can earn.