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Monster NPC Stat Block

Hunter: The Vigil 2e Β· Non-Ephemeral Entity
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Monster Information

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Derived Traits

10
Size + Stamina
5
5 + Strength + Dexterity
0
Potency + Resolve + Composure
0
Dexterity + Composure
0
Lower(Wits, Dexterity) + Athletics
Object or creature scale
Monster power rating

Core Attributes

Intelligence
Wits
Resolve
Strength
Dexterity
Stamina
Presence
Manipulation
Composure

Mental Skills (-3 Unskilled)

Physical Skills (-1 Unskilled)

Social Skills (-1 Unskilled)

Health

Effects of Damage

No active Tilts.
No active Conditions.

Merits

Combat Attributes

0
Dexterity + Composure
5
5 + Strength + Dexterity
0
Lower(Wits, Dexterity) + Athletics

Dread Powers

Add the monster's supernatural abilities. Repeatable powers may be added more than once; the current Potency rating shows the maximum number of Dread Power ranks available.

Armor

Armor Reference Chart
Type Rating Strength Defense Speed Availability Coverage
Modern
Reinforced clothing* 1/0 1 0 0 β€’ Torso, arms, legs
Kevlar vest* 1/3 1 0 0 β€’ Torso
Flak jacket 2/4 1 βˆ’1 0 β€’β€’ Torso, arms
Full riot gear 3/5 2 βˆ’2 βˆ’1 β€’β€’β€’ Torso, arms, legs
Archaic
Leather (hard) 2/0 2 βˆ’1 0 β€’ Torso, arms
Chainmail 3/1 3 βˆ’2 βˆ’2 β€’β€’ Torso, arms
Plate 4/2 3 βˆ’2 βˆ’3 β€’β€’β€’β€’ Torso, arms, legs

Rating: Armor provides protection against normal attacks and firearms attacks. The number before the slash is for general armor, while the number after the slash is for ballistic armor.

Strength: If a character's Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools by one.

Defense: The penalty imposed on a character's Defense when wearing the armor.

Speed: The penalty to a character's Speed when wearing the armor.

Availability: The cost in Resources dots or the level of Social Merit needed to acquire the armor.

Coverage: The areas of a character protected by the armor. Unless an attacker targets a specific unarmored location, the armor's protection applies. Wearing a helmet increases the armor's coverage to include a character's head.

* This armor is concealed, either as normal clothing (e.g. biker leathers) or from being worn under a jacket or baggy shirt. Attackers have no idea the target is wearing armor until after they land a successful hit.

Weapons & Attacks

0
Strength + Weaponry
Melee Weapons Reference Chart
Type Damage Initiative Strength Size Availability Tags Effects
Bladed Weapons
Battle Axe +3 βˆ’4 3 3 β€’β€’β€’ 9-again, Two-handed
Fire Axe +2 βˆ’4 3 3 β€’β€’ 9-again, Two-Handed
Great Sword +4 βˆ’5 4 3 β€’β€’β€’β€’ 9-again, Two-Handed
Hatchet +1 βˆ’2 1 1 β€’β€’
Knife, Small +0 0 1 1 β€’ Thrown (A)
Knife, Hunting +1 βˆ’1 1 2 β€’β€’ Enhance: Crafts or Survival
Machete +2 βˆ’2 2 2 β€’β€’
Rapier +1 βˆ’2 1 2 β€’β€’ Piercing I
Sword +3 βˆ’3 2 3 β€’β€’β€’ +1 Durability (katana) or +1 Initiative (long sword)
Blunt Weapons
Brass Knuckles +0 0 1 1 β€’ Brawl
Metal Club +2 βˆ’2 2 2 β€’ Stun
Nightstick +1 βˆ’1 2 2 β€’β€’ Stun
Nunchaku +1 +1 2 2 β€’β€’ Stun βˆ’1 Damage and Initiative without Dexterity 3+
Sap +0 βˆ’1 2 2 β€’ Stun
Sledgehammer +3 βˆ’4 3 3 β€’ Knockdown, Stun
Exotic Weapons
Catchpole +0 βˆ’3 2 2 β€’ Grapple, Reach
Chain +1 βˆ’3 2 2 β€’ Grapple, Inaccurate, Reach
Chainsaw +3 βˆ’6 4 3 β€’β€’β€’ Bleed, Inaccurate, Two-Handed
Kusari Gama (chain) +1 βˆ’3 2 2 β€’ Grapple, Inaccurate, Reach Functions as chain
Kusari Gama (sickle) +1 βˆ’1 1 2 β€’β€’ Functions as large knife
Shield (small) +0 βˆ’2 2 2 β€’β€’ Concealed
Shield (large) +2 βˆ’4 3 3 β€’β€’ Concealed
Stake +0 βˆ’4 1 1 n/a
Stun Gun +0 βˆ’1 1 1 β€’ Stun Bonus successes don't add to damage
Tiger Claws +1 βˆ’1 2 2 β€’β€’ Brawl
Whip +0 βˆ’2 1 2 β€’ Grapple, Stun Dexterity + Weaponry to attack
Improvised Weapons
Blowtorch +0 βˆ’2 2 2 β€’β€’ Incendiary, Piercing 2 Inflicts Blinded Tilt on attacker and target unless either or both take a βˆ’1 penalty to Defense
Board w/Nail +1 βˆ’3 2 2 n/a Fragile, Stun
Improvised Shield +0 βˆ’4 2 2 β€’ Concealed
Nail Gun +0 βˆ’2 2 2 β€’ Inaccurate, Piercing 1 Strength + Firearms to attack
Shovel +1 βˆ’3 2 2 β€’ Knockdown
Tire Iron +1 βˆ’3 2 2 β€’β€’ Guard, Inaccurate
Spear +2 βˆ’2 2 4 β€’ Reach, Two-Handed
Staff +1 βˆ’1 2 4 β€’ Knockdown, Reach, Two-Handed

