Castigation

## Abaddon’s Call

Hunters the world over
tell tales of encountering undead creatures that aren’t vampires: lurching
zombies, hungry ghosts, vengeful revenants, etc. Many who take up the Vigil are
forced to wonder from whence such creatures come. What wills an otherwise
unexceptional corpse to get up and start shambling around?

Sometimes it’s the work
of witches, sometimes possessing spirits, and sometimes it’s the power of the
Lucifuge. This Castigation allows the hunter to command a corpse to rise and
come to the aid of its new master for a short duration—though rumors abound of
ways to make the effects permanent.

The use of this power
is incredibly vulgar and not publicly tolerated by the Lucifuge, but this is
largely a conspiracy of iconoclasts and outcasts, so rules don’t always apply.
The force that animates the corpse is not necessarily that of the previous
tenant. Popular wisdom would suggest a demon inhabits the body but it could
possibly be a compelled spirit or simply the user’s own unconscious that
dictates the actions of the body.

Cost: 1 Willpower, X
points of bashing damage (see below)

Action: Extended
(number of successes required equals two times the number of days the corpse
has been dead, to a maximum of 20 days; each roll is equal to fifteen minutes,
and during each roll the hunter suffers two points of bashing damage as he is
wracked with aches and seizures).

Dice Pool: Resolve +
Medicine

Roll Results

Dramatic Failure: The body animates as if by a
normal success in all ways, except it will focus its attention solely on ending
the one who called it to life, attacking ceaselessly until it is felled.
Failure: The hunter takes the wounds, but nothing occurs: the Castigation
doesn’t elicit even a twitch from the body.

Success: The use of
this Endowment wracks the user’s body with pain as she exerts her will over
death itself. The raised body is in all ways a shambling simpleton and is only
good for following simple instructions (“Go get me that book from the second
floor,” is fine, but “Drive my car northbound on Route 22” will be met with
gaping confusion).

If called to fight it
will do so in the most brutish and straightforward manner possible. Every
attack will be an “all-out attack”; it cannot use complex tools; it does not
roll for Initiative (automatically going last); and it will pursue its target
with no regard for its own safety or that of the practitioner and her
cellmates. If the creature sustains more damage of any type than it has Health
levels it returns to its inanimate state (a lot worse for wear, but hey, it was
already dead) and cannot be used for this infernal purpose again.

It only rises for one day
per the hunter’s dots in Castigation, but with the cost of one permanent
Willpower dot, the creature will remain shambling about for as long as it is
able. As above, it doesn’t heal damage and retains any wounds (even those from,
say, accidentally tumbling down a set of steps) for the remainder of its
potentially-short unlife.

Exceptional Success: As
above, but the creature doubles its Defense and Speed scores (see sidebar for
traits).

animated dead traits

Attributes: Strength 3, Stamina 3, Dexterity 1, Resolve
1 and Composure 1,

Skills: Brawl 1, Athletics 1

Willpower: None

Initiative: None

Defense: 1

Speed: 4

Size: 5 (average)

Health: 8

## Abyssal Bondage

Hell is a place of fire
and brimstone, but it contains multitudes. Part of it is the Great Pit, the
well that scours souls from existence. Some ancient tomes equate this Pit with
the metaphysical Abyss, the Formless Land, or the Void.

Nobody knows the truth,
but they do know that witches are scared shitless of anything summoned forth
from this Abyss. The witch’s shadow intensifies into a pool of inky blackness,
and tendrils of Abyssal energies snake into her soul, consuming the magical energy
within. The hunter cannot contain the energy of the Void within her — if she
tried, she’d be lucky to end up in Hell.

Instead she uses
herself as a conduit, pouring the energy into a handful of her own blood. The
blood must be freshly drawn at the time of the ritual. The touch of the
Formless Land still chills her to the bone, reminding her of what awaits if the
First of the Fallen finds her wanting.

When the hunter
splashes her Abyssal blood over a witch, the energies react with the arcane
power that a witch calls forth, warping it beyond her control. The entities
that wait in the Void lust after the life-force of pure arterial blood. It’s
more costly for the hunter to draw it out, but the effects can be nothing short
of astounding.

Cost: 1 Willpower and
one point of lethal or aggravated damage (see below)

Action: Extended (15
successes required, each roll represents 10 minutes)

Dice Pool: Stamina +
Resolve Roll

Results

Dramatic Failure: The
Lucifuge is wracked by the energies of the Void as they feast upon her soul and
devour her. She suffers one point of lethal damage over and above whatever
injury she took for the rite to work, and loses two points of Willpower in
addition to the cost of this rite.

Failure: The hunter
fails to make contact with the Formless Land. Perhaps that’s for the best.

Success: The hunter
infuses an amount of her blood with the energy of the Abyss, using herself as a
channel. She must still strike the witch in question with her blood, which is a
Dexterity + Athletics roll minus the target’s Defense.

Each use of this ritual
empowers enough blood for one attempt only, and the blood remains empowered
until the next sunrise. If the hunter took lethal damage when preparing this
rite, the witch’s next spell has strange effects. The spell affects a random
target chosen from all possible viable targets in range — if the spell targets
the witch’s human ally, then all humans in the range of the spell are possible
targets, including the hunters and the witch.

If the casting roll succeeds,
the new target takes the effects of the spell as normal. If the casting roll
fails, the new target suffers the opposite effects: a fireball cleanses its
target of wounds; a sensory spell strikes the target blind. If the hunter
powered this rite with aggravated damage, then not only are the specifics of
the magic altered, but the form itself twists out of control.

The Storyteller should
come up with a new spell from the same Mystery as the intended one, though not
constrained by the witch’s rating in that Mystery. The new spell affects
everyone in a radius of 20 yards per dot of the witch’s Gnosis.

Exceptional Success:
The dark powers of the Abyss smile upon the hunter, refunding the point of
Willpower and making sure they know of the hunter’s existence.

## Calling Forth the Pit

According to the
Lucifuge’s infernal lore, when Lucifer was cast into Hell, it was an empty,
endless void. Only by the light of the Morningstar’s will was it transformed
into a kingdom suitable for his demonic followers. The very act of willing the
unholy city into being, however, bound up its existence with Lucifer’s.

The First of the Fallen
is a part of Hell now, and it is a part of him. His mortal descendants carry a
bit of that connection in their blood, and through application of the proper
ritual acts, a Lucifuge may draw a portion of Hell to himself, commanding the
pit to either disgorge one of its demonic denizens into the earthly realm or to
swallow up one of its children and drag it back to Hell.

