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-

