Hunter: The Vigil

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Dawngreeter
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Hunter: The Vigil

Post by Dawngreeter »

Prvi spoiler - otkrili su logo.

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Re: Hunter: The Vigil

Post by Rat with a tool »

Svidja mi se, moram priznati!
thezgag
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Re: Hunter: The Vigil

Post by thezgag »

Meni je prvi cunter bio prilično loš, apsolutno su strašno promašili sa onim nadnaravnim angelic power thingies. Nadam se da će se u ovom hunteru zapravo osjećati strah, očaj, i pravedni ponos do kojeg dolazi kad skupina smrtnika, stjeranih na rub, uzima stvari u svoje ruke protiv neshvatljivo moćnog zla, a ne "OH HAI GOD GAVE ME PEW PEW LAZERZ" štimung prošlog settinga.
Ah well, nekako sumnjam.
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Re: Hunter: The Vigil

Post by Dawngreeter »

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A parliament of monsters hides behind the curtain. They emerge, sometimes, past the red velvet. They move in shadows among the human herd, and they reach out and pluck the unsuspecting into their grip. Humans can be livestock to the hungry, lovers to the lustful, toys to the wicked. All the horror stories talk of it: vampires filling their mouths with our blood, lycanthropes harrying mortal prey through dark forests, demons convincing a man to hand over his soul in a gift-wrapped bundle. But they aren’t just stories, are they? No, the horrors are real, hiding within a labyrinth of mystery.

Hunter: The Vigil is a game about those humans who have come, by some means, to recognize the truth that monsters exist. These individuals cannot sit idly by. They must study their foes. They must destroy them or steal their power. They must use them as pawns against one another. It’s not an easy thing, the endless hunt, the ceaseless Vigil. It is a thing of brutality and obsession, a slope slippery with the blood of those who came and fell before, a slope that descends into nightmare. And yet they can do no differently, because the Vigil drives them. They sacrifice. They push forward. They hunt.

A Game of Light in Shadows

Hunters are light and fire. Sure, this can mean a torch pressed against the undead flesh of a fiendish adversary, or a roaring conflagration that consumes all the screeching parasites trapped in the nest. It can also mean a candle held aloft for lost friends and family, or an oil lamp poised over a fraying piece of parchment or gilded medallion plucked from the heart chambers of some desiccated mummy. Hunters carry the Vigil, representing action and knowledge, and ideally the one-two punch that both provide together. But the pairing of those elements is neither safe nor sane, and hunters risk everything when on the hunt.

But the protagonists in this book carry the Vigil because they can do nothing else: they have seen what exists. They have experienced the horror or the mystery and it compels them on this path. Some see the only solution as a violent one, to burn it all down. Others approach the Vigil differently, capturing the monsters on video and hoping to expose them, or plundering the world of ancient mystical weapons with which to defend innocent humanity.

At the barest level, hunters exist in ignorant, ragtag cells — friends, family, or those driven together by maddening circumstances. They protect their stretch of forest, their city block, their network of women’s shelters. They don’t know the depth of what’s out there; they only have the meager light of their own candles to light the way.

Candles give way to torches, to cells that band together in localized organizations. They pool resources. They provide moral support. They present a more unified front against the denizens of darkness.

And torches give way to raging bonfires as those organizations grow outward globally and backward through time. Ancient groups and modern agencies supply their hunters with potent weapons, some of which are so strange that those who use them can only wonder how long they can truly maintain their own humanity.

But even coming together to form an inferno or firestorm, hunters can’t help but notice how deep and long those shadows are, and how numerous. Worse, fire is temporary: candles burn down to the wicks, a torch snuffs in a cold wind, a bonfire has soon consumed all it can and grows dark. Hunters know that they, too, are temporary, whereas the shadows seem endless and eternal. They can only hope that others will carry the Vigil in their stead.
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Re: Hunter: The Vigil

Post by Shunka »

Lice u sredini me neodoljivo podseca na Antona Gorodeckog u sceni u metrou Nocne Straze... Mozda je to i bila ideja?
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Re: Hunter: The Vigil

Post by Dawngreeter »

Vrlo verovatno da su ciljali na tako nesto. Mada je vecina ljudi pocela da vice TRINITY! kad su to videli.