The Lucifuge may
attempt to summon a random demon or a specific entity whose name he knows. If
he knows the name of a demon he tries to banish, he receives a +2 bonus to his
dice pool. A named demon can even be summoned from elsewhere in the material
world.

Cost: The Lucifuge must
perform a blood sacrifice that inflicts 2 points of lethal damage. This damage
may be inflicted on himself or on another intelligent being.

Action: Extended (10
successes; each roll requires a minute in time) to summon a demon, extended and
contested to banish one. The first competitor to accumulate the required
successes wins Dice Pool: Presence + Resolve versus the subject’s Resistance.
Roll Results

Dramatic Failure: The
ritual or resistance fails outright and all accumulated successes are lost. If
the attempt was a summoning ritual, the Lucifuge may try again; if the Lucifuge
rolls a dramatic failure on a banishment roll, he cannot try to banish that
demon again for one month. If the demon fails dramatically on a banishment
resistance roll, it is immediately banished to the netherworld from whence it
came.

Failure: No successes
are accumulated at this stage of the contest.

Success: Successes are
accumulated toward the total required. If the total reaches 10+ successes for
the Lucifuge on a summoning ritual, a demon manifests in the physical world at
a point specified by the hunter. The hunter has no control over the summoned
demon unless he knows the Mandate of Hell Castigation ritual. If the hunter
reaches 10+ successes first on a banishment ritual, the demon is swallowed up
by the yawning black gulf of Hell and immediately banished from the mortal
world. If the demon acquires 10+ successes first, it is not banished and is
immune to further attempts for 24 hours. Exceptional Success: Tremendous
progress is made or resistance is shown. Upon an exceptional success, the
entity may not return to the mortal world for one month.

## Coils of Iniquity

Some within the Lucifuge coyly refer to this
as the “vice grip,” as it serves to give the Lucifuge some advantage over those
whose predilections and sins are of a specific… flavor. More specifically, it
grants the Devil’s agent the ability to more easily manipulate those whose Vice
is the same as the one chosen by the hunter using this ritual.

The hunter enacts the
ritual in the morning just as the sun rises, anointing herself with three drops
of sinner’s blood (one drop on her tongue, one in each eye). The Vice caught in
the victim’s blood (like a mosquito in amber) infuses the hunter with an
attunement to that Vice, offering her a bonus toward all those who possess that
same Vice over the next 24 hour period. If this Castigation ritual is not
performed during the hours surrounding dawn it automatically fails.

Cost: Three drops of
blood (human or, at least, from a sentient creature), as described above. The
Vice belonging to the one-time bearer of that blood is what matters most.

Action: Instant '

Dice Pool: (10 –
Morality) + Empathy

Roll Results

Dramatic Failure: The
Lucifuge grows distant from the Vice in question rather than gaining proximity.
She suffers a -3 penalty on any action performed against a character possessing
that Vice.

Failure: The sympathy
between the hunter and the Vice in those drops of blood fails to manifest.

Success: For every
success gained on the roll, the hunter gains bonus dice on all Social rolls
performed against characters possessing the chosen Vice (i.e. the Vice of the
individual from whom the three drops of blood were taken). If the Vice trapped
in those three drops of blood was Gluttony, and the hunter gains three
successes, then she would gain a +3 bonus on all Social rolls involving
Gluttonous characters.

Exceptional Success:
Beyond the bonus of added successes, the Lucifuge also gains a point of
Willpower from the heady rush of sinful sympathy.

## Familiar

Descendants of Lucifer
often attract tiny, lesser demons to themselves, willingly or unwillingly. These
imps and familiars are drawn to the infernal spark in the blood of a Lucifuge,
and are compelled by the divine right of Lucifer’s blood to serve and obey.
Some do so willingly, so slavish in their devotion to their earthly masters
that they are willing to oppose the edicts of Hell. Others serve reluctantly,
disgusted to see the seed of the Morningstar debase itself as a servant of
humanity but nevertheless bound by their master’s blood.

Still others are
insidious, pretending to give loyal service while seeking every opportunity to
seduce their “masters” into the open service of evil. A familiar comes in one
of two forms, Twilight or embodied. The Lucifuge chooses which type he will
have when he learns this rite; the only way to change the type of a character’s
familiar is to unlearn the Familiar ritual and then relearn it later. At the
player’s choice, this might represent the dismissal of one servant and the
summoning of another, or the swap might represent an elaborate ritual to clothe
a Twilight familiar in flesh (or release an embodied one from its fleshy
prison).

The altered familiar
might have similar Traits in its new form, but it might just as easily be
radically different in form and powers, with only the personality and memories
remaining the same. A character may only have one familiar at a time. A
Twilight familiar is a spiritual entity with no proper physical body of its
own.

A Twilight familiar is
also known as a “fetch.” Twilight familiars can temporarily manifest like
ghosts, but their ephemeral bodies are otherwise invisible and intangible to
the physical world. A Twilight familiar must manifest or use Dread Powers to
affect anything in the physical world — except for its master, whom it can
touch at will (its master can also see and speak with the familiar freely, even
if he cannot see or hear into Twilight).

A Twilight familiar
often leaves behind a subtle sign of its presence, even when it is not
manifested. A whiff of brimstone might waft from its location, or its shadow
might briefly flicker in the corner of an observer’s eye. Twilight familiars
can take any form imaginable: most are small, impish creatures that resemble
classical devils or mythological monsters, but they can be as large as
man-sized.

A Twilight familiar
often represents its master’s Vice: a Wrathful hunter might have a familiar
built like a bull, all spines and blood-drenched fangs, while a Lustful
character might be served in a more personal capacity by a sultry, fiery-eyed
succubus or incubus. An embodied familiar has a physical body and takes the
form of an earthly creature. Many of the legendary stories of witches with
cunning animal companions — cats, rats, bats — are actually references to
embodied familiars.

An embodied familiar
often has eyes that gleam an unusual color when they catch the light or that
display a peculiar intelligence. Many times, the creature’s markings in some
way reflect its master’s appearance. A Lucifuge with an ugly scar across his
cheek might attract a catlike creature with an odd stripe of a contrasting
color on its jaw.

