Hunter the Vigil 1.0 to 2.0 Translation Guide
We will be using a hybrid of the Hunter the Vigil: Mortal Remains Rule’s Update (page 158-166) as well with some custom adjustments. For your convenience, all the Hunter mechanical translations we will be using are listed here on this page.
Since Professional Training is a merit now available to all hunters, there is no need to choose a specified profession from the list in Hunter the Vigil (1.0). Hunters may customize their profession using the Professional Training merit as any other pc can.
**As per Hunter the Vigil: Mortal Remains Rule’s Update on p. 160-161.**
**As per Hunter the Vigil: Mortal Remains Rule’s Update on p. 160 with adjustment**+
These are not in use, so anything that would grant a practical beat turns into a normal beat.
Integrity – Monsters Don’t Count
**We are not using Hunter the Vigil: Mortal Remains. Use the below adjustment instead**
At sanctioning, you will be required to state your character’s definition of what a monster is in your questionnaire. If your character kills a monster that meets that definition, then it will NOT count towards an Integrity breaking point. If a character kills a monster that does not meet that definition, then it WILL count.
**As per Hunter the Vigil: Mortal Remains Rule’s Update on p. 166.**
**As per Hunter the Vigil: Mortal Remains Rule’s Update on p. 166**
Gifted (• to •••••)
**As per Hunter the Vigil: Witchfinders with some adjustments.**
- Tier 3 and 5 Dot Mysteries MUST now be earned AFTER character creation through plot and story. You may not start with a Tier 3 or 5 dot gifted merit at character creation.
- Source for all hunters is their willpower.
- A Gifted’s Gnosis is the current level their willpower is at.
- You will take damage activating your gifts as follows:
Tier 1 = No Damage Required, only Source if stated.
Tier 2 = 1 Bashing per spell activation and/or casting, plus source if required.
Tier 3 = 1 Lethal per spell activation and/or casting, plus source if required.
This damage must be healed mundanely, it is resistant to supernatural means of healing.
Professional Training (• to •••••)
“Use the Professional Training Merit on p. 163 of The God-Machine Chronicle.” As per Hunter the Vigil: Mortal Remains Rule’s Update on p. 158. The first dot of this merit is free for hunters per Eternal Noire House Rules.
NEW Merit: Professional Training, Advanced (• to •••)
Prerequisite: Hunter, Professional Training •••••, Only 1 Dot at CC
Effect: Your character’s training in their profession not only is at expert levels, it is the top of their field in the hunter community as well. Being surrounded by other professionals seems to put you at an advantage over your peers; using your professional training to defend against the monsters in the dark has helped pushed your experience further.
• The Friends You Know – You have gotten really good at your profession, not just good, but you live and breathe the profession to the point that you can look at your own job from the outside and know who will help you the best in your current situation. You gain Allies (specific to your PT) equal to your dots in Advanced Professional Training.
•• The Places You’ll Go – Your specialties in your asset skills have served you well, they have become so embedded into your skill set that they have enhanced your overall ability in that skill. When using a specialty in your asset skills, count it as having an extra dot in the skill when applying merits, styles, and extended actions. Area of Expertise counts as having two extra dots in the skill instead of just one.
••• You Never Know Which Way the Wind Will Blow – You are beyond the top of others with similar professional training. Everyone comes to you for advice because somehow, you make it work, even in the most dire and dangerous of circumstance. When risking a willpower on an asset skill, gain the Advanced Action quality (WtF p. 167) on the roll.
Safe House (• to •••••)
**As per Hunter the Vigil: Mortal Remains Rule’s Update on p. 158, with some adjustments.**
|Safehouse Traps||“Use Safe Place (• to •••••) from The God-Machine Chronicle p. 170.”||We call the Safe Place merit Safe House (• to •••••) if it is for a hunter, as they have access to additional merits others do not.|
|Safehouse Size||“Use the housing equipment from The God-Machine Chronicle, p. 241.”||No merit needed, just “housing” equipment.|
|Safehouse Secrecy||We call the merit Safe House: Secrecy (• to •••••) and the prerequisites requires having Safe House • and being a hunter. This merit will function as it was written in Hunter the Vigil (1.0) p. 71. This merit also increases the Secrecy Mechanic.|
|Safehouse Cache||Use the Cache Equipment in Chronicles of Darkness p. 270-271.|
Torture Suite – Not in Use
**As per Hunter the Vigil: Mortal Remains Rule’s Update on p. 160**
Status: Compact or Conspiracy
**As per Hunter the Vigil: Mortal Remains Rule’s Update on p. 160, with adjustment.**
“These Merits operate identically to the Status Merit on p. 170 of the God-Machine Chronicle. As well, they provide additional benefits to members at the first, third, and fifth dots” using the adjusted benefits provided below:
Adjusted Compacts & Conspiracies: Status Advantages
• You gain the Barfly Merit for free (see The God- Machine Chronicle, p. 166).
••• Your chapter house counts as two dots, divided as you see fit, between the Safe House, and Safehouse Secrecy Merits.
••••• You get four instances of the Contacts Merit, representing Legal, Vice, Arms Trafficking, and High Society.
The Long Night
• You gain the Evangelism Specialty in a Skill of your choice, and the Interdisciplinary Specialty Merit related to that Specialty from p. 163 of The God-Machine Chronicle.
••• You gain two dots in Allies (The Long Night). If this would take you over five dots, put those dots toward another relevant Allies designation.
••••• You gain the Inspiring Merit from p. 167 of The God-Machine Chronicle.
