Page 145 - Hunter the Vigil - Mortal Remains
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APPENDIX: DREAD POWERS & RULES UPDATE
CREATIVE CONDITIONS
Some of the Dread Powers listed call the Storyteller to “Create
a Condition affecting X.” Instead of creating a whole new list of
Conditions, you can choose and adapt a Condition from The God-
Machine Chronicle, or create your own.
To create your own, apply a conditional bonus or penalty (between
+5 and -5, usually +2 or -2), that’s dependent on a specific Skill,
Attribute, or general type of action.
Alternatively, you can step up or down the results of a given
action once. To shift down, exceptional successes become successes,
successes become failures, and failures become dramatic failures.
To shift up, dramatic failures are failures, failures are successes,
and successes are exceptional successes.
For any Condition, choose a logical point of resolution. If you’re
shifting successes, the shift can be the resolution. When a player’s
character resolves a Condition, her character gains a Beat. When a
Storyteller character resolves a Condition, he gains a point of Willpower.
what monsters likely use. Context is everything. Since a given For sorcerous monsters, like some mummies and demonic
Dread Power could manifest in numerous monster types, and servants, consider the magic system introduced in Hunter:
can come up through any number of justifications, the dice Witch Finders to supplement the Dread Powers listed here.
pools should match the context. Absorb Energy ( to )
For example, Ghost in the Machine on p. 151 uses Manip-
ulation + Occult + Ghost in the Machine as a dice pool. This Some monsters draw their energy from a common, natural
reflects a certain degree of influence, where the monster uses source of power, like fire. For others, electricity. And a few fear-
mystical means to puppeteer a device. Though, if the monster some beasts draw their power from nuclear radiation. Whatever
has an intuitive, intellectual understanding of technology that this power source, it empowers the monster when it basks in it.
goes far beyond human understanding, the dice pool might Cost: 2 Willpower
very well be Intelligence + Computer + Ghost in the Machine. Action: Reflexive
Often with monsters, the line between mysticism and pseudo- Dice Pool: Stamina + Survival + Absorb Energy
science is hazy, so this is a common question. Effect: When the monster is exposed to her chosen energy
If you’re ever at a loss for a Dread Power’s dice pool, look source, it temporarily energizes her. She immediately gains a
at the monster’s Skills and Attributes. Typically, a monster will number of temporary health levels equal to her Absorb Energy
be good at the things their Dread Powers should do, so long as dots, as well as an equal number of Willpower. For every turn
their Dread Powers draw from the same thematic space as the she remains in contact with her power source, she regenerates
monster’s basic concept. If a monster is a physical powerhouse, two bashing damage, or one lethal damage.
their Dread Powers are likely to use Strength and Brawl. If the This Dread Power only works once per scene.
monster is a demonic power behind the throne, its Dread Pow- Roll Results
ers might focus on Manipulation and Politics. Dramatic Failure: The power source doesn’t absorb prop-
While the dice pools should reflect context, also allow erly. The monster is shocked and pained, and denied her De-
them to build context. Where Dread Powers don’t receive mas- fense for the remainder of the scene.
sive descriptions due to their generic natures, their dice pools Failure: The power fails.
can help communicate what the powers look and feel like. A Success: The monster absorbs the power, and can main-
Manipulation-based Dread Power should be subtler than a tain the effect for a number of turns equal to her successes.
Presence-based equivalent. Exceptional Success: The monster absorbs the power and
channels it efficiently. She regenerates all bashing damage each turn,
New Dread Powers and regains a number of lethal damage equal to her Absorb Energy
dots as long as she remains in contact with the energy source.
These new Dread Powers could be used to create the mon- Biomechanical Nightmare
sters described in this book, but you’ll want to use them along- ( to )
side those Dread Powers found in Hunter: The Vigil. As with The monster takes the guise of a biomechanical horror.
the Dread Powers in Hunter, these err on the side of general Any or all parts of his body become machinery, metals, manu-
ownership. Some monsters may favor certain Dread Powers, factured materials, and electronics, forming a morbid amalga-
but none are exclusive. Mix and match. Surprise your players. mation of human technology in a rough humanoid form. His
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