This sometimes leads to
the misconception that a Lucifuge can physically transform into an animal.
Remember also that an embodied familiar is a demon in animal form, not a true
animal; many embodied familiars have one or two unnatural traits, like paws
with a sickening resemblance to human hands or a vocalization that comes close
to being actual speech. If an embodied familiar is slain, its infernal spirit
usually discorporates and returns to the Hell from whence it came.

Sometimes, though, it
latches onto its master and feeds off his memories, drinking deep of the
hunter’s soul to sustain itself in ethereal form. In game terms, a Lucifuge’s
player may, upon the destruction of his embodied familiar, choose to preserve
the demon as a Twilight familiar. Effectively, the Lucifuge sacrifices these
experience points to swap out his Familiar ritual without going through the
usual extended Resolve + Occult roll.

The Storyteller designs
the demon’s traits, with the player’s participation. Each familiar begins play
with at least one dot in each Attribute, with extra dots as listed in the
sidebars. Twilight familiar Traits follow the same rules as those for ghosts,
except as noted in the Twilight Familiar Traits sidebar. Embodied familiars are
treated as normal animals, except as described in the Embodied Familiar Traits
sidebar.

The master and familiar
have an empathic connection; each can automatically feel the emotions of the
other. (Magical effects that damage or manipulate the familiar through an
emotional attack don’t damage or manipulate the master.) The familiar can
always understand its master, no matter what language the master speaks, and
vice versa.

### TWILIGHT FAMILIAR TRAITS

Attributes: Attributes: 3/3/2 (allocate dots in any
order among Power, Finesse and Resistance) Willpower: Willpower: Equal to Power
+ Resistance Essence: Essence: 10 (10 max); the demon regains one point of
spent Essence per day spent in its master’s presence. A familiar can also
regain spent Essence by witnessing (or causing) acts related to its Vice.

Initiative: Initiative: Equal to Finesse + Resistance

Defense: Defense: Equal to highest of Power and Finesse

Speed:

Speed: Equal to Power + Finesse + 5

Virtue: Virtue: Choose Virtue Vice: Vice: Any.

Most familiars share their master’s Vice, but not all.
A familiar regains all spent Willpower by fulfilling its Vice once per chapter,
just as a mortal does for fulfilling her Virtue. Morality: Morality: Familiars
have no Morality score. Size: Size: 5 or less Corpus: Corpus: Equal to
Resistance + Size

Born of Sin: Born of Sin: The Twilight familiar is a
base creature, born of sin and capable of calling that sin out in others. The
familiar can manipulate the presence of its Vice, enhancing or manipulating its
manifestation in a creature, mortal or otherwise. The target need not have the
same Vice as the demon; he must merely be experiencing the emotion.

 A character
whose Vice is Pride can still feel lust for a beautiful woman, or envy of a
neighbor’s new car, for example. The demon cannot create a Vice where none
exists. Enhancing a Vice, making an individual feel the emotion more strongly,
requires the expenditure of one point of Essence and a contested roll of Power
+ Finesse versus the target’s Resolve or Composure, whichever is higher.

 The familiar can
produce a moderate shift with a success; mild attraction might become
infatuation, or infatuation might become full-blown obsession in the case of
Lust, but mild attraction cannot be turned into full-blown obsession directly.
An exceptional success, however, allows the demon to fan even the tiniest spark
of Vice into an inferno. The changes last for one minute per success.

The demon cannot enhance the same Vice in the same
target more than once per scene. Manipulating a Vice, changing its target,
requires the expenditure of two points of Essence and a contested roll of Power
+ Finesse versus the target’s Resolve or Composure, whichever is higher.
Success allows the demon to slightly alter the target of a character’s emotion.

For example, a character feeling slothful toward his
work might have that laziness redirected toward laziness regarding
investigating those weird sounds in the basement, or a man proud of his status
as a player might instead be made to focus that pride on his ass-kicking
prowess — which might cause problems if he’s never been in a fight in his life.

Dread Powers: Dread Powers: Assign three dots among
Dread Powers. Ban: The familiar has one Ban, chosen by the Storyteller.

Anchor: The demon’s master is considered to be its
anchor to the material world, although there is no limit to how far a familiar
can travel from its master.

### EMBODIED FAMILIAR TRAITS

Attributes: Attributes: 5/4/3 (divide among Mental,
Physical and Social) Skills: 9/6/3 (divide among Mental, Physical and Social);
the familiar receives a free dot in Brawl, Larceny, or Stealth Willpower: Equal
to Resolve + Composure Essence: 10 (10 max) Initiative: Equal to Dexterity +
Composure

Defense: Equal to lowest of Dexterity and Wits Speed:
Strength + Dexterity + “species factor” (based on its animal type) Virtue:
Choose Virtue Vice: Vice: Any. Most familiars share their master’s Vice, but
not all.

A familiar regains all spent Willpower by fulfilling
its Vice once per chapter, just as a mortal does for fulfilling her Virtue.
Morality: Familiars have no Morality score.

 Size: 5 or less
(based on its animal type) Health: Equal to Stamina + Size

Dread Powers: Assign four dots among Dread Powers.

Ban: The familiar has one Ban, chosen by the
Storyteller.

Innocuous: Embodied familiars are very good at not
being noticed by others. Anyone but its bonded master suffers a -2 penalty on
perception rolls to notice the familiar, unless it does something to draw
attention to itself.

Through the Eyes: Through the Eyes: By spending a point
of Willpower, the master of an embodied familiar can shift his perceptions to
the familiar. He sees what the familiar sees, hears what it hears, and so on.
He is oblivious to his own surroundings while viewing through his familiar, but
still possesses tactile sensation (thus he is aware of any damage or physical
sensation to his own body). Ending this viewing is a reflexive action and
requires no roll.

## Familiar Betrayal

Many werewolf packs
follow a tradition of binding a spirit to the pack as a whole. This familiar
spirit can aid the creatures by lending them some of its strength, as a liaison
to other spirits and as a spy or guardian. The Children of the Seventh
Generation are well versed in the aspects of familiar relationships and use
that knowledge to force pack familiars to turn against their masters.

Cost: 1 Willpower each
day in addition to other costs (see below)

Effect: Mechanically,
Familiar Betrayal works in the exact same way as the summoning aspect of
“Calling Forth the Pit”, with the exception that the hunter must know the name
of the pack familiar he is attempting to summon.

Hunters could learn the
true name of the familiar by questioning other spirits in the area, by
overhearing the pack talk about the spirit, or by tricking the familiar into
revealing it to them. If the hunter succeeds in summoning the spirit she may
immediately bind that spirit to serve her as a temporary familiar (characters
may only have one familiar at a time) as per the “Familiar” Castigation.

