Page 23 - Hunter the Vigil - Mortal Remains
P. 23

CHAPTER ONE: PIECES OF FLESH


             • Moment of clarity. What if the Disquiet breaks, like a   behaves strangely, depending on the Lineage of the Promethean
               fever, after its most intense point? The characters have a   in question (Tammuz, Galateid, Frankenstein, and Osiran, respec-
               torch-wielding mob at their backs, they’ve cornered the   tively). Ulgan Prometheans affect spirits instead of an element.
               monster in a blind alley, they’re about to set it on fire —   In game terms, the extra die to detect Prometheans and
               and then it all drops. The characters see the Promethean   the extra die on Disquiet rolls remains. Further, the appropri-
               as a helpless, scared individual. Everyone around them is   ate element becomes poisoned and stagnant. In addition, the
               clearly ready to set this person on fire and watch him burn   Wasteland is considered a level one Extreme Environment (see
               to death. What do the characters do? Are they willing to   p. 213 of the God-Machine Chronicle).
               try to head the mob off? What if the characters see the
               Promethean’s disfigurements again — is that enough    Earth and stone becomes brittle. -1 Durability to any
               to confirm that this thing needs to die, or is more data   stone- or earth-based material.
               required? Or, do the characters just go through with it,    Air is  dry and  foul-smelling. -1 on all scent-based
               figuring it’s too late to back out now?
                                                                  Perception rolls.
                                         Wasteland                 Fires flare  up or go  out  unpredictably,  and  electric
                                                                  devices short out without warning. Any failure with an
               The Created poison the land around them. This rot afflicts   electronic device shorts it; such devices can be repaired
            the environment in different ways, depending on the creature in   with a Wits + Crafts roll.
            question and his Lineage. But, it’s always destructive, and it always
            ends in cataclysm unless the creature is destroyed or moves on.    Water becomes stagnant  and  sluggish.  Drinking any
               A Promethean staying in one place doesn’t necessarily start   water that has been in the radius of the Wasteland for
            a Wasteland. Certain trigger events scorch the land, and the   more than an hour imposes a -1 modifier on all rolls due
            Wasteland begins there, radiating outward like progressive ne-  to stomach cramps.
            crosis from a wound. For Hunter purposes, it’s not necessary to
            know what the trigger event was; from a story perspective, a cell    Spirits become restless. All spirits and ghosts receive a
            of hunters probably encounters a Wasteland already in progress.   +1 modifier to affect living targets, but any devices or
                                                                  powers that hunters can use on such beings also enjoy
               Wastelands, like Disquiet, progress in four stages, repre-  this modifier.
            sented by Conditions. The longer a Promethean stays in one
            place the more intense it gets. “Within one place” is defined   This stage of the Wasteland should be noticeable even to
            here as within a mile radius, but feel free to restrict this distance   casual observers. If the Strange Condition remains, the area
            if that’s too big an area for your purposes. How long between   develops a reputation, but not one that terrifies people — an
            stages isn’t usually important from the hunters’ perspective, so   area of town where water is thick and gross or your cell phone
            feel free to have the intensity of the Wasteland increase at the   always quits working is a curiosity more than anything else. The
            speed that the story requires.                     characters might (correctly) recognize this as a chance to stop
                                                               the Wasteland before it gets any worse.
                                  Stage One: Marked
               This  stage  of  the Wasteland  carries no  easily  detectable     Stage Three: Blighted
            markings. A character with some method of sensing supernatu-  At this point, the affected area becomes dangerous. The
            ral activity (the Unseen Sense Merit or various Endowments   appropriate  element  surges  out  of  control,  and  unprotected
            that allow for detection of such things) might sense that some-  human beings suffer for it. While a normal person might not
            thing is off in the area, but nothing more than a general sense   ascribe anything supernatural to the area, anyone with real ex-
            of unease. Any rolls to detect the Promethean via magical or   perience can tell that something is deeply wrong.
            supernatural means gain a +1 modifier, and any rolls made to   The air is acrid and toxic, and every breath sticks in a person’s
            inflict Disquiet (not resist it) also receive a +1 modifier.   lungs. Earth shifts beneath one’s feet, making tripping and falling
               The Storyteller should  use  this  stage  of  the Wasteland   a serious danger. Electronic devices spark and thunderclouds hang
            to indicate that something is wrong. It’s a good way to let the   ominously overhead. Water takes on a gelatinous consistency, and
            characters know they’re on the right track, or that something   everything feels warm, oily and sluggish. The spirits howl even loud-
            sinister is going on in an area that they previously thought safe.   er, reach out of Twilight and grasp at people as they pass. In game
            Since this stage of the Wasteland doesn’t carry any detrimental   terms, all the modifiers listed above increase by one die, including
            game effects, it’s a good way to convey the otherworldly nature   the added dice to Disquiet and detecting Prometheans. In addition,
            of a Promethean without tipping your hand, so to speak.   the Wasteland is considered a level two Extreme Environment.
                                                                   A Blighted area might be the lair of a Promethean that
                                 Stage Two: Strange            has no intention of leaving. The area is intense enough that it
               At this stage, the Promethean’s presence is noticeable and ob-  causes damage if people stay too long, which means while visi-
            vious, though casual observers probably don’t have any idea what  tors don’t start suffering damage right away, no one is going to
            they’re looking at. One of the four elements (earth, air, fire, water)  remain here. Residents move out, and the place gains a reputa-


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