The Loyalists of Thule
• When you successfully risk Willpower on a roll using Academics or Occult, gain two additional Willpower points instead of one. This can take you above your Willpower dots, but any unspent Willpower over your maximum disappears at the end of the scene.
••• You gain two dots in the Mentor Merit from p.167 of The God-Machine Chronicle. This reflects a more experienced member of the Loyalists.
•••••You gain three instances of the Contacts Merit from p. 166 of The God-Machine Chronicle. These reflect ranking specialists in the Loyalists, each must be designated to a specific type of supernatural issue.
• Choose a new Specialty in Computer, Crafts, or Expression. Take that Specialty, and the Interdisciplinary Specialty Merit from p. 163 of The God-Machine Chronicle.
••• You gain two dots in the Fame Merit from p.167 of The God-Machine Chronicle. However, this reflects an internet persona, so it does not prevent you from taking the Anonymity Merit (see The God-Machine Chronicle, p. 166).
••••• You gain two dots in the Library Merit and the Encyclopedic Knowledge Merit from The God-Machine Chronicle, p. 162-163. These Merits reflect your character’s knowledge and resources pertaining to recording media and related supernatural phenomenon.
• Choose a Parapsychology Specialty in Academics, Medicine, Occult, or Science. Take that Specialty, and the Interdisciplinary Specialty Merit from p. 163 of The God-Machine Chronicle.
••• You gain two dots, divided as you choose, between the Allies, Contacts, and Fame Merits from p. 166-167 of The God-Machine Chronicle. These dots reflect your relationship with the Null Mysteriis, and the scientific community in which your character involves herself.
••••• Any time your character proves the earthly, natural cause of an expected supernatural phenomenon, give the cell a Beat. If this knowledge protected a non-skeptic, give the cell two Beats.
• Choose a Local Area Specialty in Academics, Politics, or Streetwise. Take that Specialty, and
••• You gain two instances of Contacts from p. 166-167 of The God-Machine Chronicle. These dots reflect two Union specialists in various supernatural threats. Define these areas when taking the Merit.
••••• Once per game session, you can access three dots of Allies, Contacts, Resources, or Retainers from p. 166-168 of The God-Machine Chronicle. These reflect temporary “loan” assets from the Union.
• You’re a new hire, probably a specialist with some needed expertise, but not a lot of experience. Gain a free Specialty.
••• Your bosses in Utopia Now know you’re a rising star. You gain Horn or another key player in the operation as a two-dot Mentor.
••••• The leadership knows you bring something unique to the table, and gives you the tools to act on it. Take a four dot Retainer to represent staff, or four dots of Allies in a partner organization.
Aegis Kai Doru
• You can purchase the Relics Endowment.
••• Choose a Relics Specialty in Academics or Occult. Take that Specialty, and the Interdisciplinary Specialty and Area of Expertise Merits from p. 161-163 of The God-Machine Chronicle.
••••• You gain the Unseen Sense Merit related to Mages or Werewolves from The God-Machine Chronicle, p.175. You gain a Mage or Werewolf Specialty in Occult or Weaponry, and the Interdisciplinary Specialty Merit related to that Specialty as well.
• You can purchase the Elixirs Endowment.
••• You gain two dots of the Resources Merit from p. 168 of The God-Machine Chronicle. If this would take you above five dots, apply the other dots to any other relevant Social Merits.
•••••You can add a three dot Retainer from The God-Machine Chronicle, p.170. This reflects an initiate ward within the Ascending Ones.
The Cheiron Group
• You can purchase the Thaumatechnology Endowment.
••• You gain two dots of the Allies Merit from p. 166 of The God-Machine Chronicle. This reflects backup within the Cheiron Group.
••••• You gain three dots of Resources from The God-Machine Chronicle, p.168. This reflects the Cheiron Group’s assets and compensation packages. If this would take you over five dots of Resources, apply these dots to another relevant Social Merit.
• You can purchase the Castigation Endowment.
••• Once per game session, you can access two dots between the Resources and Library Merits from The God-Machine Chronicle. This reflects the Lucifuge’s assets at your disposal.
••••• Lucifuge at this level are able to learn one additional Castigation from The Lady of Milan herself, even if it were to take the Lucifuge past their maximum Castigation limit.
• You can purchase the Benediction Endowment.
••• You gain two additional dots of Status in Religion. This is the Status Merit from The God-Machine Chronicle, p. 170. If this would take the Merit above five dots, apply the excess dots to another relevant Social Merit.
••••• Once per game session, you gain three dots, divided however you’d like, between the Resources and Retainers Merits. This reflects Malleus Maleficarum assets at your disposal.
Knights of Saint Adrian
• You’re a new hire. You’ve probably got your first Ink, but otherwise you tend to be the one who has to haul the gear and other grunt work.
••• You’ve taken down a few demons in your time. Any skepticism you had is gone, and you’re starting to develop some contacts of your own. You gain two dots of Contacts, sometimes relating to a Witness you met on the job.
••••• You’re one of the boss’s core crew. You’ve been on jobs with her personally, and she’ll even refer to the client by name in front of you. You’ve got a company card, allowing you to throw around 3 dots of Resources, or an assistant that counts as a 3 dot Retainer. Though you will have to justify any spending later.
Task Force: VALKYRIE
• You can purchase the Advanced Armory Endowment.
••• You gain two dots of Allies in Task Force: VALKYRIE. This reflects backup you can call upon. If this takes you above five dots, allocate the dots to other relevant Social Merits.
••••• You gain three high-level Contacts, at player’s choice but at ST discretion, each in a different secure field dealing with conspiracies and the supernatural.