For the next six days
the spirit is bound to follow the wishes of the hunter to the letter, even if
it means turning against the spirit’s former masters. To maintain her hold over
the spirit, the hunter must reinforce the binding each evening at sunset by
spending one Willpower. Unless the familiar does something to betray its new
allegiance, the werewolf pack remains ignorant of the betrayal.

***Family Vestment***

Every Lucifuge hunter’s
bloodline contains some germ of the infernal; some chromosomal pair or twist of
DNA bears a whiff of sulfur, a throwback to whatever elder beast seduced or
forced its way into the family so many eons ago.

For the most part, this
reveals itself in subtle ways— the agelessness of the hunter, the ability to
command demons with but a salacious whisper, the power to see the stains of sin
that mark a man’s soul.

Some, though, see the
true lineage of their family brood in unexpected—and ultimately more overt—
ways. Just as parents might pass to their children green eyes, a receding
hairline, or an increased risk for prostate cancer, the Lucifuge may find that
the infernal spark within has passed down strange physical augmentations known
as Vestments.

The Vestment isn’t
ever-present; a lashing tail or hooked claws don’t exist until the hunter
ritually calls upon them, drawing them out of his damaged genetics and to his flesh.
The player may buy this ritual multiple times (remember, though, he can only possess
as many rituals as he has dots in Castigation), with each instance offering one
new Vestment from this list:

-The Devil’s Wings: The hunter grows
wings. They might appear as bloodstained angel wings, ragged bat wings, or
something more bizarre (gold leaf with shifting veins of copper).

The character’s clothing must accommodate the wings, or the
transformation will tear the clothing and cause the hunter two points of
bashing damage. The character gains actual fight capabilities, but since he’s
not a demon, it’s imperfect: he can stay aloft for a number of turns equal to
his Strength dots + dots possessed in the Castigation Endowment. The character flies
at a Speed of twice his normal Speed score. Tricky maneuvers may require a
Dexterity + Athletics roll to perform (as the Storyteller’s discretion).

-Dread Attack: The Lucifuge manifests some physical
change that allows him to do lethal damage on Brawl rolls (instead of the usual
bashing). This could include ichorous black claws, a mouth of hooked teeth, a
lashing tail or rough, scaly flesh.

-Dread Gaze: The hunter’s eyes manifest a strange and
unnatural color, perhaps even appearing reptilian or feline. Choose one Social
Skill that Dread Gaze modifies; any time the hunter calls upon this Vestment,
he gains a bonus to rolls involving that Skill equal to dots possessed in the
Castigation Endowment

-Hellflesh: The hunter’s body in some way
accommodates greater Health or flesh-bound armor (choose which at the time of
purchasing this Vestment). The hunter’s flesh might bloat and swell or she
might gain leathery skin or a layer of gristly muscle. She gains dots added to
her Health or to her Armor (+1/+1) per dot possessed in the Castigation
Endowment.

-Physical Endowment: Choose one Physical
Skill at the time of purchasing this ritual; the physical modification provides
a bonus to that Skill (when the modification is drawn to the flesh) equal to
the character’s dots in the Castigation Endowment. The modification should be
appropriate to the Skill it modifies—modifying Larceny might cause the
character’s fingers to grow into something resembling multi-joint spider legs
(for picking locks and pocket), while modifying Stealth might stain the
character’s skin inky black.

The only Skill that
cannot be modified is Drive. Firearms could be modified with a change to one’s
eyes, while Weaponry might cause the weapon-wielding arm to become more fluid
in its movement due to length or additional joints.

Cost: 1 Willpower
point, and when the Vestment finally goes away, the character gains a mild
derangement for the subsequent 24-hour period. Calling upon one’s demonic
nature is rarely a comfortable feeling, and often leaves characters feeling
less than human. Action: Instant

Dice Pool: Strength +
Stamina

Roll Results

Dramatic Failure: The
character’s human nature and physiology prevails—sure, that sounds like a good
thing, and in some ways, it is. But it doesn’t feel good; bones compress,
bruises appear, and blood trickles from every orifice. The character suffers
three points of bashing damage.

Failure: The Vestment
does not manifest.

Success: The character
manifests the Vestment, which lasts for one full scene. The character can
extend it beyond the scene by willfully assuming one point of lethal damage to
resist the change back to her wholly human form. Each point of damage taken in
this way extends the duration by one additional scene.

Exceptional Success:
The character wears the flesh well. This allows the character to extend the
duration by spending points of Willpower (one point per one scene) instead of
suffering lethal damage.

## Gaze of the Penitent

Hell is a place of fire
and torment, but also, according to many philosophies, a place where the evil
is scourged from the soul so that it might pass on to the next world. The
torments of the Pit are not punishment, but an encouragement to repentance.

Tortures are tailored
to the soul’s particular sins to remind the damned of what brought them there
in the first place. Whether any soul actually escapes the iron walls of
Pandemonium is a matter of philosophical debate, but Lucifuge who know this
ritual are capable of drawing on that same affinity for the sins of an
individual and laying them bare, wracking mortal man and unholy monster alike
with the pain and guilt of past transgressions.

The Gaze of the
Penitent ritual requires eye contact; if the target moves about or actively
avoids making eye contact, or if he wears dark glasses, the activation roll
suffers a -1 penalty. The Lucifuge must also possess a bit of blood, hair, or
similar substance from the target.

This corporal
requirement is waived if the Lucifuge has witnessed the target committing one
of the seven deadly sins in the last 24 hours.

Cost: 1 Willpower.

Action: Contested. Dice
Pool: Wits + Empathy vs. Resolve.

Roll Results

Dramatic Failure: The
hunter’s power is reflected back on herself. She suffers a penalty to all dice
pools equal to (10 - her Morality) for the rest of the scene. She may spend a
Willpower point to negate this penalty for a turn.

Failure: The ritual
fails to take effect.

Success: The target of
the ritual is wracked with guilt and the imagined torments of Hell that will be
visited upon him for his sins. He suffers a penalty to all dice pools equal to
(10 - his Morality) for a number of turns equal to the successes rolled on the
activation roll. He may spend a Willpower point to negate this penalty for a
turn and act normally.

Exceptional Success:
The guilt and pain last for an entire scene.

