Page 58 - Hunter - The Vigil
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RANK AND FILE
Storytellers may wish to allow players to create starting characters
with more experience as hunters than the newly minted hunters that the
character creation system offered here represents. While it may be
best for players new to Hunter: The VigilHunter: The Vigil (or the World of Darkness
in general) to begin with new recruits and explore the game system as
their characters learn, more experienced players may want the additional
challenge (and benefi ts) of playing characters who have already spent
varying amounts of time on the Vigil.
As there are two types of experience points available to Hunter characters,
it is recommended to allow experienced characters a combination of normal
experience points and Practical Experience (which can be spent only on
select benefi ts for the character — see pp. 209-211 for more details).
Membership in a compact or conspiracy does not necessarily refl ect greater
experience: a member of Task Force: VALKYRIE can be just as green (or
greener) than a lone hunter on the streets.
New Recruits 0 experience points & 0 Practical
Experience
Survived First Contact 25 experience points & 12 Practical
Experience
Seasoned Soldiers 60 experience points & 30 Practical
Experience
Grizzled Veterans 100+ experience points & 50 Practical
Experience
Note that a starting cell of hunters does not start with any Tactics.
As an option, the Storyteller may allow a cell access to one shared
Tactic at the beginning of the story.
ies and spirits — or bring excruciating agony, addiction and man for the Malleus Maleficarum is likelier to have Fast Re-
death to those who oppose them (pp. 130-133). fl exes than, say, the Inspiring Merit.
Malleus Malefi carum – In the Middle Ages, the Malleus
Maleficarum wielded the power of the Church against vampires. Step Seven:
Today, the Catholic conspiracy pursues supernatural monsters Determine Advantages
of all sorts with religious zeal. The Malleus Maleficarum uses its
Benediction Endowment in an attempt to purge the world of Rules regarding the standard use of Advantages can be
monsters with these on-demand miracles (pp. 143-145). found on pp. 90–105 of the World of Darkness Rulebook.
Hunter characters follow the standard rules for determining
Step Six: initial Attribute scores. Rather than repeating this informa-
Choose Merits tion verbatim, this section details how certain Advantages
pertain specifi cally to Hunter: The Vigil.
Characters receive seven points that can be spent on
Merits. Hunter characters may choose from the standard Mer- Willpower
its offered on pp. 108–177 of the World of Darkness Rule- While hunters are human, they are also something more.
book, or from the Hunter Merits detailed on pp. 67-74. Many The Vigil is an obsession that pushes them to extremes non-
of the Hunter Merits are restricted to specific tier-level char- hunters never experience. This obsession is represented by an
acters or to characters in certain organizations, so be certain ability to use Willpower in ways different from normal hu-
to check prerequisites when choosing them. mans. While your character’s Willpower trait is fi gured in the
Merits should fit into your hunter concept: a library- same way as a standard human (Resolve + Composure), he
bound paranormal investigator is more likely to possess the can opt to “risk” Willpower for certain superhuman effects,
Eidetic Memory Merit than Fighting Style: Boxing, while a in addition to the standard Willpower expenditures. (See pp.
Marine Corps sniper now working as a God-chosen marks- 65-66, “Risking Willpower.”)
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