Page 47 - Hunter the Vigil - Mortal Remains
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CHAPTER TWO: ALL IS LOST


            die  in a  life  cycle  that mimics humans and  animals. Others                          Arcadia
            seem to exist outside of the realm of possibility, creatures of   Beyond the Hedge, lies the True Fae’s realms. It would be
            light, of sound, of ephemera. Some were made by magic, or   extremely unusual for a hunter (or cell) to wander into Arca-
            perverted from human beings through prolonged exposure to   dia. Unlike the Hedge, the paths that lead to the True Fae’s
            the Hedge.                                         domains are not traveled by any mortal means, nor are they en-
               From Goblin Market stall owners to full-grown men no   countered accidentally. It is almost impossible to enter a True
            bigger than a fingertip, hobgoblins and hedgebeasts that man-  Fae’s demesne without its knowledge and permission.
            age to survive in the Hedge are a strange lot. Some are overtly   But, almost impossible is not the same as impossible. If a
            hostile, relying upon travelers and other hedge-denizens as a   hunter cell was dedicated to make the journey — researching
            food source. Others, given half a chance, would strip the un-  routes, bargaining for supernatural maps and keys, hiring hob-
            wary of their blood, goods, wits, will, or sanity.  goblin guides, and surviving the likely-fatal trek — it is theoreti-
               Hunters rarely encounter denizens of the Hedge, for hob-  cally possible for them to reach  Arcadia, home of the True Fae.
            goblins  and  hedgebeasts  don’t stray into the  human world   Once there, hunters would have to content with the True
            very often. Those cells brave or foolish enough to travel to the   Fae and all its servants. Even if a cell makes it to Arcadia alive,
            Hedge, however, may find themselves at the mercy of creatures   there’s no guarantee those hunters could return.
            far more deadly, cunning, and amoral than they’ve ever dealt
            with.  Some  sentient  hobgoblins may venture  outside  of  the
            Hedge, and will rely on stealth to hide, or adopt a Mask to mas-              Systems
            querade as people. A hedgebeast that’s escaped from its home-
            realm might draw the attention of a hunter cell, just as easily as   Changeling: the Lost contains several complex systems
            a Changeling or a fetch.                           and rules to represent the Lost’s multi-faceted existences. These
                              Arcane Realms                    systems are designed to be used with Changeling player charac-
                                                               ters and story arcs that are primarily fae in nature. This section,

               The Lost have  the innate  ability to  create  supernatural   on the other hand, offers a human-centric view of the Lost’s
            doorways to another world, as described in the Dread Power   powers, perfect for a Hunter campaign.
            Dark Gate (see p. 147). Changelings use these doorways to trav-  In places where the  two systems conflict,  assume these
            el from place to place in the mortal world by taking shortcuts   rules take precedence when portraying the Lost in a Hunter:
            through an alien landscape: the Hedge. And, sometimes, hunt-  the Vigil chronicle.
            ers who are tracking Changelings find themselves on the other   Price of Being Lost
            side of a Dark Gate as well.
                                                                   Changelings have  certain  inherent  weaknesses  and
                                              The Hedge        strengths, regardless of their diversity. All Lost share the fol-
               The Hedge is a labyrinthine realm, a supernatural buffer   lowing traits:
            zone between the human world and that of the True Fae. It
            tends to mirror the foliage and flora of the world it butts up    A Changeling’s true fae  appearance  is hidden  from
            against — like a supernatural sideshow mirror reflecting reality.   mortal eyes unless she uses the Dread Power Revelation
            The Hedge near a temperate zone may be filled with thick pines   to reveal it.
            and berry briar underbrush, and those trees may be sentient,    Lost can enter the Hedge through any open doorway,
            explosive, or bear blood-sucking batbirds instead of leaves. The   gate,  window, or other opening  by expending  a
            Hedge’s diversity is only surpassed by its dangerousness.  Willpower point. Likewise, they can do the same to exit
               Two locations separated by thousands of miles in the mor-  the Hedge through any spot that has been used in the
            tal world may be an hour’s journey by foot in the Hedge. How-  past to enter it.
            ever, that journey may take a traveler through territories filled
            with wolf-like beings, swamps of quicksand where time slows    By spending a Willpower point, a Changeling can
            for trapped victims, or past an oasis full of impossibly beautiful   enter into a Manipulation + Willpower vs. Composure
            beings who offer succor and shade — at the price of a soul. All   + Willpower challenge to incite a target to emotional
            benefits come with a price, and the tolls taken by the Hedge’s   extremes: desire, wrath, sorrow, or fear. Storytellers can
            inhabitants can be more than any sane human is willing to pay.  assess appropriate modifiers based on the emotion being
               Distance and terrain are not only different, but mutable in   raised,  the volatility of  the situation,  and  the target’s
            the Hedge. Not only is the environment inconstant, the True   mood at the time.
            Fae, certain hobgoblins, hedgebeasts, and the more powerful
            Lost can exert their will upon the Hedge and mold it to their           Dread Powers
            whim. A traveler may make a journey a dozen times only to
            find that, on his thirteenth trip, the way has utterly changed. A   As a supernatural race, Changelings possess certain Dread
            once-trusted route now leads him deeper and deeper into the  Powers inherently. Dread Powers can be found on p. 144, as
            realm of the fae.                                  well as pp. 276-282 of Hunter: the Vigil.




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