## Gulf of Hades

Underground in a
cavern, with no source of light, the blackness is almost palpable. That
unyielding darkness can cause hallucinations, as the human mind creates visual
input to busy itself and remain anchored in reality. The Gulf of Hades, the
stretch of spiritual blackness leading to Hell, is dark beyond that word’s
ability to convey meaning — it’s not just the absence of light, it’s the
absence of the concept of light.

The hunter using this
rite can call up that blackness to sap the energy out of a target. When used on
an electronic device, the Gulf of Hades shuts it off completely — cars roll to
a halt, computers shut down instantly, and doors with electronic locks pop
open. When used on a person, however, the rite induces hypothermia within
seconds as the victim suffers the effects of extreme cold.

Cost: None

Action: Instant

Dice Pool: Presence +
Occult

Roll Results

Dramatic Failure: The
Gulf of Hades turns itself on the hunter. The character immediately loses all
Willpower points, and gains the Shaken Condition.

Failure: No effect.

Success: The character
calls up a tiny fraction of the void. The area grows noticeably darker, and
witnesses might hear faint, mournful howls. The hunter must target a person or
object within 20 feet. If the target is human, the person immediately suffers
lethal damage equal to the hunter’s successes. These wounds manifest as
blistering on exposed flesh, similar to frostbite. The target also suffers the
effects of the Extreme Cold Tilt, if in combat.

If the target is a
device that runs on electricity, it immediately shuts off and cannot be
reactivated for a number of hours equal to the Lucifuge’s successes.

Exceptional Success:
The Lucifuge absorbs a small amount of the energy the Gulf takes. The character
regains all spent Willpower or may heal up to three points of bashing or lethal
damage.

## Guilt’s Bloody Trail

The torments of Hell
scourge all traces of sin from the souls of men. That much is true. Hell knows
and sees all sins, even those that man chooses to ignore. A member of the
Lucifuge can tap into this universal library of guilt and sin, bringing a sign
of Hell’s impending judgment to a killer.

The hunter must be
present at the scene of a murder, with the body still in residence. He smears
the deceased’s blood on his tongue and concentrates. After a few seconds, he
begins to feel a pull towards the killer. At the same time, the killer develops
stigmata — wounds on the palms or wrists that bleed freely and do not heal.

Medical examination shows
no cause for the wounds, but enough fresh blood wells up through them to soak
through the thickest bandage. The killer isn’t losing his own vital fluids;
instead, the blood that drips from his hands is that of his victim.

Any forensics test will
bear that out — the blood is identical to that in the victim’s body at the time
of death.

Cost: 1 Willpower

Action: Contested;
resistance is reflexive.

Dice Pool: Intelligence
+ Investigation vs. Wits + Subterfuge

Roll Results

Dramatic Failure: The
hunter may taste the blood of someone other than the victim, or Hell’s
archivists may just be in a capricious mood. Whatever the case, he receives all
the effects of a success but directed against a person innocent of the murder.

Failure: The hunter
gains no information as to the killer’s location.

Success: The killer’s
hands or wrists start bleeding, slowly but steadily. After a couple of minutes,
blood will drip from his fingers if the wounds remain unbound. Even if bound,
the blood eventually soaks through the bandages. While the killer bleeds, the
hunter knows a vague direction and distance — a rough idea that’s only accurate
to about 500 yards and one of the eight compass points. The stigmata and
associated direction sense last until the end of the scene.

Exceptional Success:
The blood flows over the killer’s hands, reminding him of his crime and
stirring feelings of guilt and shame possibly long thought forgotten. This so
unnerves the killer that he must make a degeneration roll as though he had
committed a sin with Morality Threshold 2.

## Hellfire

Hell has been
associated with fire and brimstone, especially in Western culture, for
hundreds, if not thousands, of years. Lucifer himself is called the
Morningstar, which has implications of fiery radiance. The Lucifuge is at home
with heat and flame, and through the power of their infernal parentage, some
learn to control and conjure these hellish flames to scourge their enemies.

Cost: 1 Willpower or 1
Willpower and one point of aggravated damage (see below).

Action: Instant.

Dice Pool: Dexterity + Athletics
- target’s Defense.

Roll Results

Dramatic Failure: The
Lucifuge conjures up hellish flames from the Abyss, but is unable to control
them. She suffers three points of lethal damage, as though she has stepped into
a bonfire with the intensity of a torch. Failure: The hunter fails to summon
forth the fires of the Pit.

Success: The Lucifuge
conjures a bolt of unnatural, hellish fire that consumes her target. The
Hellfire might look like ordinary flames, or it might be an unusual color or
produce a sound like the roar of a wounded beast. The fire originates from the
hunter, but may manifest in any fashion — some Lucifuge project fire from their
hands or eyes; others breathe flame like a dragon. The fire inflicts one point
of lethal damage per success, unless the target naturally suffers aggravated
damage from fire (like a vampire).

By reaching deeper into
her infernal soul, a Lucifuge may conjure searing, white-hot Hellfire that
inflicts aggravated damage, but this fire is too hot for any mortal to contain
entirely. The Lucifuge herself suffers one point of aggravated damage as the
flames wreathe her body.

Exceptional Success: No
additional effect beyond tremendous damage.

## Infernal Visions

The Luciferan blood that
courses through the veins of the Lucifuge often carries with it the gift of
prophecy. This “gift” is dubious at best; often the insight of this ritual
comes in the form of terrifying nightmares and visions of the infernal court of
their “father.”

Whatever form the
insight takes, the character has a connection to primordial forces in the
world, ancient truths that can be seen and comprehended only in dreams. He
gains insight into secrets through reverie and visions, finding answers to
questions he couldn’t normally get by mundane means.

He might dream of a hellish future in which
all he loves is burned to ash, or he might meditate until his soul is cast,
screaming, into the Abyss, to converse with Lucifer and his chief ministers, or
he might just shut his eyes tight and listen to the snarled wisdom of the thing
that lurks outside his window every night.

Once per game session, the Lucifuge can use
his Infernal Visions ability to gain a supernatural insight concerning a
question or topic. Activating this ability requires at least one hour spent in
sleep, trance or an activity exclusively focused on accessing an altered state
of consciousness.

Cost: None, but the
nightmares associated with the visions prevent the character from regaining a
Willpower point from the next night’s rest.

Action: Instant.

Dice Pool: Wits +
Composure. The Storyteller should roll in secret so the player doesn’t know if
he is receiving useful clues or meaningless imagery.

