Hunter/Endowments

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Endowments

Acquiring Endowments

The purchase of endowments is limited to one per week and/or XP request (so you can’t not put in an XP request for six weeks and ask for six when you do). The reason for this is that the book clearly states that there is time involved in gaining new endowments – whether this is a week meditating on a new Benediction, learning new powers of blood that could make you go mad (Castigations), the process of surgery and recovery (Thaumatechs), wading through bureaucracy and order forms (TFV) etc etc. The implication in the books is that for some endowment types you actually can’t even do anything else during this time but we won’t be pushing that. However, if you do RP actually learning your new endowments and the effect this has on IC life/scenes, then some extra XP will be sent your way if it is logged.

For Compacts, where they only have the one endowment, this means they may only buy one dot per week and/or XP request.

Advanced Armory - Task Force:Valkyrie

Note: All types of ammunition need to be assigned to a particular caliber - i.e. 7.62mm or .45 cal or 12 gauge etc. A shotgun round won't fit in a pistol. Ammunition Endowments can be bought multiple times for different types.

Level One

Compound Rounds (• to •••••; Renewable) Mortal Remains p. 56

Etheric Rounds (• to •••••; Renewable) Hunter: The Vigil p. 150

Hod Rounds (•; Renewable) Night Stalkers p. 135

ICE: Interstices Calculation Expedient (•) Compacts and Conspiracies p. 82

Tranq Rounds (• to •••••; Renewable) Slasher p. 160

Witch Buster (•) Hunter: The Vigil p. 151

Level Two

The Bleeder (••) Hunter: The Vigil p. 152

Etheric Goggles (•• or ••••) Hunter: The Vigil p. 151

Frequency Pulse Emitter (••; Renewable) Spirit Slayers p. 145

Huginn Visor (•• or •••) Night Stalkers p. 136

Level Three

Equilizer (•••; Renewable) Hunter: The Vigil p. 153

The Gatekeeper Device (•••) Compacts and Conspiracies p. 82

Gungnir Multi-Function Targeting System (••• or ••••) Hunter: The Vigil p. 154

Odin Reticle (•••) [Huginn Visor 2] Night Stalkers p. 136

Screamer Pistol (•••) Witch Finders p. 125

VDSB (•••) Hunter: The Vigil p. 154

Level Four

Etheric Tracker (••••) Hunter: The Vigil p. 155

Mjolnir Cannon (•••• or •••••) Hunter: The Vigil p. 154

Munin Serum (••••; Renewable) Hunter: The Vigil p. 155

Level Five

Logehamarr Personal Flamethrower (•••••) Night Stalkers p. 136

Urban Response Vehicle (•••••) Spirit Slayers p. 145

Benediction - Malleus Malleficorum

xxxxxHunter: The Vigil p. 157

Suggested Modifiers:
–The ritual is performed on the appropriate saint's feast day (see individual Benedictions). (+5)
–The ritual incorporates the sacraments. (+2)
–The ritualist's Morality is 8 or higher. (+1)
–The ritualist is an ordained priest, monk or nun. (+2)
–The ritual incorporates no overt shows of faith. (-1)
–The ritualist's Morality is 3 or less. (-3)

The Apostle's Teachings (Reflexive / Composure + Benediction) Hunter: The Vigil p. 157

Suggested Modifiers:
–The Benediction is performed on June 29th (feast day of St. Peter and St. Paul). (+5)
–The character's Virtue is Faith. (+1)

The Armor of St. Martin (1 Willpower / Instant / Stamina + Benediction) Hunter: The Vigil p. 158

Suggested Modifiers:
–The Benediction is performed on November 11th (feast day of St. Martin of Tours). (+5)
–The character is fighting to defend helpless innocents. (+1)

The Binding of St. Amabilis (1 Willpower / Instant / Presence + Benediction) Spirit Slayers p. 147

Suggested Modifiers:
–The Benediction is performed on November 1 (All Saints' Day). (+5)
–The Benediction is performed on holy ground. (+2)
–The Benediction is performed in a noisy area. (-3)

Blessed Protection of St. Agrippina (1 Willpower / Extended; 1 success per square yard radius, one roll per minute or one roll per turn / Resolve + Benediction) Hunter: The Vigil p. 159

Suggested Modifiers:
–The Benediction is performed on June 23rd (feast day of St. Agrippina). (+5)
–The area being blessed is consecrated ground. (+1)
–The area being blessed is devoted to some profane purpose, such as a strip club or crack house. (-1)
–The time per roll is one turn. (-1)

The Boon of Lazarus (1 Willpower dot) Hunter: The Vigil p. 160

The Casting Out of Witches (1 Willpower / Extended; successes equal to five times the hunter's Benediction score, one roll per ten minutes / Presence + Benediction) Compacts and Conspiracies p. 76

Suggested Modifiers:
–The Benediction is performed on March 17 (the feast day of Saint Patrick). (+5)

Counsel of St Colette (No cost but willpower cannot be recovered after night's sleep on the day it is used / Composure + Benediction) Compacts and Conspiracies p.71 Note: This is the Benediction version of the Castigation Infernal Visions. Refer to the Castigation for details on success and failure results.

