Page 323 - Hunter - The Vigil
P. 323

Hunters hunt. It’s what they do.
                                                            For some, this is extremely literal — guns drawn, bullets blazing,
                                                         the hunter tracks her prey and puts an end to its profane existence. For
                                                          others, the pursuit is more figurative, capturing and studying the su-

                                                            pernatural, or gathering resources and information to help protect
                                                            the people, places and things important to the hunter. Regardless
                                                           of the theme of the individual game being played, Hunter: The
                                                          Vigil presents some unique challenges in terms of Morality.

                                                                      Murder, Death

                                                                 and Destruction


                                                             Simply put, if hunters are held to the same Morality ratings as
                                                         non-hunter humans, a Hunter: The Vigil game has the potential for
                                                          the characters to degenerate into low-Morality lunatics in a very
                                                           short span of time (and that may very well be a game you want
                                                            to play). If characters are forced to make degeneration rolls for
                                                           killing a vampire, werewolf or other monster, as they would for
                                                           killing an innocent human, a dedicated hunter cell is quickly go-
                                                         ing to find itself making degeneration rolls on a regular basis, and the

                                                      chances are high that the Storyteller will be spending more time herd-
                                                        ing the derangement-swamped characters as they rampage across the
                                                           game setting than actually running any sort of scenario. Any or
                                                           all of the following alternative methods may be utilized to soften
                                                          Morality-taxing scenes or game sessions:
                                                             The Code: The Vigil changes a person. “The Code” (below)
                                                        details an alternative set of game rules that can be used to adapt a
                                                        hunter’s Morality away from the human standard and into a Vigil-
                                                        specific Code over time. While this system has its own drawbacks


                                                        (social penalties and hunt-specific derangements known as Tells), it
                                                         works well with a kill-heavy game, allowing characters to continue
                                                         their hunt long after the normal Morality system would have sent
                                                          them spiraling into madness.
                                                              Monsters Don’t Count: As discussed earlier in the book, hunt-
                                                          ers may not identify superhuman monsters as human. Storytellers
                                                         may take this perspective into consideration, ruling that assaulting or
                                                        killing monsters doesn’t count as a Morality sin at all, and not requiring
                                                        hunters to make any sort of Morality degeneration roll for actions taken
                                                        against a monstrous foe. This ruling skews the Morality scale in a major
                                                       way, and Storytellers who utilize it should be cautioned that it lifts one of
           “The man visited by
           “The man visited by                         the major weights of consequence of hunter characters’ actions, but may
      ecstasies and visions, who
      ecstasies and visions, who                        allow for a more “heroic” game.
      takes dreams for realities
      takes dreams for realities                            It’s Not Like They’re Really People: Slightly less extreme than
                                                         the Monster’s Don’t Count theme is the idea that, while taking a sin-
       is an enthusiast; the man
       is an enthusiast; the man
                                                         ful action against a monster may be bad, it’s nowhere near as morally
       who supports his madness
       who supports his madness
                                                         damning as taking the same action against a normal human. This Mo-
             with murder is a                            rality variation gives characters bonus dice (+1 to +3 depending on
             with murder is a
                  fanatic.”
                  fanatic.”                              how inhuman the monster is) whenever the player rolls for degenera-
                  — Voltaire
                  — Voltaire                             tion for an action related to that monster. A Storyteller might give a
       (François-Marie Arouet),
       (François-Marie Arouet),                          player a +1 bonus to a degeneration roll for an action taken against
                                                         a seemingly human magic wielder, +2 for a sin against a humanoid
            “Fanaticism,” 1764
            “Fanaticism,” 1764
                                                        lycanthrope, and +3 extra dice when making a roll for slaying a human
                                                        who’s already dead (vampire, ghost, Reanimated, zombie).
                                                           Do Nothing: The Vigil is a morally perilous journey, and holding
                                                        strictly to the standard human Morality scale only emphasizes that dan-
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