Dramatic failure: A
nightmare. The character can interpret it any way he wants, but it probably
leads to more trouble than solutions.

Failure: Meaningless
images.

Success: One or more
clues (one per success), although they must be interpreted.

Exceptional success:
One or more clues (one per success), and a suggestion about their
interpretation provided by the Storyteller. The information conveyed is hidden
behind allegory, symbols and archetypes. Infernal Visions rarely answer
questions directly, typically relying on symbolism and imagery to convey
information.

A sorcerer seeking a
specific person’s location wouldn’t see his address, but landmarks nearby could
lead the way: a river, a tower or even the face of a man walking by at dusk.
The answer has the potential to resolve the problem. It’s a tool for the
Storyteller to help drive events of the story, not the answer on a plate.

***Mandate of Hell***

No matter how diluted,
the blood of a Lucifuge contains a tiny spark of the blood royal of Hell. By
dint of their ancestry, members of the Lucifuge have the ability to master
demons and bend the legions of Hell to their will. Some manifest this bond by
possessing a familiar spirit, others learn to summon or banish demonic
entities, but still others draw upon their infernal sovereignty to dominate
lesser demons and bend them to their will. The merest glance and a harsh word
of command forces demonic beings to obey their mortal masters.

The Mandate of Hell can
be used in two ways: a short, simple, one- or two-word command (“Bow down,”
“Kill him!”) is an instant contested action. More complex orders can also be
given, but this requires that the demon be stationary (either willingly or
bound in the Shackles of Pandemonium) and requires an extended action. The
Lucifuge must spend 1 Willpower to enact a complex order.

The number of successes
required is equal to three per “step” of the complete command.

For example, the
command “Go to the corner of 7th and Maple, kill the man you find there, and
afterwards, return to Hell and do not return” requires 12 successes, because it
is a four-step command. The demon’s contested roll, on the other hand, must
reach a total number of successes equal to (15 - the Lucifuge’s Morality). Each
contested roll represents one turn in this scenario.

Cost: None or 1
Willpower (see below).

Action: Contested or
extended and contested (see below).

Dice Pool: Presence +
Composure vs. subject’s Resistance.

Roll Results

Dramatic Failure: The
command fails and the subject is immune to all further commands from the
Lucifuge for 24 hours. Failure: A simple command fails to take effect, or no
progress is made toward a more complex command.

Success: The demon is
compelled to obey a simple command for one turn, or progress is made toward
giving the demon a complex command.

Exceptional Success: A
simple command is obeyed for a full minute, or exceptional progress is made
toward a complex command.

## Mark of the Beast

Though formidable, the
strength of a werewolf is nothing when compared with that of true demons of the
pit. As their lord and ruler, the strength of Lucifer eclipses that of even the
mightiest of his legion and his children can call upon that unholy strength.

The process isn’t
pleasant. To call up the strength of hell requires the Children of the Seventh
Generation to take on the guise of their demonic ancestor in a painful
transformation.

Cost: 2 Willpower; 1
point of lethal damage

Action: Instant

Dice Pool: Resolve +
Intimidation

Effect: The child of
Lucifer calls upon her demonic heritage and takes the form of a demon. The
transformation takes one turn and the hunter twists and writhes in agony as her
body changes, resulting in one point of lethal damage. No two members of the Lucifuge
share the exact same features after the transformation.

One member might take
the form of a fallen angel with ripped and tattered wings, weeping tears of
blood that mar otherwise perfect features, while the form of another member
might echo the bestial nature of her sire complete with burning red eyes,
claws, and fangs.

The demonic visage
remains consistent each time the hunter activates the Castigation, leading some
of the Lucifuge to wonder if the demonic version isn’t their soul’s “true”
form. While transformed, the hunter gains a pool of points equal to her
Castigation score that she may use to increase any Physical Attribute in any
combination she desires.

A hunter with four dots
in Castigation could, for example, raise her Strength by two and her Stamina by
two, or instead raise her Dexterity by two, her Strength by one and her Stamina
by one. This effect ignores the usual Attribute maximum for mortal characters.
The character’s Size is also increased by one (remember to recalculate
secondary Attributes such as Speed and Health based on the new form).

The hunter may heal
wounds of any type by spending one Willpower (one Willpower spent heals one
wound) and she gains an Armor rating of two. The presence of the demonic form
can inspire fear and terror in those who witness it (even other hunters)
similar to the effects of Lunacy. The flesh of a mortal can only maintain the
form of a demon for a limited time and is physically, mentally, and spiritually
exhausting.

The hunter can only
remain in her demonic form for a number of turns equal to her Stamina + Castigation
each day, though she may voluntarily end the transformation at any time (turns
may be divided over multiple uses). Any wounds suffered by the character that
exceed her normal Health after she returns to mortal form are not carried over
to her human body.

Instead, the twisted
nature of the demonic form inflicts the wounds on the very next person (or
thing) the hunter sees before lapsing into unconsciousness (the presence of
extra wounds indicates that the normal Health track of the hunter has already
been filled).

Any damage caused by
the hunter while in demonic form is considered lethal damage, regardless of
source, unless the hunter does something to change his damage to aggravated
(using silver against werewolves, for example). After the hunter reverts to her
normal form she suffers from a wave of exhaustion that hinders her ability to
act or even think clearly.

Until the hunter sleeps
for a full eight hours, any action taken by the character is penalized -3 dice.
Potentially more dangerous is the spiritual exhaustion. Calling on her demon
form is recognition of the dark side of her nature and her pool to resist
degeneration is reduced by one for the next 24 hours.

Potential Modifiers:
Mark of the Beast is used within six minutes of 3 A.M. (+3).

Roll Results

Dramatic Failure: The
hunter fails to transform but still suffers the aftereffects of a
transformation.

Failure: The
transformation fails.

Success: The hunter
successfully transforms.

Exceptional Success: As
above and the turns spent in demonic form don’t count against the maximum
number of turns for the day.

## The Mark of Lucifuge

The mythological Mark
of Cain made it so all who looked upon the first murderer would know him. Thus
were the wages of sin when angels roamed the earth. A lesser form of this mark
is known to the Lucifuge. By laying a hand on the bare skin of a vampire, the
Lucifuge brands its flesh with the merest stroke of that original mark. True to
legend, once the vampire is marked, nothing can be done to rid itself of it. The
char will not wash off long after the wound has healed; its burning cannot be
carved out with a blade, nor can its flickering light be covered by any amount
of clothing.

