Page 193 - Hunter - The Vigil
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        C CHAPTER THREE: HUNTER ORGANIZATIONS
            Practical Experience, while a four-dot Thaumatechnologi-  Damage (+1/+3/+5; +2 Special)
            cal implant would necessitate 20 Practical Experience).   When activated, the Endowment deals damage to a
               Benediction and Castigation rituals, however, are not
            broken out by levels of Merit, as they function differently for   target. If the Endowment is based on a particular weap-
                                                              on, such as special ammunition for a pistol, the attack
            purposes of purchasing them. In this case, though, you still use   should be rolled as a normal attack with that weapon.
            the equation above (Features cost minus Frailty and other dis-  (Example: Dexterity + Firearms.) If the Endowment is
            counts) to determine the end Practical Experience cost, even   less tangible, like Castigating a demon, the attack pool
            if the rituals themselves do not feature “dots” per se.  should be the most relevant Attribute + Trait pool (ex-
               The Storyteller may want to set limits as to how powerful
            or debilitating an Endowment’s Features and Frailties can be.   ample: Presence + Occult).
                                                                  Examples: A whip cut from the tail of the Nemean Lion
            A standard watermark is that Features should never go above   (Relics), the ground beneath a victim turns to hellish, scald-
            10, and Frailties should not go above 5.          ing pitch (Castigation), a Frankenstein hand that  loves to
               All created Endowments cost at least two Willpower
            to activate (as opposed to many pre-existing Endowments,   crush heads and break bones (Thaumatechnology)
                                                                  Cost:  +1 for Bashing Damage, +3 for Lethal Damage,
            which often cost less), though this can be reduced to one us-  +5 for Aggravated Damage; note that this doesn’t help apply
            ing the “Buy Down” Feature, below.                damage to non-corporeal entities lurking in Twilight. Doing
               All Endowments are assumed to work for a single turn: ad-
            ditional time of use can be bought with the Duration Feature.  damage to them necessitates adding +2 to the Features cost
                                                              on top of other damage costs.
               Note that the creation of an Endowment doesn’t come
            out of thin air. Even intangible Benediction and Castigation            Duration (+1 to +5)
            rituals may require deep meditation, the abrasion of the flesh,   The Endowment’s effects repeat over a certain number of

            or learning from pre-existing masters. The creation of an En-  turns or last for the entire scene.
            dowment necessitates story, conflict and suspense — and, of-  Cost: +1 per additional turn, up to 5 turns total (+4).

            ten enough, some good old-fashioned dice rolling, too. More   This feature may be added to Endowments that deal damage.
            information on this can be found after Features and Frailties.
                                                              Alternatively, the Endowment may cost +3 to last the entire
                                                              scene or +5 to last an entire day, but this Feature may not be
                                          Features            added to Endowments that deal damage.
               The following Features can apply to a researched and de-
            veloped Endowment, whether one made during the course of   Enhance Attribute (+2 to +6)

            the game or one designed between sessions (during “down-  The Endowment modifies a single Attribute, providing

            time”). Each feature has its appropriate benefit, and each   a bonus to that Attribute’s use. The Attribute must be cho-

            benefit is ascribed a numerical cost. That cost is figured into   sen at the time of the Endowment’s development and cannot

            the above equation to determine the end cost in Merit dots   change once determined.
            necessary to purchase these items using Practical Experience.  Examples: A potent stimulant forged from the ash of a
                                                              dead mage’s bones stirs one’s Wits (Elixir), gore-soaked Lorica
                  Armor (+1 to +10; +2 Special)               Segmentata  grants its hunter Strength (Relic), a rebreather
               The Endowment, when activated, grants armor of a  mask that pumps a clarifying drug into the lungs helps the
            physical or mystical nature to the character. This armor does  hunter keep his Composure (Advanced Armory)
            not stack with any other physical or mystical armor possessed   Cost: +2 per Attribute bonus, to a maximum of three bonus
            by the hunter.                                    Attribute dice (+6 cost); if the Endowment grants the bonus to a
               Examples: St. Agatha whispers to the character and gives  character other than its user, that costs an additional +2
            him secret strength (Benediction), serpent scales of some
            mythic beast stitched beneath the skin (Thaumatechnology),       Enhance Skill (+1 to +5)
            a halo of pungent incense that wreaths the character (Elixirs)  The Endowment modifies a single Skill, providing
               Cost: +1 per point of armor that protects against bashing,   a bonus to that Skill’s use. The Skill must be chosen at
            +2 per point that protects against lethal damage. This only pro-  the time of the Endowment’s development and cannot
            tects against mundane sources of damage (knife, bullet, crushing   change once determined.
            boulder), however. If the character wishes for this Endowment   Examples: A succubus tongue grafted into the mouth
            to protect against mystical or magical sources of damage, then   gives a bonus to Persuasion (Thaumatechnology), a targeting
            an additional cost of +2 must be added into the equation.   digital reticule that is projected onto the eye from a pair of
                                                              horn-rimmed glasses enhances Firearms (Advanced Armory),
                                       Buy Down (+3)          the Angel of the Seventh Hour grants the hunter patience
               The character can reduce the Willpower cost neces-  when performing Academics (Benediction)
            sary to activate this new Endowment from 2 Willpower to   Cost: +1 per Skill bonus, to a maximum of +3; if the En-
            1 Willpower.                                      dowment grants the bonus to a character other than its user,
               Cost: +3                                       that costs an additional +2
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