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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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