Page 252 - Hunter - The Vigil
P. 252

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                                                          V VEHICLES|IMPROVISED EQUIPMENT
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                                                 VEHICLES
                               Durability Durability  Size  Size  Structure Structure  Acceleration  Acceleration   Safe Speed  Safe Speed   Speed   Speed   Handling  Handling   Occupants  Occupants   Cost  Cost
          Type
          Type
          Cab                 4  14  18  14 (19 mph/turn)     103             176         2            1+4 •••
                                                              (70 mph)        (120 mph)
          Secure Sedan        6  12  18  19 (26 mph/turn)     110             169         2            1+3 •••
                                                              (75 mph)        (115 mph)
          Cage Van            3  17  20  7                    (9 mph/turn)    73          132          1+1 •••
                                                                              (50 mph)    (90 mph)–1
          Modifi ed Minivan    3  15  18  16                   (16 mph/turn)   95          154          1+7 ••••
                                                                              (65 mph)    (105 mph)3
          Messenger Bike      3  3  6    Equals               Equals          Equals      3            1    •
                                         rider’s              rider’s         rider’s
                                         Strength             speed +5        speed+15
                                    FASTER, KILL, KILL, KILL
               Want combat to be more lethal in your  Hunter:  The  VigilHunter: The Vigil game? Try this
             solution:
               A player only rolls his hunter’s attack pool (Attribute + Combat Skill such
             as Strength + Weaponry or Dexterity + Firearms) without the weapon’s damage
             bonus. Successes are added automatically to the item’s as-written damage
             bonus, and this is the damage done. For example, Gabreski takes a shot with
             his 12-gauge, so his player rolls seven dice (Dexterity + Firearms), and earns
             three successes after the 9-again effect. He adds those three successes to the
             shotgun’s damage rating, which is 4, for a total of seven lethal damage — more
             than enough to end an average human’s life. You can apply this to Weaponry
             rolls, Firearm rolls, or both.
               Also, don’t hesitate to remind players that they can risk Willpower to gain
             dice or apply the 9-again rule to attack rolls.
               Finally, if you want amped-up explosives, consider this: to raise the stakes,
             consider any large objects within the blast area — including walls and ceilings
             — subject to the explosion. If the explosion damages them in excess of their
             Durability points, add two extra dice to the damage pool. Example: Gwendolyn
             is tracking a slasher in a parking garage when a bomb set by her opponent goes
             off. The explosive has a damage rating of 3. As per standard rules, anyone
             within an explosion’s blast area takes damage equal to the explosive’s Damage
             rating in addition to successes rolled with its dice pool. So Mel is subject
             to 3 Damage points automatically. She’s also exposed to the bomb’s dice pool
             of 3, which the Storyteller rolls, achieving 1 success. This raises the
             damage taken by the hunter to 4. However, there’s a parked car in range of the
             explosion, Durability 3, exceeded by the bomb’s 4 Damage points (3 automatic
             + 1 rolled success). This adds another two dice to the explosion’s damage pool
             as chunks of the damaged car fl y in all directions. The Storyteller rolls a 2
             and an 8, so Mel loses fi ve Health points total. She’s beginning to regret not
             calling the rest of her cell for backup.


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