Page 253 - Hunter - The Vigil
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          H
        C CHAPTER FOUR: SPECIAL RULES AND SYSTEMS
                                                              large cans. A few go so far as to modify the valve, hoping to
                                               Systems
                                                              make their weapons more reliable, but it doesn’t work. The
               Some improvised weapons can be likened to existing
                                                              only thing that makes the weapon more reliable is a strip of
            weapons — a cricket bat is like a wooden club; a kitchen
                                                              duct tape to hold the lighter in position.
            knife is a knife — in which case, use the weapon’s statistics
                                                                  Attacking with a hairspray flamethrower uses Dexterity


            with a -1 modifier (see World of Darkness Rulebook, p. 136,

                                                              + Athletics. The flame is of Torch size (base 1 damage) and
            for rules on improvised weapons, and p. 170 for weapon sta-
                                                              gasoline intensity (+2 bonus) for ranges up to a yard; hence,
            tistics). Other items, from a swung chair to a thrown micro-
                                                              a hunter can only do a maximum of three points of lethal
            wave oven, use the lower of the item’s Durability or Size as
                                                              damage. On an exceptional success, however, combustible
            the weapon’s damage, with a further -1 modifi er.

                                                              items catch fire and the victim takes one point of damage un-
               Characters who can keep their wits about them when a
                                                              til extinguished. On a dramatic failure, the can explodes with

            monster corners them stand a better chance of finding some-
                                                              Blast Area 2 and Damage 1 (World of Darkness Rulebook,
            thing that can help them live. By taking a full turn action, a
                                                              p. 178). A full can of hairspray contains fuel for 10 attacks.
            player can roll Wits + Weaponry to identify possible imple-
                                                              The Storyteller should roll a die for cans that are just lying
            ments of violence. An exceptional success even allows her to
                                                              around to fi nd out how many attacks are left.
            ignore the -1 penalty for improvised weapons.
                                                                       Bad Odor Bomb (or “BOB”)
             Monster-Hunting Tools                                This weapon deprives a monster of its supernatural senses,
                                                              making it a lot easier for a hunter to get away. She must mix
               Some items seem designed to kill monsters. While a hair-
                                                              a specific combination of strong-scented oils and perfumes —

            spray flamethrower is all well and good against people, its burns

                                                              working in a well-ventilated area with breathing protection

            are far more dangerous to vampires, to whom fire deals aggra-
                                                              — and seal them in easy-to-break ampoules. When fleeing

            vated damage. Likewise, a Taser that can disrupt a werewolf’s
                                                              from a werewolf, or some other creature with an enhanced
            neuroelectric impulses and keep it from shifting is very valuable.
                                                              sense of smell, she throws a couple at a nearby wall, trashcan
            Costs for the following weapons indicate the price and rarity of
                                                              or even the werewolf following her. The sudden burst over-
            the component materials; most of them still need construction.
                                                              loads the monster’s sense of smell. When any creature with an
            Statistics for these weapons are on page the following page.
                                                              enhanced sense of smell encounters an exploded sense bomb,
                                Concentration Trap            further tracking rolls suffer a penalty equal to the device’s
               Hunters who maintain a safehouse need a little insurance  Damage rating, and lose the ability to re-roll 10s. If the hunter
            against uninvited guests. While surveillance technology is all  hits her pursuer with the bomb, the creature subtracts one
            well and good, most jurisdictions frown on using explosives to  success for every 1 rolled. The Scent Bomb counts as an aero-
            stop monsters finding a cache of quasi-legal (at best) weapons.  dynamic object for purposes of throwing (World of Darkness

            The concentration trap is a fixed installation using motion sen-  Rulebook, p. 67), but doesn’t confer any bonus to hit.

            sors taken from a burglar alarm and as many big speakers as the                   Taser Glove
            group can get their hands on, hooked up to a powerful stereo.
                                                                  The charging circuits used in camera flashguns can
            The stereo pumps out a wide range of high-volume audio, from
                                                              make functional stun guns. The advent of cheap dispos-
            ultra-low frequency (known to produce hallucinations, and the
                                                              able cameras gives enterprising inventors access to a lot
            domain of the infamous “brown note”) up through concentra-
                                                              of flashguns. This weapon combines two, strapping the
            tion-destroying high-pitched normal noise, into ultrasound to
                                                              pared-down circuit boards into an arm holster. The con-

            inflict more pain on creatures with sensitive hearing.
                                                              tacts that would normally connect to the bulb are left
               When someone triggers the trap, everyone within 25
                                                              bare, one poking through each knuckle of a motorcycle

            yards must make a reflexive Resolve + Composure roll, sub-
                                                              glove. While it takes a while to charge (five turns), hit-
            tracting the trap’s Damage rating. On a success, the intruder
                                                              ting someone with the glove readied adds the bonus of a
            suffers only a -1 penalty to rolls regarding hearing for the
                                                              Taser to a normal punch — the target suffers one penalty

            scene but is otherwise fine, and an exceptional success ne-
                                                              die per point of bashing damage caused to all Physical
            gates this penalty. Failing the roll means that the character
                                                              rolls, to a maximum of -3 dice. This penalty is reduced by
            loses her next turn in addition to the Perception penalty, and
                                                              one every subsequent turn until the penalty has been nul-
            a dramatic failure means she loses three turns. Creatures with
                                                              lified. Once discharged, the glove recharges in five turns.
            enhanced hearing subtract their Perception bonus dice, as
                                                              It takes a reflexive action to activate or deactivate the
            their sharp senses work against them.
                                                              four circuits. A fresh pair of batteries gives enough juice
                         Hairspray Flamethrower               for five hits.

               Combining a can of hairspray and a lighter is a swift   A relatively common modification used by many hunters
            ticket to instant fire. Normally, it’s a dangerous thing to try  ups the number of circuits to four, and swaps out the capaci-

            (blowback could easily blow up the can), but when faced with  tors for beefier models. The four switches are wired togeth-

            a blood-crazed monster, fire is often the best weapon. While  er, and the whole thing runs off a larger power pack. These

            some hunters grab any aerosol, those with a few seconds to  gloves increase the maximum penalty to -5. They also dis-
            think tend to grab hairspray as it’s flammable and comes in  charge enough power to disrupt the electrical impulses that

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