Page 153 - Hunter the Vigil - Mortal Remains
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APPENDIX: DREAD POWERS & RULES UPDATE
Effect: To infect an area, the monster requires a number night. Alternatively, create a custom Condition to reflect the
of successes reflective of the relative size and population af- monster’s specific Inebriate. It should offer a situational pen-
fected. Each roll requires one full night of inhabitance, along alty equal to the monster’s dots in Inebriate. If it comes into
with other, often disgusting practices unique to the monster. A play, its Toxicity is equal to the monster’s Inebriate dots.
werewolf might urinate on the chosen territory, while demons Roll Results
may adorn the zone with bits and pieces of victims. Dramatic Failure: The power fails, and the victim remains
The size of the area impacted by Haunting depends upon immune to the monster’s Inebriate power.
the number of successes. A single room, or a comparable area, Failure: The power fails.
requires three successes. A small house requires six. A man- Success: The monster affects the victim if his successes ex-
sion nine. A field or block fifteen. Larger zones, like an entire ceed hers. The Inebriate takes hold.
metropolis or subway line, cannot be haunted. If a small group Exceptional Success: Not only does the Inebriate take
of humans resides in the targeted zone, double the required effect, the victim also gains the Addicted Condition (The God-
successes. If more than a family resides there, triple the require- Machine Chronicle, p. 181) pertaining to the drug in question.
ment. A monster may not haunt a zone with more residents Lord of the Manor ( to )
than three times her Haunting dots.
Once active, she impresses her mystical might over a house, Some monsters feel the best way to go on the offensive is
a graveyard, or another conceptual place. From that point for- to protect their tomb, haven, or home. With this power, the
ward, the monster may use the area as if it were her immediate monster becomes attuned to a specific space, to control that
line of sight or touch. For example, if she haunts a graveyard, and area the way she would take command of her own body. The
a hunter touches one of the tombstones, she might use a Dread monster can reach through corners and drop from the ceiling.
Power that usually requires her touch to disorient the hunter. She can perceive, without needing to physically see, anywhere
Note that, for Haunting to work, it has to be a reasonable within that space. The monster knows all who enter, linger, and
connection; a vampire’s blood-drinking isn’t likely to manifest leave her domain.
through the handrails of an old mansion. Then again, favor This Dread Power is common for mummies and other
what’s best for your story in these cases. It’s also worth men- monsters long-buried in ancient tombs. Nature spirits, and oth-
tioning that use of this Power does not inherently extend the er creatures that commune with the land, also use this as well.
monster’s perceptions. The Lord of the Land Dread Power af- Cost: 5 Willpower
fords that advantage. Action: Extended, each roll takes one minute
Unless it’s somehow dispelled, the haunting lasts until the Dice Pool: Presence + Survival + Lord of the Manor
monster ends it. A monster may only have one such haunted Effect: This Dread Power ties the monster to a temporary
zone at once. or permanent location that’s chosen when buying it.
Roll Results If temporary, the monster can use it in one specific type
Dramatic Failure: The power fails. The selected grounds of place, such as the woodlands, industrial buildings, or in the
are forever immune to the monster’s haunting. From that point bedrooms of sleeping mortals. The specificity is unique to the
forward, all Dread Powers by that monster in that zone suffer monster, and can be general (the woods) or very specific (high
-5 to activate. school boiler rooms).
Failure: The monster accumulates no successes. If permanent, the Power becomes tied to a unique spot,
Success: Successes are added toward the monster’s total. and cannot change. However, the monster does not need to
Exceptional Success: With an exceptional success, the spend Willpower or roll to activate it.
monster also gains an ongoing +1 to all Dread Power usage on Activation requires five successes for a small room, ten for
the haunted zone. a house, and fifteen for a city block. Larger spaces cannot be
Inebriate ( to ) controlled with this power.
Once active, the monster can take any actions as if that
Alcohol impairs a mortal’s judgment and dulls the senses. space was an extension of herself. For example, she can reach
Drugs alter a victim’s ability to run, to scream, and to fight off through walls and out others. She can peer out one window
an attacker. This Dread Power allows the monster to affect a vic- and see through another. Be creative in these expressions, but
tim with the effects of inebriation. Every monster has a different understand there is a limitation. Any dice pools used through
drug of choice that their touch emulates, chosen when taking the space are limited to two times the monster’s Lord of the
this Dread Power. The power requires touch, but most mon- Land dot rating. Thus, at two dots, the monster may take four
sters have a distinct method for delivery. Some deliver its effects actions in a scene.
through bodily fluids; some through tiny needles in their flesh. The monster intuitively knows any time someone enters or
Cost: 1 Willpower leaves the territory. Any perception-based rolls or supernatural
Action: Instant and Contested detection powers add her Lord of the Land rating as automatic
Dice Pool: Presence + Medicine + Inebriate versus the vic- successes.
tim’s Stamina By spending a point of Willpower, the monster can drag
Effect: The effect emulates a drug from The World of things through the space, from one part to another. When incor-
Darkness Rulebook, but as a Condition that lasts for one full porating objects, this action should employ a portal of sorts; for
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