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APPENDIX: DREAD POWERS & RULES UPDATE


               Dice Pool: Presence + Intimidation + Revelation – the highest Resolve of all witnesses
               Effect: When choosing this Dread Power, choose the method of Revelation, and the expected reaction. For some Revelations,
            mortals will be impressed and enrapt by the experience. Others might strike unearthly fear into the hearts of his witnesses.
               When witnesses attempt to take an action that counteracts the effects of this Power, they suffer the monster’s Revelation dots on
            any roll; add the monster’s Revelation dots to any contested rolls that would cause the mortal to betray the reaction. For example, a
            fearsome ghost with four dots of Revelation, that creates a Revelation of terror, causes a -4 to any roll to stand up to the specter. Ad-
            ditionally, witnesses would add +4 to any roll that would force the witness to
            stand up to the apparition, such as a vampire’s hypnotic command.
               Roll Results
               Dramatic  Failure: The monster fails to
            cause the desired reaction; witnesses see the
            monster for what it is, and gains Willpower
            any time they defy the would-be response.
               Failure: The monster fails to evoke the
            desired reaction.
               Success: The reaction takes. Witnesses
            suffer the monster’s Revelation dots from
            any roll to defy the desired reaction.
               Exceptional  Success: The reaction
            takes. Additionally, the witness must spend
            Willpower to even attempt to defy the reac-
            tion. This Willpower does not add ad-
            ditional dice to his roll.

                           Tempest
                       (  to          )
               The sky turns black and light-
            ning splits  the  sky.  Strong winds
            whip the ocean’s waves. Thunder
            booms and  cracks. This  Dread
            Power allows the monster to call
            forth a quick, powerful storm to
            hurt, distract, and  disorient  any
            nearby. Both an effective combat
            tactic and escape tool, the power
            to control weather has long been
            a symbol of frightening, phenom-
            enal mystic power. Few beings in the
            world stand unafraid of natural disaster.
               Cost: 5, 10, or 15 Willpower
               Action: Extended; each roll takes one turn
               Dice Pool: Presence + Occult + Tempest
               Effect: The tempest requires between
            ten and thirty successes to summon forth.
            Once summoned, the storm affects a wide
            area. For 5 Willpower and ten successes,
            it  covers a city  block. For 10 Willpower
            and twenty successes, it will cover a town.
            For 15 Willpower and thirty successes, it’ll
            blanket a metropolitan area. Note that this
            massive cost can occur over the course of
            a day. So, the monster may replenish Will-
            power during the Power’s activation.
               Once activated, those in the affected area
            can only see a few feet ahead of them. Any-
            thing beyond arm’s reach is considered total
            darkness. The sound and power of the storm



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