Page 155 - Hunter the Vigil - Mortal Remains
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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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