Page 160 - Hunter - The Vigil
P. 160

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                                               B BLESSED PROTECTION OF ST. AGRIPPINA
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                              Epipodian Safeguard                            “MORTAL?”
               Satan’s servants are as subtle as they are powerful. Many
            are capable of warping a hunter’s mind, forcing her to betray   The term  mortal means anything
            her friends and allies. By invoking St. Epipodius, patron saint   that looks like a human, acts like a
            of the betrayed, a member of the Malleus Maleficarum can   human and can die like a human. For

            safeguard herself against such blasphemous arts. Through the   purposes of this game, all hunters,
            power of faith, her soul remains pure and loyal.    no matter how strangely they are
               Cost: 1 Willpower.                               made, are considered “mortal.” So are
               Action: Instant.                                 most witches, cultists and slashers.
               Dice Pool: None.                                 Demons,        fairies,        Reanimated,
               Effect: By spending a point of Willpower and uttering a   vampires and werewolves are not
            prayer to St. Epipodius, the hunter gains a preternatural resis-  considered “mortal” for purposes of
            tance to mental domination, be it by spell or possession or a more   determining system effects.
            mysterious force. For the rest of the scene, she adds her Benedic-
            tion rating to any Resistance Attribute rolled to contest any su-
            pernatural power that seeks to control her mind. This resistance   creature, the hunter does not need to know the name of the
            does not apply against powers that merely affect her mind (such   entity — an obvious designation, such as “the vampire who
            as a witch’s ability to conjure illusions or a demons ability to in-  killed Maria Buchenwald” or “the demon that tempted me

            voke terror), only those that would control her actions (such as   with wealth and power” is a sufficiently accurate description.

            demonic possession or a vampire’s dread gaze).     Specific blessings protect against only that particular being,
                                                               though. They have no effect on any other monster.
                                 Blessed Protection               Each blessing must be tied to some sort of physical mark-
                                     of St. Agrippina          er, such as a fence or a line of holy water sprinkled across the

               Those strong in the faith can expel demons from the   floor. If anyone or anything disturbs or makes an opening in
            bodies of the possessed and even force them to depart from   this physical marker, the blessing instantly ceases to function.
            a place, but even the righteous warriors of God must have   A character cannot bless an area that is more than 21 yards
            their secret counsels, and it does no good to banish Satan’s   on a side; he can protect a small house and most of its yard,

            spawn if they have already overheard your battle plans. By   a large house or most of a warehouse, but not an entire office
            calling upon the blessings of the virgin martyr St. Agrippina,   building or city block. The Blessed Protection of St. Agrip-
            a hunter may create a safe space into which the creatures of   pina is generally stationary; the only way to move the effect

            the night cannot enter. Most cells of Malleus Maleficarum   is to move the entire structure the blessing protects. Thus, it
            hunters have at least one member who knows this Benedic-  is possible to ward a house or even a car, but not an individ-
            tion, and whose sacred duty it is to ensure that the group’s   ual person (wards must affect an area, and most people don’t
            headquarters remains protected.                    move the ground under their feet when they walk).
               Cost: 1 Willpower.                                 The blessing has a Strength rating equal to its creator’s
               Action: Extended; each roll represents one minute of   Benediction rating (or Benediction +1 for a blessing against
            chanting and prayer. The Benediction may be “rushed,” re-  one particular creature) that measures its ability to keep out
            ducing the time per roll to one turn at the cost of incurring   Satan’s spawn. This score is subtracted from the Presence (or
            a -1 penalty on the roll. The hunter must roll a number of   Power, for a ghost or spirit) of any affected monster that seeks
            successes equal to the number of square yards the blessing’s   to enter the area. If the entity’s Presence or Power would be re-
            protection encompasses.                            duced to zero, it cannot enter the blessed area. Otherwise, the
               Dice Pool:  Resolve + Benediction.              creature can enter, but all of its Power Attributes (Strength,
               Roll Results                                    Intelligence and Presence) are reduced by the Strength of the
               Dramatic Failure: An improperly performed ritual either   blessing for the entire time the entity remains in the area. If
            draws spirits and ghosts to the location or grants such beings a   any of these Attributes is reduced to 0, the monster cannot
            temporary +1 to their Power when they are in the area.  use any actions that rely on that Attribute. Monsters outside
               Failure: No progress is made toward blessing the area.  the blessed area that attempt to use supernatural powers to af-
               Success: The character makes progress toward blessing   fect anyone or anything inside the blessed area are still subject
            the area with St. Agrippina’s protection.          to the blessing’s Strength. Monsters within the blessed area at

               Exceptional Success: Not only is significant progress made   the time of its casting (such as a vampire within its haven dur-


            toward completing the blessing, but the protected area’s Strength   ing the day) will endeavor to flee at any cost; inability to flee
            also gains a +1 bonus (Benediction + 1 for a general blessing,   causes the monster to suffer the effects as noted above.
            Benediction +2 for a blessing against a specifi c monster).  The Blessed Protection of St. Agrippina lasts for one full
               The Blessed Protection of St. Agrippina can be a gen-  day if it is performed to ward off all supernatural entities, or for
            eral blessing that protects against all monsters, or it may be   a week if its blessing works against a single creature. Multiple
            custom-tailored to affect only a single unholy blasphemy, but   Blessed Protections of St. Agrippina do not stack; however, it

            at greater potency. When creating a ward against a specific   is possible to lay a blessing against one particular entity and
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