Page 170 - Hunter - The Vigil
P. 170

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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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