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Hunter: The Vigil, by Chuck Wendig
Download Ebook Hunter: The Vigil, by Chuck Wendig
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Product details
Hardcover: 320 pages
Publisher: White Wolf Publishing (August 14, 2008)
Language: English
ISBN-10: 158846718X
ISBN-13: 978-1588467188
Product Dimensions:
8.5 x 1.2 x 11 inches
Shipping Weight: 3 pounds
Average Customer Review:
4.4 out of 5 stars
16 customer reviews
Amazon Best Sellers Rank:
#555,157 in Books (See Top 100 in Books)
When Hunter: The Reckoning came out, I was overjoyed. As a Storyteller, I enjoy telling stories from the human's perspective more. I find their struggle against the odds more in line with my skills and intents for telling stories. What I got was a good book, but it kind of took the focus in a more action-oriented, "blockbuster" arena. I still used it, but I thought for all the cool skills and abilities, it was missing something. So, when Hunter: The Vigil came out, I had high hopes that it would reinvent the series in a fashion more appealing to the kinds of stories I wanted to tell. It does that and more.Hunter: The Vigil is a nice sized guidebook with plenty of clarification and subtle tweaks to rules already established in the core WoD guide. One of the biggest changes comes to the ways in which players can get back Willpower. It's a slight tweak that allows Hunters to get much needed (and, now, used) Willpower back, allowing them to "risk Willpower" on a roll that is for The Vigil (think gambling that your character will make the roll).But what is the Vigil? The best way to describe this new structure is to think of a Hunter as a candle, fighting back the darkness. Those called to The Vigil are each candles, forming cells and larger organizations throughout the world. This structure is very fluid, allowing Storytellers and players to play through the game from various perspectives.It also provides some terrific factions (called Conspiracies) to place your character in (or not). You can easily have your players form a small cell that doesn't know a wider organization exists. Or you can have them formally enrolled in one of the factions. Each conspiracy also showcases a huge variety, from the Lucifuge who believe they are Satan's children and want to atone for their evil ways to The Long Night which mimics and draws from Evangelical christians to what I find as the most intriguing group, The Cheiron Group. What's also great about these factions is that there are ways of creating antagonists between each group, providing some variety. Each group approaches the hunt differently, and there are some terrific story points that can be created with the factions not always agreeing.Of course, the guidebook wouldn't be much fun without providing some interesting ways to deck your characters out for the coming fights and The Endowments listed in the book are terrific. What I appreciate about the Endowments is, again, the flexibility. Depending on which conspiracy(s) you want to utilize in your game, you can make your Hunter group as supernatural or science-oriented as you choose. Some of the powers are pretty spectacular like one of the Benediction abilities that allow skilled Hunters to bring recently deceased people back to life (though they come back a little off), to the Lucifuge's ability to create fire. Other abilities are more equipment based.One of the Endowments allows players to equip themselves with ancient weapons embued with magical properties while another Endowment allows players to utilize the top, new equipment. One such piece of equipment is The Bleeder that causes supernatural creatures to excrete blood, but doesn't work (very well, at least) on non-supernatural foes.Then there's the one that combines magic with technology. This is the more macabre area with one such ability allowing users to take a piece of skin from a vampire and replace a part of their neck with it. Even more disturbing (but functional), the piece of skin will wiggle whenever vampires are near. Very cool.The rest of the book plays out as you'd expect; it's a good guide and reminder of rules established in the core book, but it also tweaks some rules to help give Hunters a little more delineation from a normal human. Whether you want to have a story involving a Hunter cell that has to scrounge the local pawn shops for a means to defend themselves, or a more powerful/supernatural group, Hunter: The Vigil will fill that demand.I debated from the beginning what the rating should be. But, as I was reading through the book and getting more excited about utilizing the groups, characters and skills, I realized just how much I could squeeze out of this guide. For that alone, it was worth receiving high marks. I was really impressed with this book and definitely recommend it to those who want to play from the human side of things.
Hunter is another game that White Wolf has brought back and revamped for the new setting and 2.0. The game is about those mortals, humans who having had encounters with the Supernatural take up the fight against them to protect humanity.There's no supernatural template for Hunters, they're straight up mortals. Something I like much better over Reckoning and the Imbued. Well, you kindof do, it's the character's profession. There's also the Tiers presented in the book, the level of organization a character is part of that can determine his network of contacts, knowledge and any specialized equipment they may have access too.what I also like, is the section for dealing with monsters and having a list of powers so a ST who lacks any other core game line, can create Antagonists for the Hunter Chronicle.Also new for the game and for Hunters is the ability to risk willpower when on the Hunt. There's also Practical Experience for a Hunter cell to spend based on their encounters and learning about the Supernatural. Also new for Hunter Cells is the use of Tactics in a fight gained from Practical Experience points. While not Supernatural, Risking Willpower, Tactics and Practical Experience help Hunters to have an edge on their fight against the Supernatural.
Hunter the Vigil was a very pleasant surprise. When it came out, some people in my closest gaming circle dismissed it as something that didn't bring too much to the basic WoD table, why, it should have been a blue source book and that's it. I thought so at first. Even though back in the late 90s I hadn't liked that the Imbued in Hunter the Reckoning featured "powers", I came to like the idea of the game, and having not Imbued hunters in the current WoD was something that didn't attract me so much. Over time, however, I started reading more about it, and when I bought Geist The Sin-Eaters, I was intrigued by the concept of tiers and such.Hunter the Vigil is, in a way a source book for the core system, but it comes filled with story hooks, ideas, and a wealth of information to play all sorts of hunters (from the down-to-earth normals championed in Reckoning, to high-tech quasi Technocrat agents, religious fanatics and even demon-spawn who hunt their progenitors à la Blade). I've read somewhere that the goal with this game was to give the players the chance to play all conceivable hunter types, and I think the book delivers this in spades.Just like all books in Exalted, Second Edition do, every single word here is a nugget to be mined for your games. I have found out you can open a random page of the book, read a paragraph or two, and you've found a story seed. Aside from Exalted, in my experience, very few RPG products have allowed me to do that (perhaps a big exception is Vampire: the Requiem's Vampire Damnation City (Vampire the Requiem), another book I plan on buying soon enough. I also enjoyed the way the old Conviction mechanic was brought into this, by applying the "risking Willpower" mechanic. Nice touch!To sum up, the book is an excellent resource from playing all conceivable types of hunters, and it has a lot of ready-to-use ideas. Top recommendation!
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