Cost: 1 or 2 Willpower
(see below), 1 point of lethal damage

Action: Instant

Dice Pool: None

The hunter spends her
Willpower and takes one point of lethal damage as she draws the mark across her
palm (it appears like a second-degree burn). In many cases, the hunter may
first need to succeed on a touch attack or have a cellmate grapple the
creature. Branding causes one point of aggravated damage to the target. From
now on, any and all Lucifuge to encounter the marked individual will recognize
it and its unholy nature even across a crowded room.

What’s interesting,
though, is who else can see the mark. Other creatures can see the mark.
Humans—meaning, most other hunters—cannot. Doubly strange is that hunters of
the Cainite Heresy can see the brand, and in fact the Cainites claim it as a
mark quite familiar to them (they often leave the mark at the scenes of their
hunts). This ritual works on other creatures besides vampires, but doing so
necessitates spending 2 Willpower points instead of the 1 necessary to “brand”
a vampire.

## Prima Dictum

Blood is the animating
force behind the vampire’s impossible life. Some suggest it’s blood that keeps
vampires somewhat human—as a human element, the blood perhaps keeps them from
turning into the mindless dead, shambling toward an open patch of sunlight. It
could be said that blood is also the power of the Lucifuge. Through the veins
of every member in their twisted family tree flows the distilled power of the
Prince of Darkness.

Such infernal
genetics—at times—come with a certain amount of privilege. Some family members
have discovered the ability to deny vampires access to that which they rely on
most—the very fuel that keeps them going in their cold mockery of life-blood.
Generally, hunters who know the dark syllables of Prima Dictum do not like to
linger long on the how’s and why’s of what it does, for fear that its origins
contain madness for the castigator.

By drawing his own
blood, the hunter utters a curse that burbles up from the depth of Hell. She
brings the supernatural authority of her bloodline to bear, denying the vampire
access to their precious animating fluids. It’s unlikely that full rigor mortis
steps in, but the creature’s limbs start to tighten—the mystical
transubstantiation of blood into will begins to fail on a fundamental level.

Dice Pool: Resolve +
Occult + Castigation versus target’s Resolve + Potency

Cost: 2 Willpower and 1
point of lethal damage (this damage must draw blood, and the blood must splash
the vampire; this may necessitate success on a touch attack, first)

Action: Instant and
contested

Roll Results

Dramatic Failure: In
drawing the blood and uttering the attendant guttural curse, the hunter evokes
quite a different response, sending the vampire into frenzy with herself as the
primary focus of said frenzy.

Failure: The Willpower
is spent and the damage is taken, but curse doesn’t come and the vampire is
unaffected.

Success: The hunter
wins the contest. The vampire’s body stiffens; it becomes difficult for the
creature to move. The vampire suffers a penalty to all Physical rolls—the modifier
is equal to successes gained over the creature. In addition, any rolls made on
behalf of the vampire to use Dread Powers are penalized by -1 die. This penalty
lasts for the remainder of the scene.

Exceptional Success: As
above, except now the vampire may not utilize any Dread Powers that necessitate
an expenditure of Willpower (i.e. the creature’s own blood).

## Sense of the Unrighteous

Wickedness and sin are
everywhere in the World of Darkness. More immediately, wickedness and sin are
in the Lucifuge’s nature, no matter how they try to deny it. Rather than seal
away that aspect of themselves, some Lucifuge choose to acknowledge it and
embrace it as a tool. Sin calls to sin, as the saying goes, and by meditating
on his own wicked nature, a Lucifuge can develop a sense for the sins of
others.

Individual hunters
experience this sense in different ways. Some feel the taint of wickedness as
an overpowering, nauseating stench; others see chains of sin winding around the
unrighteous and dragging them down to Hell. Still others taste a foulness on
their tongues or feel a throbbing pain behind their eyes or hear the screams of
the damned surround them.

Cost: None.

Action: Extended; each
roll represents one minute of meditation on one’s own wickedness.

Dice Pool: 10 -
Morality

Roll Results

Dramatic Failure: The
hunter is overwhelmed by his own sins; he loses all accumulated successes and
must spend a Willpower point every turn in which he takes an action other than
retching and cowering from his own nature.

Failure: No progress is
made toward reaching out to sense the unrighteous.

Success: The Lucifuge
makes a metaphysical connection between his own base nature and the wickedness
of the world.

He can sense the
presence of sin in creatures and even locations within two yards per success.
Characters with a Morality (or equivalent Advantage) of 7 or higher do not
register to the character’s sense.

Characters with a 5 or
6 Morality register as a mild sensation — a faint odor, ghostly image, and so
on. Characters with a 3 or 4 Morality register as a moderate sensation — sounds
about at conversational volume, a painful but not crippling headache, and so
on.

Characters with a 1 or
2 Morality register with extremely strong sensations: clear, realistic
hallucinations, the smell of a slaughterhouse, and so on. Characters with a
Morality of 0, or unnatural creatures entirely lacking a Morality Trait,
register as overpowering sensations: a blinding headache, terrifyingly real
hallucinations, and the like.

The Lucifuge suffers a
-1 penalty to all actions for the remainder of the scene after witnessing such
shocking depravity. The Lucifuge can also sense the lingering presence of a sin
committed in an area. A sin against Morality 4 registers as a minor sensation,
sins against Morality 3 register as moderate sensation, sins against Morality 2
as severe sensations, and sins against Morality 1 as overwhelming sensations.

The imprint of a
Morality 4 sin can linger for a few days, Morality 3 sins linger for several
months, Morality 2 sins for one to six years, and Morality 1 sins can linger
indefinitely. Sins against Morality 5 or higher are not severe enough to linger
beyond their commission. The hunter knows the source of the sins he senses (the
person in question or the precise location and approximate time where a past
sin occurred), but not the nature of the sin itself.

Exceptional Success: If
the player rolls five or more successes on a single roll, the hunter gains a
general sense of an individual’s most severe sin or the nature of a lingering
past sin.

Example: Herr von
Murnau, a Lucifuge hunter with a 5 Morality, uses Sense of the Unrighteous
while sitting in the audience of a play that has been connected to some strange
disappearances. On his first roll, he scores three successes, allowing him to
sense wickedness within six yards of his seat. Most of the audience consists of
average people with a Morality of 7, and do not register to his senses.

One man in the next
row, though, gives off a mild sense of sin; the smell of burned asphalt mingled
with sulfur. Von Murnau continues to expand his senses, rolling four more
successes on his next roll.

