Page 270 - Hunter - The Vigil
P. 270

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            across a room draped in webs and the venomous spi-
            ders that live in them. The threat of danger tells a       STORY HOOK:
            character that she might have a time limit for un-        ENEMY WITHIN
            covering clues and that she is putting her own life at
            peril by pushing for the truth (certainly one possible   For some time, the cell has been exposed
            theme of the Vigil). Maybe the footsteps outside was   to the enemy through a route it had not
            just the wind, and maybe the siren passes without   predicted. Perhaps a character’s daughter
            incident. But it got the characters’ hearts racing and,   is dating a vampire and only now starts
            by proxy, the players’.                    to show signs of physical weakness from
                                                       serving in his blood cult, or perhaps a
                    This Monstrous                     husband’s curious distance is now revealed
                                        Heart          as ghostly or demonic possession, and not
                                                       something simple like an affair with the
                To reiterate: hunters hunt. And the various   secretary. Whatever the truth, the cell
            horrors and mysteries of the World of Darkness   has been compromised, and it’s been that
            are generally the targets of that hunt. When you   way for a while now.
            approach a game, it’s important to know how   The link to the enemy might appear to be
            monsters fit into the whole equation. How will   completely in the dark about his or her

            you present them in comparison to what the play-  connection to the Vigil’s enemies, but the
            ers and their characters expect? On one hand, if   cell needs to act to remove this potential
            they want a combat-heavy “all monsters are mon-  threat. In cases of outside interference
            strous” game, you want to give them that. Alter-  (such as the daughter’s boyfriend), more
            natively, it’s important to have the game pump in   direct measures can be taken. In cases
            unexpected situations that demand a reinvigora-  where the compromise is more internal (such
            tion of strategy or a newly complex moral quan-  as possession), there’s no telling what
            dary. If all the cell wants to do is coat every crea-  the enemy now knows about the cell, and
            ture in a blanket of napalm, what happens when it   the solutions to the problem are likely to
            meets one who looks like a little girl, or whom one   generate stories in and of themselves.
            of the cell members knew when “it” was a “him”?
                Below are some considerations about how you
            use the various fiends and creatures of the World of Darkness   An adversary can appear in every session, or may recur once

            in your Hunter: The Vigil game.                   every two or three sessions (arguably a more suspenseful approach,
                                                              given that the cell will constantly fear and perhaps hunger for his
                       The Inveterate Adversary               recurrence, creating good tension). The adversary can certainly
                Every night the cell hunts, they see her: the trembling ghost   be violent or work in subtle ways against the cell: plundering the
            girl with twigs in her hair and blood on her hands, and she cries out   members’ bank accounts, calling the police on them when they
            to them, but before they can answer, she’s gone. And every night   hunt other monsters, leaving bait and traps for them. An adversary
            after seeing her, they have the nightmares.       needn’t be directly confrontational, though, and can represent a
                The pitiless prick — a vampire whose business they keep “in-  persistent mystery: a ghost whose restless mission must be unrav-
            terrupting” — left a note pinned to the pillow of Roger’s daughter.   eled bit by bit, or a demon that offers genuine information session
            It said nothing but her name, signed in elegant calligraphy, written   after session, but also “hooks” the players with various pact-bound
            in what might be blood.                           tasks at the same time. Neither of these are necessarily confronta-
                They kill them again and again. Once or twice a year, they   tional or violent, but they still count as recurring foes.
            rise up and set up their altars and sacrifice slabs in various aban-  Be careful with the adversarial approach: it can grow

            doned buildings, and the VALKYRIE strike forces go in and clean   dull if every session is focused on this particular enemy.
            house. But the goddamn Cult of Unihi-Pili (the Cult of the Earth-  That tedium can grow if the cell seems unable to affect
            bound Soul) keeps rising with new members, year after year.  its foe in a meaningful way or if he always just one-ups
                Recurring enemies work very well in a Vigil game. It   it. While certainly he needs to be a difficult foe and con-
            keeps a cell vested in the story at hand, because its members   flict is healthy for a story, it’s important that the troupe
            want to see the monster pay or feel genuine fear when his   doesn’t feel frustrated with inability.
            name comes up in conversation. A true adversary is a foil of   Also worth noting: sometimes it’s best to let the cell defi ne
            sorts to the cell: he’s either everything the members are not,   its own adversary. If the characters go up against a monster you
            or he’s a creature (or a group of creatures) that is, frankly, a   maybe didn’t think was so important, watch their reactions. If
            little too close for comfort. (Cults work elegantly this way,   they botch an investigation or attack or react in a particularly
            given the relative irony that most hunter cells, compacts   zealous or curious way, keep that adversary around. They’ve
            and conspiracies could be called cults. Certainly too close for   made the first move and have “spawned” what may become a foe

            comfort with an irony only some hunters see.)     who haunts their every move from there on out.
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