Page 333 - Hunter - The Vigil
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        A APPENDIX ONE:MORALITY AND THE VIGIL
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                                                                           FORCING THE
                                                                      ISSUE: TELLS AND
                                                                          DERANGEMENTS
                                                                  Care should be taken when using
                                                                 the Tell or derangement system.
                                                                 Bestowing a potentially emotionally
                                                                 charged personality fl aw upon a
                                                                 player’s character can be extremely
                                                                 uncomfortable to the player and may
                                                                 change his enjoyment of the game
                                                                 if he is not comfortable with the
                                                                 changes to his character. While
                                                                 violent themes are often inherent
                                                                 to a  Hunter Hunter game, combining them
                                                                 with sexual themes or defi ning
                                                                 their focus for a character may
                                                                 be something that a player fi nds
                                                                 distasteful or offensive.
                                                                  While playing  Hunter: The VigilHunter: The Vigil is
                                                                 a great way to explore the effects
                                                                 of certain situations and infl uences
                                                                 on the human condition, it is fi rst
                                                                 and foremost a game and as such
                                                                 should be a source of entertainment
                                                                 and enjoyment for all involved. A
                                                                 player should never be forced to take
                                                                 on a Tell or derangement that runs
                                                                 contrary to their enjoyment of the
                                                                 game. Storytellers are encouraged
                                                                 to have frank discussions with
                                                                 their players about comfort levels
                                                                 and game theme perimeters before
                                                                 bestowing any Tell or derangement
                                                                 upon their characters.
                                                                  Sadism: Most hunters see the Vigil as a duty, spawned
                                                              by need rather than pleasure. For those with the Sadism Tell,
                                                              however, satisfaction in a job well done crosses the border
                                                              into sadistic pleasure in seeing one of “those monsters” suffer
                                                              as they’ve made others suffer. Not content to merely kill or
                                                              neutralize their quarry, hunters with the Sadism Tell seek to
                                                              cause the most pain, suffering and humiliation they can to
                                                              those they hunt, sometimes even forgoing a kill for the sake of
                                                              extending their own pleasure in their enemy’s torment. Some
                                                              characters will have particular focuses for their Sadism Tell —
                                                              a penchant for medieval-style torture devices, or a preference
                                                              for destroying a target’s family members before delivering
                                                              their deathblow. Others will simply use whatever means and
                                                              opportunity are available to deliver the most pain — physi-
                                                              cally or emotionally — possible to their victims.
                                                                  A character with the minor Sadism Tell must make a suc-
                                                              cessful Resolve + Composure roll to avoid physically or emo-
                                                              tionally tormenting her quarry when given the opportunity.
                                                              This only lasts the moment, and the hunter’s sadism toward
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