Page 167 - Hunter - The Vigil
P. 167
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C CHAPTER THREE: HUNTER ORGANIZATIONS
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TWILIGHT FAMILIAR TRAITS
Attributes:
Attributes: 3/3/2 (allocate dots in any order among Power, Finesse and Resistance)
Willpower: Equal to Power + Resistance
Willpower:
Essence:
Essence: 10 (10 max); the demon regains one point of spent Essence per day spent
in its master’s presence. A familiar can also regain spent Essence by witnessing (or
causing) acts related to its Vice.
Initiative:
Initiative: Equal to Finesse + Resistance
Defense:
Defense: Equal to highest of Power and Finesse
Speed:
Speed: Equal to Power + Finesse + 5
Virtue:
Virtue: Choose Virtue
Vice:
Vice: Any. Most familiars share their master’s Vice, but not all. A familiar regains
all spent Willpower by fulfi lling its Vice once per chapter, just as a mortal does
for fulfi lling her Virtue.
Morality: Familiars have no Morality score.
Morality:
Size:
Size: 5 or less
Corpus:
Corpus: Equal to Resistance + Size
Born of Sin: The Twilight familiar is a base creature, born of sin and capable of calling
Born of Sin:
that sin out in others. The familiar can manipulate the presence of its Vice, enhancing
or manipulating its manifestation in a creature, mortal or otherwise. The target need not
have the same Vice as the demon; he must merely be experiencing the emotion. A character
whose Vice is Pride can still feel lust for a beautiful woman, or envy of a neighbor’s
new car, for example. The demon cannot create a Vice where none exists.
Enhancing a Vice, making an individual feel the emotion more strongly, requires the
expenditure of one point of Essence and a contested roll of Power + Finesse versus
the target’s Resolve or Composure, whichever is higher. The familiar can produce a
moderate shift with a success; mild attraction might become infatuation, or infatuation
might become full-blown obsession in the case of Lust, but mild attraction cannot be
turned into full-blown obsession directly. An exceptional success, however, allows
the demon to fan even the tiniest spark of Vice into an inferno. The changes last for
one minute per success. The demon cannot enhance the same Vice in the same target
more than once per scene.
Manipulating a Vice, changing its target, requires the expenditure of two points
of Essence and a contested roll of Power + Finesse versus the target’s Resolve or
Composure, whichever is higher. Success allows the demon to slightly alter the target
of a character’s emotion. For example, a character feeling slothful toward his work
might have that laziness redirected toward laziness regarding investigating those
weird sounds in the basement, or a man proud of his status as a player might instead
be made to focus that pride on his ass-kicking prowess — which might cause problems
if he’s never been in a fi ght in his life.
Dread Powers:
Dread Powers: Assign three dots among Dread Powers.
Ban: The familiar has one Ban, chosen by the Storyteller. (See “The Demon’s Ban,”
Ban:
p. 284.)
Anchor:
Anchor: The demon’s master is considered to be its anchor to the material world,
although there is no limit to how far a familiar can travel from its master. See
“Anchors” on p. 209 of the World of Darkness Rulebook.
World of Darkness Rulebook.
When a familiar manifests, use the following modifi ers:
Location Modifi er er
Location
Modifi
Profane or blasphemous site +3
(desecrated church, massacre location)
Place associated with the demon’s Vice +2
Occult location (ley line nexus, +1
pagan temple, etc.)
Within line of sight of a holy symbol -1
(cross, Star of David, statue of Buddha)
Within line of sight of a church, synagogue, -2
temple, etc.
Holy ground -3
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