Tematski me igra sve vise i vise iznenadjuje. Postoje Endowments, kupuju se kao standardni Meriti. Neke mocne hunterske organizacije dopustaju pristup njima. Spominju se hunteri koji su tako u svoje telo ubrizgali monstruozne insekte da ih koriste kao oruzja. Postoji bomba koja sprecava stvorenja da menjaju oblik na kratko vreme. Jedna recenica aludira na porodicu koja u svom porodicnom stablu ima palog andjela i odatle crpi moci. Snazan akcenat je na koriscenju moci ukradenih od monstruma.
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Re: Hunter: The Vigil

Post by Dawngreeter »

Prva mehanicka stvarcica objavljena. H:tV ce izgleda dodati detaljniju primenu teamwork mehanike u vidu Tactics stvarcica koje se kupuju ekipno. Primer koji su dali je:
Controlled Immolation

Prerequisites: All: Composure 2, Stamina 2, Survival 1. Partial (1): Firearms 3 or Firearms 2 with a Specialty in Flamethrower or Athletics 3 or Athletics 2 with a Specialty in Throwing (primary actor). Partial (3): Weaponry 2 (secondary actors).

Requires: 4; up to 6 grants a +1 per extra hunter to secondary actors, more than 6 levies a –3 penalty to primary actor.

Dice Pool: Primary: Dexterity + Firearms or Athletics (immolation); Wits + Composure (control). Secondary: Wits + Weaponry (immolation); Wits + Survival (control).

Action: Instant

Cost: 5 Willpower + 1 Willpower per turn of control

Description: Setting monsters on fire is a time-honored way to kill them. Modern inventions like flamethrowers make immolation even easier, but chemicals that ignite and burn well have been around for centuries. The biggest problem with the method, of course, is that fire is indiscriminate in what it consumes. This Tactic allows the hunters to torch a monster and hopefully avoid losing the rest of the neighborhood in a conflagration.

Controlled Immolation is composed of two separate teamwork actions. In the first (the immolation action), the hunters must surround the monster. The secondary actors are armed with long, pointed weapons (usually spears or javelins, but pitchforks and even long wooden poles work). They force the monster to remain within a wide circle. The primary actor then steps forward and fires the flamethrower, douses the monster in flammable chemicals or otherwise immolates the creature.

After the creature is on fire, it suffers damage as appropriate to the type of fire used (see Fire on p. 180 of the World of Darkness Rulebook) each turn. The hunters continue using the Tactic, however, as this prevents the creature from stopping the flames by rolling or spreading the fire to other areas. The dice pools change to their “control” values. The primary actor for the first part of the Tactic does not necessarily have to be the primary actor for the second part. This action can be taken each turn until the creature is dead or the hunters wish to put out the fire.

Organizations:

Potential Modifiers: Large, open space (+1 to all participants); hunters have fire extinguishers (+1 to secondary actors, control action only); small, enclosed area (-1 to all participants, control action only); monster is seemingly unaffected by fire (-2 to all participants, control action only); no fire extinguishers (-2 to secondary actors, control action only); secondary actor(s) has a lower Initiative than the primary actor (-3 to all participants).

Roll Results:

Dramatic Failure: Immolation: The immolation method fails catastrophically. A flamethrower might explode, while chemicals or mystic incendiaries might simply fail. Control: The fire spreads out of control. In a small space, the characters might suffer fire damage immediately. If they can escape, they probably risk losing Morality for setting the fire.

Failure: Immolation: The immolation attack misses, but might light the surrounding area on fire at the Storyteller’s discretion. Control: The creature manages to extinguish the flames.

Success: Immolation: The target catches fire and starts taking damage as appropriate for the type of fire. This damage continues each turn until the fire is extinguished. Control: The creature remains ablaze, and the fire does not spread beyond the contained area.

Exceptional Success: Immolation: The fire is especially well-placed and inflicts an extra point of damage each turn. Control: The fire is entirely contained; no further rolls to control it are necessary and the cell can extinguish it whenever it wishes.

