Page 235 - Hunter - The Vigil
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C CHAPTER FOUR: SPECIAL RULES AND SYSTEMS
ball inside — allows them to function while wet. Their
BEYOND THE VISIBLE sound is particularly loud and piercing, with a range
of up to a mile. Anyone in range will hear the sound
Electromagnetic radiation with a with a reflexive Wits + Composure roll; -1 penalty
wavelength longer than the red end of the incurred for each quarter mile from the source. Unless
visible spectrum of light is designated the ambient noise level is excessive, no roll is required
as infrared. While this infrared “light” if a character is within a half mile and deliberately
is sometimes equated to heat, that listening for the whistle.
correspondence is not correct. Infrared
radiation that’s closest to the visible Slick
spectrum is described as near-infrared. Durability n/a, Size n/a (covers about 36 square
These wavelengths are picked up by night- feet per dose), Structure n/a, Cost ••
vision equipment, including night-vision The exact recipe for creating a bucketful of slick
goggles and camcorders with “night- is a carefully guarded secret among hunter cells that
shooting” capabilities. Such viewing trade the substance for favors or equipment. Its makers
systems amplify the infrared lighting likely have multiple ways of creating the stuff, involving
emitted in moon- and starlight, and various oils, chemical surfactants and other fl uids.
might be assisted by their own built- When spread across a hard surface, slick renders it
in infrared light sources. Far-infrared nearly frictionless. Anyone attempting to cross a slick-
radiation is emitted by all objects in covered fl oor is subject to a knockdown effect, requiring
proportion to their temperature, and is a successful Dexterity + Athletics roll to maintain his
detected and recorded with thermal imaging footing (see the World of Darkness Rulebook, p. 168).
(thermography) equipment. When a hunter Large areas may require multiple rolls. Objects that
wants to follow a monster home at night, have been coated with slick are diffi cult to grasp, with
night-vision equipment makes it easy. When a Wits + Dexterity roll required to keep hold of them.
a hunter wants to know if he’s following a Because slick dries fairly quickly, characters receive a +1
walking corpse with no body heat, thermal- bonus to their rolls for each 15-minute period that the
imaging equipment makes it possible. A substance has been exposed to air. Hunters who learn
hunter who doesn’t do his research before the “slick recipe” can create it from components found
acquiring his equipment may fi nd he has at most hardware stores. Creating a single dose (about a
the wrong gear and now is pretty much shit gallon) is an extended action that requires 12 successes
out of luck. with Dexterity + Crafts or Intelligence + Science; each
For details on Night Vision and Thermal roll represents a half hour of work. Slick must be kept in
rifl escopes, see “The Scoop on Scopes, p. an airtight container until used. After two weeks, any
248. For details on night vision goggles, unused slick breaks down and becomes ineffective.
see World of Darkness RulebookWorld of Darkness Rulebook, p. 140.
Stink Tag
Durability n/a, Size n/a, Structure n/a, Cost •••
an unknowing target, as they make it easy to pretend that one’s Hunters use this substance — a sticky fluid with a
attention is elsewhere. Instead of switching his attention back persistent, noxious odor — to tag an enemy with a powerful,
and forth, a character can choose to focus all her attention on the unmistakable and extremely unpleasant scent. One batch of
rear view, effectively allowing her to see everything happening stink tag equals about a quart of fluid, and a lesser volume is not
behind her but rendering her vulnerable to surprise from the potent enough to be effective. Splashing an opponent with the
front (with no bonus to reaction rolls). Anyone who takes a stuff requires a successful Dexterity + Athletics roll, mitigated
careful look at a character wearing these glasses will notice their by the target’s Defense. Once hit, the target is marked by
mirrored edges with a successful Perception roll, though they the powerful odor of the stink tag, which adds a +1 bonus to
might not realize their signifi cance. attempts to track him for the next 12 hours, and -1 penalty to
the target’s use of any Social Skills for a number of days equal to
Rescue Whistle the successes achieved by the attacker. (The penalty is -2 if the
Durability 1, Size 1, Structure 2, Cost • target is interacting with a being that has enhanced olfactory
A low-tech method of calling for help, signaling danger abilities.) During that time, the smell is obvious to anyone who
or otherwise sending a noisy message, whistles allow one to comes within conversation range of the tagged victim, making
produce a loud noise with less effort (and hoarseness) than it easy for hunters to identify a disguised enemy later on. Only
using the human voice. Some hunter cells use them the way extreme measures, like a chemical bath, will eliminate the odor
army units once used bugles, with distinct calls for everything completely enough to mitigate its effects. The scent tag easily
from “attack” to “regroup” to “S.O.S.” Rescue whistles have penetrates mundane clothing, but Storytellers may rule that
several advantages over the type used by lifeguards and soccer head-to-toe protective gear keeps the scent from reaching the
coaches. They float, and their “pealess” design — i.e., no little target’s skin. The recipe for creating stink tag is known to only
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