Page 73 - Hunter - The Vigil
P. 73

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                                                                 I
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                                                                 I
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          H
        C CHAPTER TWO: CHARACTER CREATION
                            O
                                               T
                                                                   O
                                                   R
                                                           E
                                                           E
                    R
                                                         R
                   h
                                         setti
                                       d
                                                 ps
                          h
                                                        ap
                                                   . Per
                     unters
                                    h
                  e
                                 b
                 h
                                  ot
                                t
                           aven’
                T
                                                       h
                                     ere
              x
                                                          s
                                            ng
              x The hunters haven’t bothered setting traps. Perhaps   Exceptional Success: The intruder notices the trap and
                                               tra
               ey
                 ’re afraid of settin
              t they’re afraid of setting them off themselves.    can attempt to disarm it (Wits + Crafts, no penalty for the
                                them off themselves.
              h
                               g
                                                              trap rating).

              • A trap that inflicts one point of lethal damage to a target
              (concealed knife, caltrops) or three points of bashing dam-  Suggested Modifi ers:
              age to a small area (electrifi ed fl oor, mild poison gas).
                                                                 Modifi er    Situation

              •• A trap that inflicts two points of lethal damage to a
              •• A trap that infl icts two points of lethal damage to a
              target (spring-loaded knife, concealed pistol trap) or in-
              target (spring-loaded knife, concealed pistol trap) or in-  +1   Intruder is actively
              flicts six bashing damage to a small area (falling sandbags,    looking for traps
                fl  icts six bashing damage to a small area (falling sandbags,

                                                  re and thus
              fi re-hose trap), or a trap that incorporates fi
              fi re-hose trap), or a trap that incorporates fire and thus
                                                                 +1          Intruder has success-
              has a chance of igniting targets and the house (see p. 180
              has a chance of igniting targets and the house (see p. 180
                                                                             fully surveilled the
              of the World of Darkness Rulebook).
              of the World of Darkness Rulebook).
                                                                             location recently

              ••• A trap that inflicts three points of lethal damage to a
              target (falling ax, poisoned needle on a doorknob) or eight   -1  Dim light
              bashing damage to an area (collapsing staircase), or a trap   -1   Loud ambient noise
              that damages a portion of the safehouse, reducing its Size
              by one (explosives; anyone caught in the blast takes two   -2   Intruder is hurried
              lethal damage).                                    -2          Trap does not require

              •••• A
                     tra

                         that infl
                       p
                                                       rg
                                                         et
              •••• A trap that inflicts four lethal damage to a target        visible apparatus (col-
                               icts four lethal dama
                                                  to a ta
                                                ge
                                  k
                                                g
                                           as
                                   es
                          it wit
                                          b
                                              in
                                      or 10

                                sp
                                     )
                                  i
                                             h
                              h
              s
               h
                                                       t
                       p,
                                                       /
                   un tra
                 tg
                                                     ge
                o
                                                        wo
                                                  ama
                          p
              ( (shotgun trap, pit with spikes) or 10 bashing damage/two     lapsing staircase, for
                                                 d
                                                    p,
                h
                                 (
                 a
                                                         d
                                  concussion
              et
                                            rena
                                            g
                                                       ea
                                                      d

              l
              lethal damage to an area (concussion grenade trap, dead- -     instance)
                                                 e tra
                    am
                        e to an area
                      ag

                                                d
                  l
                   d
                              that reduces the Safehouse Size
                      or
              fall tra
                                                        by
              fall trap), or a trap that reduces the Safehouse Size by
                         a tra
                            p
                     ,
                    )
                   p
                                                                 -3          Total darkness
                                           h
                           (
                         ots
                            a
                                                         ee
                                            e area suffers t
              one to three dots (anyone caught in the area suffers three
                               one ca
               ne to t
                                      h
                    h
                                    ug
                     ree
                        d
                                                        r
              o
                                                       h
                                       t in t
                             ny
                         l
                        a
                          d

                     l
                ints of
                       h
                      et
                                )
                                 .
              points of lethal damage).
              po
                           am
                             ag
                               e
                                                                  Each aspect of the Safehouse Merit has a limit of 5. In
              ••••• A trap that inflicts five points of lethal damage to


              a target (spring-loaded sharpened stake, blowtorch trap)   other words, Safehouse Size, Safehouse Cache, Safehouse Se-
              or 12 bashing damage/three lethal damage to an area   crecy and Safehouse Traps may not rise above 5 (to a maxi-
              (bouncing Betty, acid spray), or a trap that completely   mum of 20 points spent on this Merit). The combined pool of
              destroys the safehouse, no matter how large (anyone   points is used to determine the cost in experience points for
              caught inside suffers four points of lethal damage).  raising the Safehouse Merit during play.
                                                                  Special: The Safehouse Merit may be shared among
               A note on vulnerabilities: some creatures, such as vam-  characters in a cell. The cell may have built the place from

            pires, suffer aggravated damage from fire. Others have more   the ground up, or a single hunter might have found or pur-
            specialized weaknesses, and hunters might well guess at them   chased it and improved as he met the other characters.
            or learn them over the course of the chronicle. The Safehouse   To share this Merit, two or more characters pool their dots
            Traps system doesn’t make capitalizing on these weaknesses a   for greater capability. A shared rating in the Safehouse Merit
            special case — working silver bullets into a gun trap doesn’t   cannot rise higher than five dots in any of the four aspects of the

            put the dot rating up. This is because the creatures get a   trait. That is, characters cannot pool more than five points to

            chance to notice the traps anyway (see below), and because a   be devoted to, say, Safehouse Size. If they wish to devote extra
            hunter can’t be sure that a) werewolves really are vulnerable   points to the Merit, they must allocate those dots to a different
            to silver, or if that’s just a story and b) werewolves are going   aspect of the Merit, such as Traps or Secrecy.
            to attack the safehouse, rather than, say, vampires, who don’t   Shared dots can be lost. If a hunter dies or leaves the cell
            care a bit about silver.                          (perhaps due to a falling-out over methods), the dots that he con-
               Any intruder receives a Wits + Composure roll to notice   tributed are subtracted from the safehouse. The Storyteller decides
            a trap before it activates:                       what reduced dots mean in the story when a character leaves a
               Roll Results                                   shared safehouse, but the decision should make sense. Dots rep-
               Dramatic Failure: The intruder activates the trap and   resenting Size, for instance, should probably disappear last, if at
            suffers all relevant damage. In addition, roll (the rating of the   all, and if they do, it might mean that a portion of the safehouse
            trap in question + 2) and apply any successes as additional   has become unusable rather than vanishing outright. A character
            damage (type as appropriate to the trap).         might take equipment with him when he leaves, thus reducing
               Failure: The intruder activates the trap and suffers all   dots in Safehouse Cache, or a death might draw attention to the
            relevant damage.                                  place, reducing Safehouse Secrecy.
               Success: The character notices the trap and can try to   A character need not devote all of her Safehouse dots to
            disarm it (Wits + Crafts minus the dots allocated to that trap,   the shared Merit, of course. A hunter might maintain a separate
            failure sets off the trap, dramatic failure doubles the damage)   safehouse of her own outside the communal one represented by
            or just leave it be.                              the shared trait. Any leftover dots that a character has (or is un-
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