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22:36, 1st May 2024 (GMT+0)

Hunter: The Vigil.

Posted by MILLANDSON
MILLANDSON
member, 696 posts
One mouth to eat them all
One mouth to chew them
Wed 16 Jul 2008
at 02:37
  • msg #1

Hunter: The Vigil

Well, things seem to have gone very quiet around here, so I thought I'd try to breath some life into it with the newest of White Wolf's games...

Having read through the demo of H:tV, I must say, this game is much more what I expect of Hunters that "people given supernatural gifts from God", which is what H:tR always showed itself to me. I'm actually really excited about this game, and have already pre-ordered my copy.

What do you guys think about it?
megadeus
moderator, 1131 posts
'Twas brillig and the
slithy toves...
Wed 16 Jul 2008
at 04:03
  • msg #2

Re: Hunter: The Vigil

I've become somewhat disenchanted with White Wolf's latest offerings. My friends and I didn't have much fun playing Promethean (although I'm willing to give it another try eventually, maybe), and Changeling didn't impress me with its quick start game.

I know absolutely nothing about HtV, however, so I'm open to learning about it. That being said, my self-imposed rule is that I'm not purchasing any RPG books unless I'm guaranteed to play them, so I probably won't buy HtV any time soon.
MILLANDSON
member, 697 posts
One mouth to eat them all
One mouth to chew them
Wed 16 Jul 2008
at 11:58
  • msg #3

Re: Hunter: The Vigil

Changeling didn't impress me with it's demo either, but I have never been disappointed by WW's nWoD stuff in the past, so I got it, and love it. It's very quickly become my favourite game.
Nerwen
moderator, 1692 posts
seek to understand before
you seek to be understood
Thu 17 Jul 2008
at 04:31
  • msg #4

Re: Hunter: The Vigil

Not knowing anything about nWoD, I don't have an opinion on HtV - but am curious what the differences are from HtR. What makes it more exciting?
megadeus
moderator, 1132 posts
'Twas brillig and the
slithy toves...
Thu 17 Jul 2008
at 18:19
  • msg #5

Re: Hunter: The Vigil

Seconded. I read very little of HtR-related materials because the whole "humans imbued with supernatural powers" seemed hokey to me. I would rather play or run a game of normal humans fighting the unknown with few or no extra advantages. (Much like Call of Cthulhu, now that I think of it).
SergeWolf
member, 9 posts
Sun 20 Jul 2008
at 07:43
  • msg #6

Re: Hunter: The Vigil

I.ve done some digging on HtV. It seems to function like the second site book, except added a more techological point of veiw with special abilities and manuevers. They also added a group feature that is apparent in the other templates. Vamp=Coven, Were=Pack, etc, etc.

Overall it's like aspects of mage with how groups are, except how they function, with special abilities that seem to be the same strength as those in second sight.

I feel it gives a nice little bonus to those that enjoy playing mortals character but don't want to be as powerful as the other supernaturals.
Loneeagle42
member, 53 posts
Mon 21 Jul 2008
at 21:56
  • msg #7

Re: Hunter: The Vigil

Hunters have a few things, they have Tactics(Which usually require 2-3 hunters to execute) Profession which covers what your hunter does in their hunting. Probably medic, soldier, demolitionists, etc... or something entirely different.

There's also something else you have to spend merit points on now, entitlements or something like that. They list one of them on the site, a sun bomb, which scares the crap out of vamps if they fail to make their roll.

All in all, it looks like they made hunters into somewhat of a resistance effort against the monsters of the night. (Think about the rebellion in star wars for something like that.) Hunters form cells, who if they survive might meet more cells, and form bigger and bigger groups.

I've never tried Promethian, but I'm playing Changeling, and it's better I believe then the OWoD. Paranoia is your friend. :)
Nerwen
moderator, 1695 posts
seek to understand before
you seek to be understood
Tue 22 Jul 2008
at 00:20
  • msg #8

Re: Hunter: The Vigil

So far I'm not hearing anything about HtV that sounds markedly different from HtR ...
This message was last edited by the user at 00:21, Tue 22 July 2008.
megadeus
moderator, 1134 posts
'Twas brillig and the
slithy toves...
Tue 22 Jul 2008
at 01:08
  • msg #9

Re: Hunter: The Vigil

Loneeagle42:
I've never tried Promethian, but I'm playing Changeling, and it's better I believe then the OWoD. Paranoia is your friend. :)


I agree, but the demo document made the world look antithetical to the paranoia I would have liked to see in the game. I don't like the fact that there are established hierarchies and "politics" among the Lost. I suppose it would be trivial to remove those elements, placing the characters in a role more akin to Prometheans (lost, confused, not sure if there are any others like them in the world)...
Loneeagle42
member, 54 posts
Tue 22 Jul 2008
at 01:19
  • msg #10

Re: Hunter: The Vigil

Well, it always depends on the GM. We play a campaign where we didn't know we were lost for a while, and now we're slowly re-discovering ourselves.

