Hunter is a very pro-active game. In a sense, it doesn't matter whether your mortal character is built according to the Hunter rules or not. Unless he goes out into the dark and tries to push the monsters back, he's not really a hunter. That's what makes Hunters different from ordinary mortals and why they have a full game line: their obsession drives them, pushing them to extremes that regular people can't match. That's true for their physical abilities and their ingenuity, but also in their morals and sanity. For example, with many players seeing The Dark Knight, Batman is often presented as a Hunter model. He's good, but to my mind, Heath Ledger's Joker is not just an awesome example of a slasher, but of a fallen Hunter too.
Some people have evidently been calling this a core content update for the World of Darkness mortal game. While White Wolf may not like that perspective, there is a huge amount of material that can be used in any mortal and perhaps any game. Chapters 2 and 4 are the Character Creation and Special Rules chapters. The main innovations here are Practical Experience, Tactics and the Professions. Tactics are, usually, tactical applications of teamwork to achieve some specific effect. The names pretty much sum those up, for example Controlled Immolation and Dentistry (that's not so much removing teeth as smashing the mouth). Practical Experience supplements normal experience to an extent, and is earned solely through hostile encounters with supernatural beings. Hunters can deal civilly with supernatural beings if they choose, but only taking risks gets them practical experience for it. Professions describe various character types and give some specific benefits for Hunters from their day jobs. The Professions are not based directly on job-defined definitions, but what your character regards himself as. A science writer for instance could be based on the Academic, Journalist, or Scientist professions, just as the obvious choices. There is also a big section on equipment, which both adds new items and expands on previous descriptions. For any game that involves a character trying to be a part of the mortal world, the new equipment and Profession descriptions are wonderful additions.
Chapter 3 features the sample Compacts and Conspiracies. The Compacts can be defined as groups that share a common obsession. The Conspiracies are a bit more my style, as they are defined by the obsessions of their founders, rather than a necessity for all members. I don't genuinely like any of these organisations, however. The writer's intent seems to have been to give a strong dark side to all of them, forcing the question of how to fight monsters without becoming monsters. A good idea, that would have benefited from more work in giving any good qualities other than monster hunting. Also, the organisations seem rather generic and reinforce negative stereotypes. The only organisation engaged in systematic criminal activity are the Muslim drug-runners. The sinister corporation comes from Europe. Finally, the write-ups are more about the history and nature of the groups, while knowledge of how they behave seems to be left to the many references to them throughout the rest of the book. The chapter also has the Endowments for the Conspiracies and rules for making new groups and Endowments. That includes an unexpected gem: three or four research groups or strategies for each Conspiracy. They are well written, imaginative, and for a research type like me are brimming with story ideas.
Chapter 1 belongs with Chapter 5 and the Appendices as part of the Storytelling and Antagonist sections. Chapter 1 has a history section and discussion of the philosopy of the hunt, but it also has a section on what Hunters know and believe about the supernatural. I actually prefer it to the rules-based section in Chapter 5. Chapter 5 provides neat categories for the 5 previous game lines, whereas Chapter 1 depicts Hunters evaluating a supernatural entity based on what they see it do, not what the rules say it is. The Dread Powers system is based on that, too. People wondered how White Wolf would represent their supernatural beings without reprinting all of their rules. The Dread Powers represent the physical or mental effect a Hunter sees or experiences. It's a simple system for creating direct physical opponents for Hunters to face. Apart from that, the Storytelling section has an emphasis on Hunter vs Hunter conflict. It's definitely an area that deserved exploration, but it's given too much prominence. The monster hunt should almost always be at the forefront of a Hunter story, and I would not enjoy a Chronicle that consisted primarily of political infighting within an organisation and/or combat with Hunters outside it. Having said that, cults also get a prominent mention. (I predict the sixth book will be about cults.) Cults make good enemies for Hunters in particular because they force Hunters to confront the ethics of dealing with humans in the service of the supernatural rather than just the monsters, and the question of how different Hunters really are from those cultists. A question the book specifies that Hunters don't think to ask very often.