Suggested Modifiers:
–The Benediction is performed on March 6 (the feast day of Saint Colette). (+5)
-The Hunter's virtue is Faith. (+1)
-The Hunter is seeking prophecy for the greater good. (+2)
-The Hunter's request is tainted somehow by sin--he is seeking visions for personal gain, on behalf of a sinful person, or else about a profane subject. (-2)

Important Notes:

The information conveyed is hidden behind allegory, symbols and archetypes. These Prophecies rarely answer questions directly, typically relying on symbolism and imagery to convey information. A Hunter seeking a specific persons 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 ST to help drive events of the story, not the answer on a plate.

Epipodian Safeguard (1 Willpower / Instant) Hunter: The Vigil p. 159

Fiacre's Staff / Benediction of the Rose (1 Willpower / Instant / Stamina + Benediction) Night Stalkers p. 138

Suggested Modifiers:
–Fiacre's Staff is performed on August 30th (feast day of St. Fiacre). (+5)
–The Benediction of the Rose is performed on August 23rd (feast day of St. Rose of Lima). (+5)
–The item is made of processed material. (-2)

Fortitude of St. George (Instant / Composure + Benediction) Hunter: The Vigil p. 160

Suggested Modifiers:
–The Benediction is performed on April 23rd (feast day of St. George). (+5)

The Hands of St. Luke (1 Willpower / Extended; variable successes, one roll per minute / Intelligence + Benediction) Hunter: The Vigil p. 160

Suggested Modifiers:
–The Benediction is performed on October 18th (feast day of St. Luke). (+5)
–The injured character's Virtue is Faith. (+1)

La Langue Des Saints (1 Willpower / Instant / Composure + Benediction vs target's Resolve + Subterfuge) Night Stalkers p. 138

Suggested Modifiers:
–The Benediction is performed on January 24th (feast day of St. Francis of Sales). (+5)
–The target is Catholic. (+2)
–The practitioner is canonized. (+1)
–The target is not a vampire. (-1)
–The target's Morality is 7 or above. (-2)

Loyola's Fire (1 Willpower / Instant / Resolve + Benediction) Night Stalkers p. 140

Suggested Modifiers:
–The Benediction is performed on July 31st (feast day of St. Ignatius of Loyola). (+5)
–The object prayed over is blessed. (+2)
–The object prayed over has normal religious significance. (+1)
–The area is pitch black. (+1)
–The ritualist has no object to pray over. (-1)
–The area is lit. (-2)
–The object prayed over is profane. (-3)

Mantle of Orleans (2 Willpower / Instant / Manipulation + Benediction) Night Stalkers p. 141

Suggested Modifiers:
–The Benediction is performed on May 30th (feast day of St. Jeanne D'Arc). (+5)
–The user is holding a blessed item. (+2)
–The user is distracted. (-2)

The Miracle of Gadarene (Instant or Extended; one roll per five minutes / Resolve + Composure + Benediction) Spirit Slayers p. 147

Suggested Modifiers:
–The Benediction is performed on July 11th (feast day of St. Benedict). (+5)

The Preservation of the Chastity of St. Agnes of Rome (1 Willpower / Instant to cast, reflexive to activate / Resolve + Benediction) Compacts and Conspiracies p. 75

Suggested Modifiers:
–The Benediction is performed on January 21st (the feast day of St. Agnes of Rome). (+5)

Revelationes Coelestes (1 Willpower / Instant / Resolve + Benediction) Witch Finders p. 125

Suggested Modifiers:
–The Benediction is performed on July 23rd (the feast day of St. Birgitta). (+5)
–The hunter performing the Benediction is already bleeding. (-2)

St. Agathius' Call (1 Willpower / Instant / Presence + Benediction) Slasher p. 161

Suggested Modifiers:
–The Benediction is performed on May 8 (the feast day of Saint Agathius of Byzantium). (+5)
–The hunter has the highest Strength of his cell. (+2)
–The hunter possesses the Giant Merit. (+1)
–The hunter is a Soldier by Profession. (+1)

Sanctification of the Blessed Virgin (1 Willpower or 1 Willpower dot / Extended; 3 successes per dot of blessed item, one roll per turn, maximum rolls equal to the hunter's Morality / Morality + Benediction) Hunter: The Vigil p. 161

Clarification: To bestow the blessing permanently requires the 'permanent' expenditure of a willpower dot. This willpower dot can be bought back with XP as per normal.

