Page 195 - Hunter - The Vigil
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C CHAPTER THREE: HUNTER ORGANIZATIONS
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Sense Monster (+3)
This Endowment helps a character detect FLEXIBILITY
the presence of a particular type of monster.
This type must be chosen at the time of Endow- This system is far from exhaustive, and may
ment creation; once determined, it can’t change. demand that the Storyteller and player work
(Potential monster types include, but are not together to fi nd a way to achieve a desired
limited to, changelings, demons, ghosts, mages, effect and fi gure out the Endowment Equation.
Prometheans, psychics, slashers, spirits, vampires Flexibility is the name of the game.
and werewolves.) The Endowment somehow
alerts its user to the presence of that particular monster type. a cumulative -1 penalty. Hence, it becomes harder and harder
This manner of warning is chosen at the time of purchase or to resist using the object’s power the more the character gives
creation and will not change once determined. This Feature into it. To “reset” this addiction, the character must spend fi ve
may be bought multiple times to help a hunter sense more days without using the object’s supernatural blessing.
than one creature type. The radius of detection is equal to Examples: Its taste conjures a feeling of otherworldly ho-
the hunter’s Wits + Composure score in yards around him. liness (Elixir), the scrap of metal from an ancient UFO crash
Examples: An implanted tendon from a suicide victim tight- is so shiny and so pretty the hunter just wants to touch it (Rel-
ens whenever in the presence of ghosts (Thaumatechnology), a ics), you hate the tiny bundle of filament worms implanted
tiny red light on the side of a soldier’s pistol blinks red whenever in your jaw but you can’t deny that being able to jump across
a vampire approaches (Advanced Armory), a burnished mirror rooftops is truly exhilarating (Thaumatechnology)
makes faint cracking sounds but does not break when a sorcerer- Discount: -2
enters its refl ection (Relics)
Cost: +3 Ill Effects (-1 to -5)
The Endowment incurs a broad dice penalty to all rolls.
Wound Attribute (+2 to +10) This penalty lasts for a full 24 hours after the Endowment’s
The Endowment attacks a target’s Attribute, forcing the power concludes.
target to damage that specific Attribute (which must be cho- Examples: The eerie whine that rifle emits really gets
sen at the time of the Endowment’s creation). in your head sometimes (Advanced Armory), God’s mercy
Examples: A victim is overwhelmed by lust and finds his comes part and parcel with a surefire feeling of worthless-
Intelligence hampered (Castigation); the hunter spits an ac- ness (Benediction), taking the Devil’s gifts to use against him
rid draft of adder’s blood into a victim’s mouth, which harms makes a hunter feel diseased (Castigation)
the target’s Stamina (Elixir); a glistening hunk of meteorite Discount: -1 per die penalty
placed beneath a person’s chair causes them to stammer, with
bumbling Manipulation (Relic) Price in Pain (-1 to -5)
Cost: +2 per penalty die assigned Sacrificing oneself or another allows the character to
more easily acquire the Endowment.
Frailties Examples: Those vampire teeth they implanted don’t
work unless the hunter bites into the meat of his own tongue
An Endowment sometimes comes with additional draw- (Thaumatechnology); the Elixir burns the esophagus on the
backs necessary to access its power: a Thaumatechnological way down, but that’s how the hunter spits acid (Elixir); that
prosthetic needs to be lubricated with spectral plasm, or the hydria jug looks light and small, but it weighs a ton and bur-
character must abrade his flesh and draw blood to call the dens the body (Relics)
infernal will within. Choosing a Frailty allows the player or Discount: -1 for each point of bashing damage necessary to
Storyteller to subtract from the cost of the cumulative Fea- activate the item, -2 for each point of lethal damage necessary to
tures when determining the final Merit (and thus, Practical activate the item, to a maximum of -5. Damage incurred as cost
Experience) cost for the developed Endowment.
to activate is done in addition to any Willpower spent.
Addictive (-2) Shit Luck (-2)
Use of the Endowment feels good — good enough that The Endowment stirs fate to work against the character
it’s hard to resist using. Whenever confronted by a situation in some fashion. The next roll the hunter fails automatically
in which the power could theoretically help the character, the becomes a dramatic failure instead.
player must roll a Resolve + Composure roll to resist giving in. Examples: The Devil gives and the Devil takes (Castiga-
Failure on this roll indicates that he uses the item’s supernatu- tion), sometimes the hangman’s hand works against its owner
ral ability regardless of the situation. Dramatic failure indicates (Thaumatechnology), the Ymir Device fucks around with
a loss of a Willpower point (in addition to any spent on the ob- string theory and messes with probability probably more than
ject’s activation). Any time the character fails this Resolve + it should (Advanced Armory)
Composure roll, the next instance of resistance is marked with
Discount: -2
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