Plus we play high-school characters, so we can't exactly flee when the gentry decide to show their heads :)

As for the marked diff, I don't think there's any sort of conviction, so not much insanity(Very sad, I know) I can post a bit more in august when it ships to my house.
Loneeagle42
member, 55 posts
Tue 22 Jul 2008
at 01:37
  • msg #11

Re: Hunter: The Vigil

Stol... I mean recovered from White wolf's site.

"Endowments
Hunters are not supernatural creatures. They do not command the unholy powers of the night (although the case could be made for the Lucifuge), nor do they possess inborn resistance to injury or death. Around the world, the vast majority of hunters face the supernatural armed with little more than their wits, willpower, and whatever supplies they can gather from the local sporting goods store. Some hunters, though, by dint of powerful backers or stores of ancient relics or a supposed fallen angel in the family tree, have access to tools beyond those that ordinary men and women can acquire. Some would argue that these tools make them every bit as unnatural as the things they profess to hate—how much difference is there, really, between a witch who calls down lightning from the sky and a man who has implanted a swarm of insect monsters into his body to use as a weapon? Others counter that, to destroy the monsters that hide in the shadows with any chance of success, a hunter needs every edge he can get.

Endowments, unlike the powers of supernatural beings, are not their own category of Trait. They are simply a new category of Merit, and are purchased with Merit dots just like any other (see "Merits" on p. XX for the specifics of how each Endowment Merit works). Most Endowments have special rules governing their use, and safeguards in place to keep members of rival organizations from using them. These rules are discussed in detail at the beginning of each Endowment's description.

Endowments are weird. Endowments are monstrous and, in many ways, inhuman. Does this make those hunters who use them inhuman? “Humanity” here is in the eye of the beholder.

Sample Endowment
VDSB (•••)
Ever since Murnau's Nosferatu, the knowledge that vampires are destroyed by the light of the sun has entered the pop culture lexicon. While VALKYRIE's scientists have not yet found the key component of sunlight that causes such deleterious effects on the bloodsuckers, they have developed the next best thing.

Function:The VDSB (Victim-Detonated Sun Bomb) is an explosive device that is rigged to trigger via an infrared sensor and thermal imager; when an object with a core temperature of less than 94 degrees Fahrenheit breaks the infrared beam, the device is triggered. Instead of an explosion, the VDSB (which looks like a generic satchel charge but contains far more complex innards) uses a combination of full-spectrum phosphorescent lights and focusing mirrors to create a blinding flash which is, from an electromagnetic standpoint, identical to sunlight. While the light doesn't actually harm vampires, it can cause a surge of panic that overwhelms their rational mind and leads them to make tactical errors.

Arming the device is simple enough, necessitating success on an instant Wits + Crafts roll. However, unless operating in total darkness, the VDSB must also be concealed, necessitating six successes on a Wits + Crafts roll, with each roll representing 10 minutes worth of work. Disarming the bomb is more difficult, requiring six successes on a Wits + Crafts roll, with each roll representing one minute of work. Once the tampering process starts, though, the disarmer only has four minutes, or four rolls, in which to disarm the device. Once that time ticks down, the device detonates if it hasn’t been neutralized.

Against humans and monsters not afraid of sunlight, the VDSB is treated as an ordinary explosive. It has a “Damage” of 4, but damage is only rolled to determine whether or not the target is Stunned. Remember that to calculate an explosive's damage, you roll a number of dice equal to the Damage, in this case 4, and add the successes to the base Damage rating (see The World of Darkness Rulebook, p. 178). Blind characters and creatures without eyes are unaffected.

When a vampire or other creature vulnerable to bright light is caught within the area of a VDSB, the effects are far more pronounced. The vampire's player must immediately make an extended Resolve + Composure roll, with each roll representing one turn. Each turn in which the vampire's player rolls at least one success, he maintains his composure for one further turn. If at any time the vampire fails to gain any successes on a roll, he flies into a frenzy of fear in which his only objective is to flee from the source of the light. He will attack anyone that gets in his way, but otherwise just tries to get away. If the vampire accumulates five successes on the extended roll, he shakes off the flight instinct and can act normally. "

Also, you risk willpower rather then conviction now. You can either get the three dice bonus, make the roll 9-again, or make it count as an exceptional success on three, instead of five. If the hunter succeeds, he gets that point of WP back, and another one. However, he can't go beyond the max.
Tzuppy
member, 542 posts
Talk softly and...
carry a warhammer
Wed 23 Jul 2008
at 00:11
  • msg #12

Re: Hunter: The Vigil

If this power is a showcase, I dread seeing the rest.
MILLANDSON
member, 699 posts
One mouth to eat them all
One mouth to chew them
Thu 24 Jul 2008
at 02:27
  • msg #13

Re: Hunter: The Vigil

Apparently this is just one of the Endowments from one of the more techno-savvy Hunter Conspiricies. Most of the rest are more occultesque, according to the designers.
Nerwen
moderator, 1699 posts
seek to understand before
you seek to be understood
Thu 24 Jul 2008
at 03:11
  • msg #14

Re: Hunter: The Vigil

So... endowments are external devices and/or spells rather than innate abilities?

Are they basically just like normal mortals except they belong to some powerful secret societies?
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