Page 332 - Hunter - The Vigil
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T TELLS|EXAMPLE TELLS
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Those with a minor Hypochondria Tell prefer
MAKING THE SHIFT to avoid “messy” hunt scenes, either doing their
work from a distance, or surrounding themselves
Many of the standard major derangements with multiple layers of protection from potential
offered on pp. 96–100 of the World of Darkness World of Darkness contaminants while on the job. They must make a
Rulebook can be modifi ed to work as Tells. successful Resolve + Composure roll to enter into
Rulebook
By focusing the standard major derangement such a scene without “adequate” protection. Be-
specifi cally on the hunt, it can be converted ing forced to enter such a scene causes a -2 pen-
into a minor Tell. Expanding the focus out alty to all rolls in that scene if the character feels
into non-hunt activities, or seriously improperly guarded.
ramping the intensity of the Tell during At major Tell levels, this fear develops to the
hunt-specifi c activities, will increase the point where they undertake protective measures
derangement to major Tell level. on a regular basis — “just in case.” The major-
Characters with the Multiple Personality level Hypochondria Tell may also convince them
Tell, for example, develop a secondary they have become infected with some kind of dis-
personality that takes over during stressful ease (perhaps even “becoming” a monster through
points in the hunt, relieving the core persona such an infection). He may think he caught small-
of the responsibilities of coping with dealing pox from a vampire’s lips, or some kind of “animal
the deathblow, witnessing the murder scene or flu” from an encounter with a feral shapeshifter. If
infl icting unpleasant-yet-necessary torture the character fails the Resolve + Composure roll,
to gain the vital information. Hunters with he believes himself sick and acts like it, suffering
the Paranoid Tell, on the other hand, treat a -2 penalty to all Physical rolls for the next 24
everyone as if they are potential traitors. hours.
Their equipment and computer systems are Overkill: A bullet or two, properly placed,
laced with multiple layers of dead-man is enough to take down any human target. You
switches, detection programs and sensors to can never be sure, however, when dealing with
prevent them from being used (or invaded) by monsters. Characters with the Overkill Tell have
anyone but their owner. The equipment and learned that lesson (often the hard way), and are
safehouses of hunters with Paranoia Tells pathological about being certain their targets are
are often as dangerous to unexpected friends truly down for the count. In any situation with
as to foes. the potential for recrimination, they must make
Since Tells are limited in scope, a successful Resolve + Composure roll to avoid
manifesting specifi cally in hunt-related going to extreme lengths to prevent the situation
situations, most minor derangements from backfiring on them, even if it means expos-
are too inconsequential to transfer ing themselves to new dangers in the process.
well to a Tell. Because of this, it is Minor Overkill Tells manifest as a simple
recommended that Storytellers look at “need to be sure” when dealing with their quarry.
major Derangements if they wish to modify Marksmen might double-tap their victims, and
an existing derangement into a Tell. insist on checking their prey for signs of “faking
it” or “playing possum.” More hands-on hunters
might insist on cutting off the head of their prey
supernatural. This has some leeway: he might, for example, be (few monsters can survive such an injury), cremating the
convinced to drink an Elixir (“It’s an energy drink, you look body or feeding it into a wood chipper. The hunter cannot
dehydrated”) or operate a piece of Advanced Armory as long rest until this has been completed: if he fails to sufficiently
as it seems like a normal gun or tool, but he will completely destroy the monster to his satisfaction, every night for one
ignore any supernatural aspect of the Endowment and will week he will suffer nightmares focused upon the creature’s re-
actively scoff at anything that seems too “wonky.” turn and vengeance. He cannot regain Willpower any morn-
Hypochondria: Vampires create more vampires by shar- ing after a night where such a horrible dream is experienced.
ing blood. Lycanthropy is a disease. A zombie’s bite will slowly Major Overkill Tells take on a berserker tone. A hunter
turn its victim into one of the shambling dead. Folklore is full with the major Overkill Tell goes beyond the body in front of
of legends about the supernatural “contaminating” human- him and must take one full scene to ensure that “all traces”
ity in one fashion or another. Hunters with the Hypochon- have been wiped clean. He’ll overturn tables and chairs to
dria Tell become paranoid about the possibility of becoming make sure the creature’s “corrupted blood” didn’t somehow
a monster themselves, on a physical level. Their fear of in- spawn a hellish copy; he might set fi re to the house; it’s even
fection makes it difficult for them to interact directly with possible that he’ll go after any of the creature’s human allies
non-human monsters on any level that might result in fluid within sight to ensure that the fiend’s soul didn’t somehow
transmission (bites, open wounds and the like). jump into their puppet bodies.
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