Page 223 - Hunter - The Vigil
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C CHAPTER FOUR: SPECIAL RULES AND SYSTEMS
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volved, the secondary actor’s player can make a reflexive Wits
+ Stealth roll. If this roll succeeds, the monster loses the sec-
ondary actor.
To Purchase: 14 Practical Experience, 11 for Network
Zero, 9 for the Ascending Ones.
Exorcism
Prerequisites: All: Resolve 2, Composure 2, Occult 2.
Partial (1): Morality 7, Occult 3 or Occult 2 with a Specialty
in Possession or Religion (primary actor).
Requires: 2 or more.
Dice Pool: Primary: Resolve + Composure. Secondary:
Stamina + Expression.
Action: Extended and contested (see below).
Description: (Note: this Tactic is based on the Exorcism
system found on p. 214 of the World of Darkness Rulebook,
but is modifi ed in many ways)
Ghosts can possess the bodies of the living for their own
purposes, and hunters know this. But the shades of the un-
quiet dead aren’t the only beings capable of usurping control
of others: spirits from planes of reality unknown to most mor-
tals, unholy creatures that could legitimately be called “de-
mons,” and even powerful sorcerers can displace a person’s
consciousness. The exorcism system from the World of Dark-
ness Rulebook is designed to work solely on ghosts, while this
Tactic functions on any form of supernatural possession. It
does not function, however, on hypnotic suggestion, emotion-
al manipulation or other forms of mind control. Only when
the victim’s mind is intact but displaced can a cell attempt
Exorcism.
Exorcism requires the target to be immobile. It’s possible
to hold the target in place, but any hunters involved in doing
so cannot participate in the Tactic itself. The better option
is to restrain the target by tying him down. The secondary
actors must chant, pray or simply concentrate on freeing the
target from the possessing entity. The primary actor, mean-
while, carries out the ritual in whatever manner he has been
trained. A Catholic hunter has a very different ritual method
of freeing a person from possession than a secular hunter from
Null Mysteriis, and these ritual differences can impose modi-
fi ers on the process (see below).
Unlike most Tactics, Exorcism is an extended action.
The entity possessing the target rolls Power + Resistance
(if a ghost or a spirit), or whatever the activation roll is for
the possession ability (if some other kind of supernatural
creature). Successes from the primary actor’s rolls are com-
pared to the entity’s successes for each roll. The party with
the fewest successes in each roll loses Willpower. When one
side or the other is reduced to 0 Willpower, the contest is
over. Note that secondary actors cannot lose Willpower as
part of this Tactic (though they can, and probably should,
spend the 4 Willpower to enact the Tactic). The primary
actor can risk Willpower on only one of the rolls for this
Tactic (since it’s only possible to risk Willpower once per
scene; see p. 65 for more information), and so it makes
sense to wait until the character is running low on Will-
power before attempting this.
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