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APPENDIX: DREAD POWERS & RULES UPDATE
RULES UPDATE
These rules supplement the World of Darkness Rulebook, Status: Compact or Conspiracy
Hunter: The Vigil, and The God-Machine Chronicle. In an ef- These Merits operate identically to the Status Merit on p.
fort to update the Hunter: The Vigil rules, these mechanics 170 of the God-Machine Chronicle. As well, they provide ad-
replace any relevant mechanics in Hunter.
ditional benefits to members at the first, third, and fifth dots,
Risking detailed in “Compacts and Conspiracies.”
Torture Suite
This Merit should be reflected by equipment bonuses.
Willpower Your character may have a Safe Place with relevant equipment
that bolsters Intimidation-based rolls, but you do not need to
With this update, risking Willpower is slightly altered. You
may still only risk Willpower once per scene. If the action fails, purchase a Merit to reflect those equipment bonuses.
it’s automatically a dramatic failure. However, the dramatic
failure does not give the character a Beat. Instead, it gives two Compacts and
Practical Beats (see p. 164).
A successful action offers one Practical Beat, does not remove Conspiracies
the Willpower point, and refreshes one of the character’s spent
Willpower points — not to exceed their maximum dots. These updated advantages replace the Compact and Con-
You can risk Willpower to choose from two of the follow- spiracy Status advantages in Hunter: The Vigil. As per that
ing advantages: book, they offer advantages at the first, third, and fifth dots.
Add three dice to your dice pool. While many of the dot ratings remain identical, they’re reprint-
ed here for convenience. Some simply replace Merits from The
Your roll achieves exceptional success on three successes World of Darkness Core Rulebook and Hunter: The Vigil
instead of five. Or, for a combat action, add one lethal with Merits from The God-Machine Chronicle.
(or bashing) damage to a successful attack.
Ashwood Abbey
Add the 9-again quality on your roll. If you already have
9-again, roll with 8-again. You cannot choose this option You gain the Barfly Merit for free (see The God-
if you already have 8-again. Machine Chronicle, p. 166).
Your chapter house counts as two dots, divided
Remove the 10-again quality from any contested rolls as you see fit, between the Safe Place, Safehouse
against your action. Cache, and Safehouse Secrecy Merits.
You get four instances of the Contacts Merit,
Merits representing Legal, Vice, Arms Trafficking, and
Ashwood Abbey Networking.
These rules supplement and replace relevant rules from The Long Night
Hunter: The Vigil.
Professional Training You gain the Evangelism Specialty in a Skill of
your choice, and the Interdisciplinary Specialty
Use the Professional Training Merit on p. 163 of The God- Merit related to that Specialty from p. 163 of The
Machine Chronicle. God-Machine Chronicle.
Safehouse You gain two dots in Allies (The Long Night). If
this would take you over five dots, put those dots
Instead of Safehouse Size, use the housing equipment from
The God-Machine Chronicle, p. 241. For Safehouse Traps, use toward another relevant Allies designation.
the Safe Place Merit on p. 170 of The God-Machine Chronicle. You gain the Inspiring Merit from p. 167 of The
Both Safehouse Secrecy and Safehouse Cache work as written. God-Machine Chronicle.
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