To Purchase: 15 Practical Experience, with some exp discounts applied to those edited Organizations that marketing won’t share.
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Re: Hunter: The Vigil

Post by Slartibartfast »

Deluje poprilicno komplikovano, nadam se da nece da preteruju sa takvijem stvarima. Mada je grupni koncept OK (a opet, za takav monster hunting cu se pre okrenuti jednom drugom RPG -u).
Meditations of evolution increasingly vaster: of the moon invisible in incipient lunation, approaching perigee: ...of the procession of equinoxes: ...of the parallax or parallactic drift of socalled fixed stars, in reality evermoving from immeasurably remote eons to infinitely remote futures in comparison with which the years, threescore and ten, of alloted human life formed a parenthesis of infinitesimal brevity.

-Excerpt of meditations during demonstrations of various constellations; Ulysses
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Re: Hunter: The Vigil

Post by Dawngreeter »

Jeste malo kompleksno. Videcemo kako ce cela knjiga da izgleda, nadam se da je ovo samo 'flavor' a ne ciljana mehanika koja ce se cesto koristiti. Ideja je super da doda malo autenticno "torches and pitchforks" momenat ali bi me stvarno smaralo da se ovo koristi cesto. Sa druge strane, mislim da ovako nesto moze da doda neki utisak trijumfa kod igraca, kada dugo planiran prepad nekog monstruma dovede do paljenja i ubadanja u krugu.

WW je do sda sa svakom igrom hteo da uede makar nesto novo u mehaniku storytelling sistema (do sada najuspeliji je, naravno, mehanika debata iz Requiem for Rome). To je Ethan Skemp cak i rekao, da koriste "test balone" pa ako nesto ispadne dobro, trudice se da ga inkorporiraju u sistem u globalu, ako ne, bar su probali.
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Re: Hunter: The Vigil

Post by Dawngreeter »

Nova 'bazicna' mehanika koju uvode u H:tV - risking Willpower.
Risking Willpower The life of a hunter is risk. It’s one long gamble, from the moment the hunter takes up his weapons or books and starts looking for a target. Sooner or later, a hunter’s luck runs out. Ironically, by taking some further risks, the hunter can push this eventuality to “later.”

A player can risk Willpower on a roll once per scene. Risks don’t stack; that is, if a player didn’t risk Willpower last scene, he can’t do it twice during the current scene. Only certain types of rolls can benefit from a risk:

• The roll must directly relate to the Vigil. A roll to uncover information about a known monster, to break into a monster’s home (or into the library to gain information on the monster, for that matter), to interrogate the monster’s minion, to sneak up on a sleeping creature, rolls to resist a monster’s powers and, of course, combat rolls against monsters, can all benefit.

• Perception rolls (see p. 45 of the World of Darkness Rulebook), rolls to resist toxins, fatigue or deprivation, rolls to avoid surprise and any other rolls that don’t draw on the character’s commitment to the hunt more than his own body are not eligible for a risk.

• Rolls made to activate or empower **************are not eligible. Using a piece of equipment, however, counts, even if the equipment is represented by **************. For instance, if a *edited by marketing*

• Rolls made as part of a Tactic are eligible.

When a player wishes to risk Willpower, he simply states this before rolling the dice. If the roll succeeds, the character regains the point of spent Willpower and an additional point on top of that (for a total of two Willpower points gained), though this can never go beyond the character’s pool limit. The character feels a flush of exhilaration and a sense of invincibility. This might feel like a runner’s high, like the touch of God, or just like plain old fashioned good luck, but the character knows that he did something right, everything fell into place, and the Vigil continues. Successful risks have benefits for the rest of the hunter’s cell, too (see Modifiers to Risked Rolls, below).

If the roll fails, however, the world comes crashing down around the hunter. The roll is considered a dramatic failure, no matter how many dice were rolled.

Benefits of Risk

When a player risks Willpower on a roll, he can choose one of three possible benefits:

• The roll gains three dice, as usual. The benefit is best used if the hunter is rolling a small dice pool and is low on Willpower.

• The roll gains the 9-again benefit (see p. 134 of the World of Darkness Rulebook) on the roll. This is a good benefit if the dice pool is large enough to count on a success, but the roll is one in which multiple successes matter.

• The roll is counted as an exceptional success on three successes, rather than five. This benefit cannot be used on any roll in which successes are counted as damage, or inflict any other kind of loss to a target. It can, however, be used on a contested action. For instance, if the hunter is shadowing a monster back to its lair (see p. 76 of the World of Darkness Rulebook), an exceptional success would allow the hunter to tail the monster with no further rolls necessary.

