Page 170 - Hunter - The Vigil
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H H HELLFIRE|INFERNAL VISIONS|MANDATE OF HELL
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to ash, or he might meditate until his soul is cast, scream-
ing, into the Abyss, to converse with Lucifer and his chief
ministers, or he might just shut his eyes tight and listen
to the snarled wisdom of the thing that lurks outside his
window every night.
Once per game session, the Lucifuge can use his Infer-
nal Visions ability to gain a supernatural insight concerning
a question or topic. Activating this ability requires at least
one hour spent in sleep, trance or an activity exclusively fo-
cused on accessing an altered state of consciousness.
Cost: None, but the nightmares associated with the
visions prevent the character from regaining a Willpower
point from the next night’s rest.
Action: Instant.
Dice Pool: Wits + Composure. The Storyteller should
roll in secret so the player doesn’t know if he is receiving
useful clues or meaningless imagery.
Dramatic failure: A nightmare. The character can in-
terpret it any way he wants, but it probably leads to more
trouble than solutions.
Failure: Meaningless images.
Success: One or more clues (one per success), al-
though they must be interpreted.
Exceptional success: One or more clues (one per suc-
cess), and a suggestion about their interpretation provided
by the Storyteller.
The information conveyed is hidden behind allegory,
symbols and archetypes. Infernal Visions rarely answer
questions directly, typically relying on symbolism and im-
agery to convey information. A sorcerer seeking a specific
person’s location wouldn’t see his address, but landmarks
nearby could lead the way: a river, a tower or even the face
of a man walking by at dusk. The answer has the potential
to resolve the problem. It’s a tool for the Storyteller to help
drive events of the story, not the answer on a plate.
Mandate of Hell
No matter how diluted, the blood of a Lucifuge con-
tains a tiny spark of the blood royal of Hell. By dint of their
ancestry, members of the Lucifuge have the ability to mas-
ter demons and bend the legions of Hell to their will. Some
manifest this bond by possessing a familiar spirit, others
learn to summon or banish demonic entities, but still oth-
ers draw upon their infernal sovereignty to dominate lesser
demons and bend them to their will. The merest glance
and a harsh word of command forces demonic beings to
obey their mortal masters.
Cost: None or 1 Willpower (see below).
Action: Contested or extended and contested (see
below).
Dice Pool: Presence + Composure vs. subject’s Re-
sistance.
The Mandate of Hell can be used in two ways: a short,
simple, one- or two-word command (“Bow down,” “Kill
him!”) is an instant contested action. More complex or-
ders can also be given, but this requires that the demon
be stationary (either willingly or bound in the Shackles of
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