Suggested Modifiers:
–The Benediction is performed on May 24th (feast day of Mary, Help of Christians). (+5)
–The item being blessed is an actual relic of a saint. (+2)
–The item being blessed is of no particular religious significance. (-1)
–The item being blessed is profane or blasphemous. (-2)

Scutum Sancte Trinitatis (3 Willpower / Instant / Resolve + Benediction) Blood Drive p. 7

The Shepherd's Blessing (1 Willpower / Reflexive / Wits + Benediction) Hunter: The Vigil p. 161

Suggested Modifiers:
–The Benediction is performed on October 24th (feast day of St. Raphael, patron saint of shepherds). (+5)

Song of Daniel (1 or 2 Willpower / Instant / Presence + Benediction - highest Resolve of potentially-affected creatures) Night Stalkers p. 139

Suggested Modifiers:
–The Benediction is performed on February 3rd (feast day of St. Blaise, patron saint of animals). (+5)
–The resisting creature is a vampire in frenzy of fear. (+1)
–The resisting creature is a predatory animal or werewolf. (-1)
–The resisting creature is a vampire in fight frenzy. (-3)

True Sight of St. Abel (1 Willpower / Extended; variable successes, one roll per turn / Intelligence + Benediction) Hunter: The Vigil p. 162

Suggested Modifiers:
–The Benediction is performed on August 5th (feast day of St. Abel of Reims). (+5)

Vade Retro Satana (Instant or Extended; one roll per five minutes / Resolve + Composure + Benediction) Hunter: The Vigil p. 162

Suggested Modifiers:
–The Benediction is performed on July 11th (feast day of St. Benedict). (+5)

Wrathful Sword of St. Michael the Archangel (2 Willpower / Instant / Strength + Benediction) Hunter: The Vigil p. 162

Suggested Modifiers:
–The Benediction is performed on September 29th (Michaelmas). (+5)

Castigation - Lucifuge

Abaddon's Call (1 Willpower, 2 points of bashing damage per roll / Extended; successes equal to twice the number of days the corpse has been dead to a maximum of 40 successes, one roll per fifteen minutes / Resolve + Medicine) Night Stalkers p. 142

Suggested Modifiers:
–The corpse has been dead less than an hour. (+2)
–The corpse has been dead longer than a year. (-2)

Abyssal Bondage (1 Willpower and 1 point of lethal or aggravated damage / Extended; 15 successes, one roll per ten minutes / Stamina + Resolve) Witch Finders p. 126

Calling Forth the Pit (2 points of lethal damage / Extended; 10 successes, one roll per minute / Summoning: Presence + Resolve; Banishing: Presence + Resolve vs entity's Resistance) Hunter: The Vigil p. 164

Suggested Modifiers:
–The hunter knows the name of the demon he's trying to banish. (+2)

Coils of Iniquity (Instant / Empathy + 10 - the hunter's Morality) Compacts and Conspiracies p. 69

Familiar - Hunter: The Vigil p. 164

Familiar Betrayal (1 Willpower, 2 points of lethal damage / Extended; 10 successes, one roll per minute / Presence + Resolve) Spirit Slayers p. 148

Family Vestment (1 Willpower / Instant / Strength + Stamina) (+note required) Compacts and Conspiracies p. 69

Gaze of the Penitent (1 Willpower / Instant / Wits + Empathy vs target's Resolve) Hunter: The Vigil p. 167

Suggested Modifiers:
–The target is trying to avoid eye contact or wearing dark glasses. (-1)

Guilt's Bloody Trail (1 Willpower / Instant / Intelligence + Investigation vs target's Wits + Subterfuge) Slasher p. 161

Hellfire (1 Willpower, optionally 1 point of aggravated damage / Instant / Dexterity + Intelligence - Target Defense) Hunter: The Vigil p. 168.

Infernal Visions (Instant / Wits + Composure) Hunter: The Vigil p. 168

Mandate of Hell (None or 1 Willpower / Instant or extended; successes equal to 15 minus the Lucifuge's Morality, one roll per turn / Presence + Composure vs target's Resistance) Hunter: The Vigil p. 169

Mark of the Beast (2 Willpower, 1 point of lethal damage / Instant / Resolve + Intimidation) Spirit Slayers p. 148

Suggested Modifiers:
–Mark of the Beast is used within six minutes of 3 AM. (+3)

NOTE: Hunters are expected to encounter demons, werewolves etc in the course of their work so won't automatically run off at the first sight of something horrible. They are not immune to effects though, just more resistant. Since this is a MUSH rather than tabletop, we have to take into account regular play with the same individuals and complex interactions being developed so the following applies to any Hunter who witnesses the Mark of the Beast in action.

