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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