Type: A weapon's type is a general classification that can apply to anything your character picks up. A tire iron might be any metal club, such as an antique mace, a metal baseball bat, or a hammer, while a hatchet might be a meat cleaver or an antique hand axe.

Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage against ordinary people. The type of damage may vary against supernatural opponents.

Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher penalty and increase by 1.

Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a βˆ’1 penalty on attack rolls.

Size: Size 1 items can be hidden in a hand; two Size 2 items can be hidden in a coat; Size 3+ items cannot be hidden.

Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.

Concealed: A character that wields a shield but doesn't use it to attack can add its Size to his Defense and uses its Size as a concealment modifier against ranged attacks.

Grapple: Add the chain's weapon modifier to grappling dice pools.

Stun: Halve the victim's Size when aiming for the head with intent to stun.

Two-handed: This weapon requires two hands. It can be used one-handed but doing so increases the Strength requirement by 1.

To pierce the heart, a stake must target it specifically (βˆ’3 to attack rolls) and must deal at least five damage in one attack.

The reach of a spear gives +1 to Defense against opponents who are unarmed or wield weapons of Size 1.

Ranged Weapons Reference Chart
Type Damage Range Clip Initiative Strength Size Availability Example Special
Revolver, light 1 20/40/80 6 0 2 1 β€’β€’ SW M640 (.38 Special)
Revolver, heavy 2 35/70/140 6 βˆ’2 3 1 β€’β€’ SW M29 (.44 Magnum)
Pistol, light 1 20/40/80 17 + 1 0 2 1 β€’β€’β€’ Glock 17 (9mm)
Pistol, heavy 2 30/60/120 7 + 1 βˆ’2 3 1 β€’β€’β€’ Colt M1911A1 (.45 ACP)
SMG, small* 1 25/50/100 30 + 1 βˆ’2 2 1 β€’β€’β€’ Ingram Mac-10 (9mm)
SMG, large* 2 50/100/200 30 + 1 βˆ’3 3 2 β€’β€’β€’ HK MP-5 (9mm)
Rifle 4 200/400/800 5 + 1 βˆ’5 2 3 β€’β€’ Remington M-700 (30.06)
Assault Rifle* 3 150/300/600 42 + 1 βˆ’3 3 3 β€’β€’β€’ Steyr AUG (5.56mm)
Shotgun** 3 20/40/80 5 + 1 βˆ’4 3 2 β€’β€’ Remington M870 (12-gauge)
Shortbow 2 20/40/80 1 βˆ’3 2 3 β€’β€’
Longbow 3 30/70/140 1 βˆ’4 3 4 β€’β€’
Crossbow*** 2 40/80/160 1 βˆ’5 3 3 β€’β€’β€’
Repeating crossbow*** 1 20/40/100 9 + 1 βˆ’3 3 3 β€’β€’β€’β€’β€’
Stun gun (ranged)*** 1 5 1 0 1 1 β€’ Taser Stun; bonus successes don't add to the modifier for damage
Pepper spray 0 1/2/3 n/a 0 1 1 β€’ Stun; Penalty, deals no damage
Civilian flamethrower max 4 10/30/β€” 30 βˆ’4 3 4 β€’β€’β€’ N/A Incendiary****
Military flamethrower max 4 30/50/β€” 30 βˆ’5 3 4 β€’β€’β€’β€’β€’ N/A Incendiary****
Homemade flamethrower max 3 5/10/β€” 10 βˆ’2 1 1 β€’ N/A Incendiary****

Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage against ordinary people. The type of damage may vary against supernatural opponents.