Normally, this requires that the player rolls more successes than the Storyteller (or whoever is controlling the monster) and rolls at least five successes. By using this benefit, the number of successes required for an exceptional success drops to three (the requirement for rolling more successes than the monster still stands, obviously).
Ovo je ocigledno adaptirana mehanika iz Hunter: the Reckoning gde su likovi mogli da rizikuju Conviction. Razlika je sto je tamo ta mehanika bila mnogo centralnija, Conviction je padao i rastao gotovo iskljucivo kroz takve radove. Ovo mi deluje kao sasvim odgovarajuca stvar za ljude koji su stalno na ivici, koji neretko moraju da posezu za "sve ili nista" manevrima. Mislim da se moze lepo vezati za prethodnom idejom, odnosno rizikovanje Willpower-a da bi se uspesno izvela jako zajebana grupna taktika koja predstavlja jedini poznat nacin za efikasno ubijanje nekog datog stvora.
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Re: Hunter: The Vigil

Post by Slartibartfast »

Izgleda da ce protok Willpower poena biti brzi nego inace. A 'inace' je vec, naravno, vidno ubrzano u odnosu na oWoD.
Sto mi se svidja. Ovo deluje kulj.
Meditations of evolution increasingly vaster: of the moon invisible in incipient lunation, approaching perigee: ...of the procession of equinoxes: ...of the parallax or parallactic drift of socalled fixed stars, in reality evermoving from immeasurably remote eons to infinitely remote futures in comparison with which the years, threescore and ten, of alloted human life formed a parenthesis of infinitesimal brevity.

-Excerpt of meditations during demonstrations of various constellations; Ulysses
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Re: Hunter: The Vigil

Post by Sammael »

Da li je neko download-ovao HtV preview sa DriveThruRPG-a juce? Ja sam zakasnio...

To je inace verzija koja bi trebalo da je u FreeRPGDay paketu, a bila je na raspolaganju za dl na DTRPG samo juce.
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Re: Hunter: The Vigil

Post by Dawngreeter »

Nisam bio u opticaju dovoljno tokom vikenda pa sam i ja ovo propustio. Ali, kako kazu mudri ljudi, nature always finds a way.

Meni se tek downloaduje, komentari u narednih par dana.
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Re: Hunter: The Vigil

Post by Rat with a tool »

Oh dobro je, sledio sam se kad sam procitao Sammael-ov post...
Evo skida se, jedva cekam da prelistam.
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Re: Hunter: The Vigil

Post by Dawngreeter »

Demo izgleda cool. Avanturu nisam ni pogledao, gledao sam statistike likova i slicno. Vrlo, vrlo sam zadovoljan. Strike Force: VALKYRIE mi izgleda kao da moze vrlo snazno da vuce na Orpheus, Null Misterii lici kao da je tehnokratija starog Mage-a, samo do jaja. Network0 vuce na naki hibrid starog Hunterskog libertarian.net-a i neke pan-globalne anarho organizacije, a The Union je totalno working class monster slaying. Ma sve je cool. Svidja mi se.

Cak nema ni power stat, sto je do jaja. Znaci da su u pitanju obicni ljudi. Jedan lik ima u noge ugradjene tendone vukodlaka pa moze jako brzo da se krece. Neko nosi pistolj sa metcima koji se konzumiraju u celosti u neku spektralnu energiju za koju nisu sigurni sta je i kako radi, al' pogadja duhove. Naravno, tu je i lik sa metalnim nanotech kuglicama u ruci koje ispusta na ventil kod rucnog zgloba, pretvraju se u neke letece bube i jebu kevu. Vr'.
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Re: Hunter: The Vigil

Post by Rat with a tool »

Isto sam za sada samo preleteo pogledom po demou, jbg kad mi ovakve stvari nalete kad je ispitni rok :(
U svakom slucaju, deluje vrlo interesantno. Svidja mi se sto "lovci" kroz svoje aktivnosti nesvesno i sami postaju monstrumi. Taj aspekt bas lepo moze da se realizuje kroz hroniku i ubaci gotovu u prvi plan, pod uslovom da su igraci i ST sposobni za tako nesto.
Jedina zamerka nakon prvog prelistavanja je sto su slike mogle biti malo bolje uradjene. Nekako mi deluju bledo i bljutavo u poredjenju sa WoD core knjigom...
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