Page 162 - Hunter the Vigil - Mortal Remains
P. 162
TACTICS | MONSTERS
Thaumatechnology actor, there should be additional consequences for the second-
ary actor. If the primary actor fails, she can take a Dramatic
These revisions update the Thaumatechnology Endow- Failure on the Tactic; the cell will receive one Practical Beat per
ment of the Cheiron Group. participant in the Tactic after the scene. If any within the cell
Thaumatechnological Surgery dies because of this failed Tactic, the cell gains one Practical
Experience for that member, instead of a Practical Beat.
This works as presented, but keep in mind the limitations
on dice pools for extended actions, per The God-Machine Monsters
Chronicle, p. 187.
Weapon of Last Resort Rules, advice, and guidance found here supplements and
This weapon causes 0 lethal. (Rolled successes apply as lethal clarifies the Storytelling chapter of Hunter: The Vigil. Note
damage, with no inherent damage bonus.) However, this Endow- that any rule that would normally give a player’s character a
ment will cause lethal damage to vampires and creatures that Beat, should give a Storyteller character a temporary point of
otherwise would not suffer lethal damage from mundane attacks. Willpower. This may only be used during the scene it was ac-
Lover’s Lips quired. This rule prevents monsters, like vampires, from refuel-
ing their hungers without actually committing monstrous acts.
If the user already has the 9-again quality on relevant rolls,
Lover’s Lips offer 8-again instead. They have no effect if the Creating Monsters
user already has the 8-again quality. Every Storyteller uses monsters differently, and every
Research and chronicle has different demands. We encourage you to create
Development and use your monsters however you feel works best for your
game, your players, and your own interests.
If you choose to use standardized points to build your
When creating an Endowment using these rules, replace
Derangements with Persistent Conditions. monsters, start with a foundation of The God-Machine Chron-
icle’s character creation systems. Note that these creation rules
Practical don’t apply to spirits, angels, and other creatures detailed in
The God-Machine Chronicle.
You can opt for a simpler version of character creation, par-
Experience ticularly useful for non-speaking monsters, or for monsters that
are likely to only see a single scene’s inclusion. Some character
These rules supplement those found in Hunter: The Vig- traits are simply not essential for bit part demons. For example,
il. Hunter cells earn Practical Beats and Practical Experiences, most minor monsters will never need Aspirations unless a char-
similarly to how they previously earned Practical Experience. acter uses an Endowment or other ability targeting Aspirations.
At the end of important scenes, the Storyteller builds a pool In those rare cases, develop those additional traits on the fly.
of Practical Beats. Use the same criteria that you would use to Instead of focusing deeply on the specific numbers, some of
determine Practical Experience. Additionally, note the Practi- the considerations you should take when choosing traits for your
cal Beats afforded by risking Willpower (see p. 164) and Tactics. monsters have been addressed here. Character creation guidelines
These add to the total at this point. Every five Practical Beats have been divided into major and minor monsters. Finally, this
accumulated become one Practical Experience. section ends by teaching you how to create monster templates.
Like Hunter’s Practical Experience, Practical Beats can be Major Monsters
spent to recover Willpower. However, Practical Experiences can
still be spent to purchase Skills or Merits for cell members, and These rules are included for recurring or important mon-
can also be used to purchase Tactics. sters. It mirrors the standard character creation rules from The
God-Machine Chronicle. The biggest point of difference is,
Tactics you should really consider choosing traits that could become
evident in play. Having an Aspiration to find your daughter’s
These rules supplement those found in Hunter: The Vig- lost teddy bear doesn’t matter, unless you make it matter. For
monsters, don’t choose a trait that you don’t intend to portray
il. Tactics now cost 3 Practical Experiences. Tactics may cost 2 or hint at.
Practical Experiences if a cell member is a member of a favored Concept: This is the most important part of your monster
compact or conspiracy. Don’t use the formula for generating ex- generation. Concept provides a niche, and that niche will help
perience costs; use these flat costs for any Tactics the cell learns define the monster’s role in your chronicle, and help to guide
or develops. the cell’s response.
Additionally, when a secondary actor fails a Tactic roll, Potency: When you first design your monster, determine
they can take a Beat — not a Practical Beat — to turn it into a its Potency. The default is 1, but if the monster is important, ex-
Dramatic Failure. In addition to the -4 imposed on the primary perienced, or intended to be highly effective, consider a higher
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