Hunters roll Willpower (Resolve + Composure). If they pass, no effect. If they don't pass they suffer Lunacy as if their willpower is 3 higher than it is. They will not attack the source of the Lunacy at all, they still know it is a Hunter under that, but will have the other effects applied.

The Mark of Lucifuge (1 or 2 Willpower, 1 point of lethal damage / Instant) Night Stalkers p. 143

Prima Dictum (2 Willpower, 1 point of lethal damage / Instant / Resolve + Occult + Castigation vs target's Resolve + Potency) Night Stalkers p. 142

Sense the Unrighteous (Extended; 1 success, one roll per minute / 10 - Morality) Hunter: The Vigil p. 170

Shackles of Pandemonium (1 point of lethal damage / Instant / Presence + Intimidation vs spirit's Resistance) Hunter: The Vigil p. 170

Tongue of Babel - Hunter: The Vigil p. 171

Unholy Escapologist - (1 willpower / Instant / Dexterity + Composure / Exceptional success refunds willpower) Collection of Horrors 16 p. 6


Elixir - The Ascending Ones

One Dot

Crocodile Tears Hunter: The Vigil p. 172

Eye of Ra Hunter: The Vigil p. 173

Hunting Sight of the Asp Night Stalkers p. 144

Red Resin Compacts and Conspiracies p. 55


Two Dots

Breath of Ma'At Hunter: The Vigil p. 173

Elixir of the Fiery Heart Hunter: The Vigil p. 174

Justice of Ma'At Slashers p. 162

Vapors of Mercury Spirit Slayers p. 149


Three Dots

Agora Salve Compacts and Conspiracies p. 55

Bennu-Bird Feather Hunter: The Vigil p. 174

A Glimpse of Afterr Hunter: The Vigil p. 174

Mind-Talking Drug Hunter: The Vigil p. 175

The Tallyman's Eyes Witch Finders p. 126

Four Dots

Breath of Dragon Hunter: The Vigil p. 175

Amun's Water Hunter: The Vigil p. 176

Incense of the Next World Hunter: The Vigil p. 176

Realm of Chronos Spirit Slayers p. 149


Five Dots

Blood of the Cobra Hunter: The Vigil p. 177

Mesmeric Vapors Hunter: The Vigil p. 177

Nehebkau Tears Night Stalkers p. 145

Thoth's Whisper Compacts and Conspiracies p. 55

Ink - Knights of St Adrian

Bear Mace Mortal Remains p. 139

Brother Road Mortal Remains p. 139

Fist of Revelation Mortal Remains p. 140

King of the Road (Requires +Note) Mortal Remains p. 140

The Lord Provides (Requires +Note) Mortal Remains p. 140

Love/Hate Mortal Remains p. 140

Pain Magnet Mortal Remains p. 141

Tough As the Last Guy (Requires +Note) Mortal Remains p. 140

Thaumatechnology - Cheiron Group

Level One

Anger Patch (•) Hunter: The Vigil p. 185

Voice of the Banshee (• or ••• / 1 Willpower / Instant / Stamina + Expression) Night Stalkers p. 148

Suggested Modifiers:
– The area is totally silent. (+1)
– The area is a loud place like a factory or dance club. (-2)

Weapon of Last Resort (• or ••) Hunter: The Vigil p. 186

Level Two

Devil's Eyes (•• / Instant / Wits + Empathy) Hunter: The Vigil p. 186

Ectocrine Gland (••) Spirit Slayers p. 151

Lover's Lips (••) Hunter: The Vigil p. 187

Level Three

Berserker Splice (•••) Spirit Slayers p. 152

Biliary Tree of the Cynocephali (•••) Block by Bloody Block p. 25

Evil Eye (•••) Night Stalkers p. 148

Optic Thorn (•••) Compacts and Conspiracies p. 62

Personal Defense Swarm (•••) Hunter: The Vigil p. 187

Quick-Step (•••) Hunter: The Vigil p. 188

Level Four

Agonizer (••••) Witch Finders p. 128

Plasmic Caul (••••) Compacts and Conspiracies p. 62

Requires +Note about which type of secondary effect the Plasmic Caul has. A Cheiron may only ever have one Plasmic Caul at any one time. If a Hunter wishes to replace it then the Endowment must be repurchased in full and the original Caul is lost.