Ranges: The listed numbers are short/medium/ long ranges in yards/meters. Attacks at medium range suffer a βˆ’1 penalty. Attacks at long range suffer a βˆ’2 penalty.

Clip: The number of rounds a gun can hold. A +1 indicates that a bullet can be held in the chamber, ready to fire.

Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher penalty and increase it by 1.

Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a βˆ’1 on attack rolls.

Size: Weapons of Size 1 can be fired one-handed; Size 2 weapons must be fired two-handed and can be hidden in a coat; Size 3 weapons can be fired two-handed, but not hidden on one's person.

Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.

Stun: Halve the victim's Size when aiming for the head with intent to stun.

Penalty: Pepper spray inflicts a βˆ’5 to all actions, reduced by one for every turn the victim spends rinsing his eyes.

* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.

** Attack rolls gain the 9-again quality.

*** Crossbows and ranged stun guns take three turns to reload between shots (stun guns must replace the compressed air cartridge); a repeating crossbow takes five turns to reload fully. A crossbow can also be used to deliver a stake through the heart (βˆ’3 to attack rolls; must deal at least five damage in one attack).

**** Flamethrowers inflict the Inferno Tilt regardless of whether they deal any initial damage to the target.

Grenade Reference Chart
Type Damage Initiative Blast Area Force Range Strength Size Availability Special/Tags
Frag, Standard +2 0 10 3 Thrown (A) 2 1 β€’β€’β€’β€’ Knockdown, Stun
Frag, Heavy +3 -1 10 3 Thrown (A) 2 1 β€’β€’β€’β€’ Knockdown, Stun
Molotov +1 -2 3 2 Thrown 2 2 β€’ Incendiary
Pipe Bomb +1 -1 5 2 Thrown 2 1 β€’ Innacurate, Stun
Smoke +0 10 - Thrown (A) 2 1 β€’β€’ Concealment
Stun +0 0 5 2 Thrown (A) 2 1 β€’β€’ Knockdown, Stun
Thermite +3 5 4 Thrown (A) 2 1 β€’β€’β€’β€’ AP 8, Incendiary
White Phosphorous +3 5 4 Thrown (A) 2 1 β€’β€’β€’β€’ AP 3, Incendiary, Concealment

Damage: Damage represents the initial detonation. At ground zero, this is aggravated damage automatically inflicted on everything in the radius. Objects downgrade a number of levels equal to their Durability; any remaining aggravated damage bypasses Durability entirely. Victims caught in the primary blast area suffer this rating in automatic lethal damage instead. Anyone caught in the secondary blast area takes this amount in bashing damage.

Initiative: The Initiative penalty suffered when wielding the weapon.

Blast Area: This is the diameter (in meters or yards) of the explosion. Explosives have three blast areas: ground zero, primary, and secondary. The number listed is for the primary blast area, while the secondary blast area is twice this range. This trait is listed in three values separated by slashes. The first number is the ground zero blast area, the second number is the primary blast area, and the secondary blast area is twice this range.

Force: All victims hit by an explosion suffer additional damage based on its Force rating. Roll Force as an attack dice pool. Defense does not apply to this attack unless bolstered by supernatural speed. Mundane armor only counts as half its ballistic rating when protecting against explosions. If the roll is successful, add the explosive’s Damage rating in automatic successes for additional damage. The damage type is determined by the blast area. Explosives also inflict Tilts on their victims. Those that inflict damage all inflict the Deafened Tilt in addition to any other tags they possess.

Range: The typical Range of the explosive. Only explosives capable of being fired or thrown will have ranges. Thrown explosives use Strength or Dexterity + Athletics to attack, while fired explosives use Dexterity + Firearms. Lacking a Heavy Weapons specialty imposes an additional –1 on the attack roll when firing man-portable artillery. An (A) listed next to the range denotes that the weapon is considered aerodynamic.

Strength: The minimum Strength necessary to use the explosive weapon. This trait only applies when wielding an explosive capable of being fired or thrown.

Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.

Special/Tags: This lists any special effects pertinent to the weapon. Note that any weapons listed as Armor Piercing only apply their AP values to the primary target, except for white phosphorous and thermite ordinance. Those weapons scour through everything in their blast area with equal ease.

Equipment & Gear

Description

Character Description

Character History

Goals & Motivations

Contacts & Relationships

Campaign Notes

Experience & Beats

0
Trait Experience Cost
Attribute 4 Experiences per dot
Skill 2 Experiences per dot
Skill Specialty 1 Experience
Merit 1 Experience per dot
Integrity 2 Experiences per dot
Endowment 3 Experiences
Lost Willpower dot 1 Experience