Hunter: The Vigil - Boston


GM: James Powell, Karl Smith
Current Players

  • Matt
  • Dru
  • David
  • Michael

Status: Rotating
Rating: PG-13


Something’s not right. Shadowy corners take on a woman’s ghostly visage. That couple outside the nightclub had weird, almost animalistic facial features. The cable guy that came to your door radiated an almost red aura and smelled of lit coals. Your coworker has fiery hair and golden skin when you see him from the corner of your eye, but when you double-take, he merely has a nice tan. The triple homicide just outside of town was a might bit too bloody to take as just another murder.

Someone has to do something. There are things the mind cannot comprehend, happenings unknown to the people closest to them. Someone has to take up arms and protect everyone else, the unsuspecting and innocent of the world. You can’t just ignore it anymore, for if you do, your own candle may be snuffed.


When you create your character, please keep in mind the theme of “Light in Shadows.” When we create your character, think of how you were
before the vigil as well as after. We may want to run you through your awakening during your first game if possible (if not, we might be able to run you through a one-on-one mini-session describing the event). Many of your chosen merits and a few of your skills will not apply before the vigil, but will activate after your awakening.


  • Mark Holliday - Fledgeling Vampire
  • The Rabbi - Protective Holy Man
  • The Shotgun Four (Formerly Six) - Migrant Hunters
  • "Those Four" - Supernaturalist Summoners
  • Alice Neeman - Wrathful Changeling - a.k.a. Andrea Newman (4-dot new identity)
  • Alice Neeman - Rogue Fetch

Particular Locations

  • Black Dog Bar
  • Dark Sky Nightclub
  • The Safehouse
  • Salvation Tower
  • Hyde Arboretum
  • The Hedge



House and Table Rules (also known as The Code)

For the most part, we will be taking the game by the book so we can all learn it. The Storytelling system is very versatile and solid and there are a few things your Storytellers want you to keep in mind.

  1. Respect Other Players: This is key to having a good game experience. Hunter’s work together toward some common goal. While some player infighting is to be expected (coworkers and friends don’t always get along, so why should hunters), deliberate hostility toward your comrades will result in punishment. If you commence hostilities toward a cell member (steal from them, report them to the police or monsters, shoot them, etc.), your character will become an enemy of the cell and an NPC, and you’ll have to make a new character. Remember, it’s their game, too.
  2. Storyteller’s Word is FINAL: Your storyteller’s will try their best to be impartial and even handed with their arbitration. You have the right to advise a storyteller regarding game rules they may not be aware of, but don’t take it too far. The storyteller always has final say concerning rules arbitration, and arguing their decision during game is a guaranteed way to get you on his bad side. Respect your storyteller. It’s their game, too.
  3. First Come, First Serve: Due to current demand for games, your storytellers have decided to run this on a first come, first serve basis. The very first session is limited to six players to get people into playing the game. Afterward, we will be running with a 5-player cap every game, and the first five players to show up who express an interest will be in the game. Food exodus will now be at 6:30, and we will try and start game by 7:30 nightly. Be ready to play with character in hand. We don’t want to spend an hour making your character when we could be playing the game. If necessary, talk to one of us beforehand, and we will help you get your character ready before game.
  4. Hygiene is Necessary: Would you like to sit next to someone who smells of week-old pork-and-beans? No? Then make sure you also come to game not reeking of something left on the sidewalk for a month. If necessary, go home and take a shower. If you were around first, we might even reserve your spot and wait for doing us such a favor.
  5. Table Etiquette: Play nice with others; don’t badmouth or berate; try to keep Out-of-Character conversations to a minimum; treat our books like I treat your expensive glass ornaments: with the care and tenderness given to a newborn babe; give others the spotlight every now and then; try not to read books at the table, especially on your turn; no discussing someone else’s tactics out of character on their or your turn. Keep these in mind, and we’ll be just fine.
  6. Remember, This is the Real World: If you character cannot walk down the street in broad daylight in downtown Boston and not get second looks, then they won’t succeed in Hunter. Your character is a normal person first who happens to have taken up the Vigil. There are no handy haversacks, trench coats of protection, or pocket rockets. If you carry a sniper rifle down the street, you will be arrested. World of Darkness is a gritty campaign setting, and we will not be afraid to throw the book at you.
  7. Backstory: Character backgrounds are great and give your characters human-like traits, but they will only be so much the focus of the game. Giving the storytellers a backstory will give us material to get you emotionally involved, which only helps players have a better game. Therefore, backstories are nice but really optional. All we truly ask is you think of you character’s background before they took up the vigil and make your character convincing through good roleplay.
  8. Roleplaying: Please, please, PLEASE roleplay your stats accordingly. If you’re playing a social monkey, try to be charismatic. If you’re a gruff-and-tumble veteran, be gruff and blunt. The Storytelling system is based around roleplaying rather than character building, so please roleplay your ass off, and we, as storytellers and as players, will, too.
  9. Vested Interest: Give your character a vested interest to actively take up the Vigil. Do not create a character that won’t enter the haunted house because they’re afraid. Doing so hinders game and story progression.
  10. Compacts, Conspiracies and Endowments: None of these will be allowed at character creation, and the storytellers have no current plans to bring them in. Do not ask.
  11. Storyteller Experience: Because the storytellers will be switching roles often, they will also have characters. These characters will most often be put on the sidelines while they are STing, but to keep them up to party standards, will assumed to have done other things while they are not in play. Characters played by the Storytellers will gain experience equal to the average amount gained by the party while they were storytelling, rounding down.
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