Now he can sense 14
yards, enough to reach the stage and sense the severe wickedness of the lead
actor — the man flickers in his sight, sometimes appearing normal, sometimes
drenched in blood and smiling blandly. Hoping to gain some further clues to go
on, von Murnau rolls again, this time getting an exceptional success.

Not only do his senses
now reach backstage, allowing him to feel the lingering presence of a severe
sin that occurred three months ago — he feels an oppressive weight bearing down
on him, and hears the echoes of a woman’s scream — but he also now has a
general sense of the nature of those sins. He knows that the man in front of
him once stole a car, the lead actor has murdered casually, and three months
ago, an actress was raped in her dressing room.

## Shackles of Pandemonium

The Shackles of
Pandemonium ritual allows a Lucifuge to bind a demon to a particular place by
trapping it within a ritual circle. The particulars of the ritual circle vary
from Lucifuge to Lucifuge — some draw a simple chalk loop with a few ancient
sigils of binding; others use corn meal to draw elaborate veves or mark out a
complete Solomonic Circle. Whatever form it takes, the circle requires 10
minutes to draw and infuse with infernal power. As long as the circle remains
intact, it can lie dormant indefinitely, waiting for a demon to enter it.

A binding circle can be
used like a trap, drawn in a place the demon is likely to cross, or it can be
prepared in advance of a summoning (see Calling Forth the Pit, above) to ensure
that a called demon can’t go anywhere once it arrives. A circle can even be
concealed (for example, drawn onto the floorboards under a carpet or marked in
the dirt and loosely covered with brush), although this incurs a -1 penalty on
the activation roll.

Some Lucifuge mark the
entrances of their homes with permanent circles — carved, etched or inlaid on
the floor, walls, or even ceiling — to trap infernal intruders. A permanent
circle is harder to break, but it must still be “reset” by performing a
10-minute ritual after a bound demon is released. A single binding circle can
only bind one demon at a time.

Cost: The Lucifuge must
anoint the binding circle with her own blood. This inflicts 1 point of lethal
damage.

Action: Instant (once
circle has been prepared, which may require a Wits + Expression roll if the
Storyteller considers it suitably complex).

Dice Pool: Presence +
Intimidation versus spirit’s Resistance.

Roll Results

Dramatic Failure: The
binding circle is broken, and the demon gains an extra point of Resistance for
the duration of the scene. Failure: An equal number or the most successes are rolled
for the demon. The binding circle is broken, and the spirit may escape.

Success: The most
successes are rolled for the Lucifuge. The demon is successfully bound and
cannot break free except under a few circumstances:

• If the ritualist who
binds the demon releases it with the phrase, “I release you” or something
similar.

• If the binding circle
is broken by an outside force. The bound demon cannot break the circle itself.

• The Lucifuge must
designate one other way that the demon can be freed, and she must express this
method to at least two other entities within an hour of the demon’s binding.
One of those two may be the demon, but it doesn’t have to be. If the condition
is a task the demon must perform, it must be a task that can be performed within
the binding circle. For example, the demon could be ordered to answer three
questions truthfully if it wishes to be freed, but not to kill someone in
another city.

Exceptional Success:
The most successes — five or more — are rolled for the Lucifuge. When the demon
is freed by any means, it is immediately returned to the netherworld from
whence it came; it cannot linger to, for example, inflict revenge on the
hunter.

## Tongue of Babel

Once, the stories say,
all humanity was united in a single language; any man could speak freely with
any other, no matter how foreign. But when humankind came together to build a
tower that would reach Heaven, God threw down that tower and cursed humankind
to speak a multitude of tongues that divided them into nations and peoples and
tribes and prevented such unity from recurring. The Lucifuge holds that the
whole

thing was Lucifer’s
idea, one of the Fallen One’s more overt attempts to reopen the War in Heaven.
Whether that’s true or not, the Lucifuge has carefully collected the scattered
remnants of that lost primordial tongue, and through the power of its members’
semi-divine blood, they can learn to speak it.

Cost: None.

Action: None.

Dice Pool: None. As
long as the Lucifuge knows this ritual, he can speak and understand every human
language on earth. He actually speaks the words in the ancient tongue of the
tower-builders, but a vestige of racial memory coupled with his angelic blood
causes listeners to hear him speaking a language they understand.

Even if he addresses
multiple people with no common language, each understands him clearly, and he
understands them. This ritual gives the hunter no facility with secret codes or
encryptions, nor does it allow him to understand the written form of any
language he cannot already read.

The words must be
spoken by someone who understands them, not just read out phonetically.

For example, a
character who doesn’t speak Spanish cannot use this ritual to read a note
written in Spanish, nor could he sound it out himself and gain understanding.
He could, however, have a Spanish-speaker read it aloud and understand it that
way. Finally, this ritual does not allow him to translate mystical languages,
such as the tongue of spirits or the magical tongue witches sometimes use to
enhance their magic

## Unholy Aura

17th century English poet, John Milton wrote that it was
better to reign in hell than to serve in heaven, and the Lucifuge agree.
Through this rite, they are able to access some of the supernatural magnitude
possessed by infernal overlords, making them physically and emotionally
impressive and intimidating.

Fae creatures recognize a resonance similar to that of the
Fae Lords and Ladies in the power this rite bestows. This makes them especially
vulnerable to the unholy authority of this rite. The hunter using this rite
wraps himself in an aura of demonic superiority.

Cost: None

Action: Instant

Dice Pool: Presence
+ Intimidation

Roll Results

Dramatic Failure: The Unholy Aura backlashes on the hunter.
She gains an Unholy Condition that causes her to suffer a penalty to Social
actions equal to 10-Integrity. As well, others get exceptional successes
against her in Social actions with three successes instead of five. It resolves
when she suffers an exceptional success from another.

Failure: No effect.

Success: The character wraps herself in a demonic aura that
others find intimidating, attractive, ingratiating, or the like, depending on
how it is wielded. For the remainder of the scene, all of the hunter’s Social
dice pools receive a +3 bonus and the 9-again quality.

Social dice pools lesser Faerie creatures receive a +6
bonus. Sidhe Lords are likely to recognize this aura as similar to their own.
Unfortunately, it is possible the Fae will target the Lucifuge hunter over
others present in the scene, as a rival.

Exceptional Success: The Lucifuge receives the benefit of
the effects until the next dusk or dawn, whichever comes first.