Regenerative Nodule (••••) Hunter: The Vigil p. 189

Twitcher (••••) Hunter: The Vigil p. 189

Level Five

Banality Worm (•••••) Hunter: The Vigil p. 189

Hand of Glory (••••• / Instant / Presence + Composure vs target's Resolve) Hunter: The Vigil p. 190

Custom Endowment - Process

If you wish to create a custom endowment then it will cost Practical XP and require a number of PrPs to create. More than one player can contribute to the creation of Custom Endowments, thus sharing the cost and time. Once a custom endowment is created, it can then be bought by others in the Conspiracy for regular XP (so if it is a three dot Endowment, it can be bought for 12xp).

Players should submit detailed specifications for their intended endowment. It should contain benefits, drawbacks, parameters of use, proposed cost and what makes it unique and of benefit to the Conspiracy (ie WHY does it need to be created). Keep in mind that endowments that elevate PCs to being more a Super than a Hunter will most likely be rejected. Endowments assist Hunters, they do not become the Hunter. For example, anything that essentially makes a Hunter immortal will be rejected.

Staff will go over the endowment with the player and will, if it is not rejected outright, come up with a cost for the endowment in both Practical XP and PrPs as well as the number of Endowment Dots it will cost in future. As a general guide, the Practical XP cost will be based at 5x the Endowment Dots and then modified. Each Endowment is different so a simple formula for all cannot be determined.

Custom Endowments

Gungnir Optical System Array (** to *****) - Advanced Armory

xxxxxBased upon the technology of the existing Gungnir System, the Gungnir Optical System Array is designed to allow a TFV Agent on the field to be able to identify targets discretely. While it does not have some of the same features of the GMFTS, it does not (and cannot) be weapon-mounted in order to function properly. So far these optical systems are being field tested in red zone areas like Fallcoast before being cleared for use world-wide.

FUNCTION: As with the GMFTS, the GOSA has some of the same abilities of it's bigger brother: night vision, thermal imager and Kirlian camera.

xxxxxThe smaller version of the GOSA (**) appears as a pair of binoculars. The GOSA in this form does not negate medium range fire penalties as the GMFTS does, nor does it half long-range penalties as it cannot be rigged to a gun or used in combination with firing a weapon.

xxxxxFor an additional dot (*) the GOSA can be upgraded to a pair of Goggles that ignores the penalty for fighting blind so long as they are attached as well as grant the etheric goggle functionality built into it (along with the penalties associated with them). Both of these forms of the GOSA has an LED overlay that tags any known supernatural entity with its TFV designation as per the standard GMFTS.

xxxxxThe other version of this piece of Advanced Armory comes as a camera system. It allows Agents to view, record and playback anything the GOSA picks up. The *** dot version of this system is mounted discretely to any structure or vehicle that would normally carry a camera (Security cameras on buildings, dashboard cameras) and can appear virtually indistinguishable from a normal camera. Like it's predecessors, the camera mount GOSA is wired so that it will scan and identify targets like a standard GMFTS all while recording in a digital format. For an additional dot (*) the camera can be fitted into an existing smart phone which will cease to function by anyone who does not have a proper RDIF chip. For yet another dot (*) the camera in either form can be fitted with the same ability of etheric goggles and the Odin Reticule.

DRAWBACK: The big drawback is these items can be lost or broken. While most of the systems are weather proof and have a rugged exterior typical of government equipment, they can still be smashed, melted, set on fire or otherwise destroyed utterly. While the RDIF chip makes it impossible for Joe Civilian to use the Binocular, Goggles or Smartphone version for anything other than standard equipment, the recordings of the cameras can be viewed by anyone that has access to them. Making any recording a high priority to keep safe and secret and away from non-TFV eyes. These pieces of Advanced Armory are still in beta-testing stages by the Top Brass and are liable to malfunction or be rather twitchy when presented with too many ENEs it has to target or scan. Currently only trusted Agents (TFV Status 2+) are able to requisition any of these pieces for use and must send in reports on their field applications regularly for R&D purposes.


Custom Endowments - Still to be purchased

xxxxx Though Custom Endowments may be approved, they are not available for use until they have been purchased with Practical XP. Though an Endowment may only be available to one type of Hunter, any type may contribute to purchasing it - we all work together!


Cherry P.I.E. Rounds (** to *****) - Renewable - Advanced Armory

Expensive to produce and fatal if made wrong Cherry P.I.E.(Pyrotechnically Initiated Explosive) Rounds are lead jacketed balls of white phosphorous that are mostly used against the undead especially vampires and leechers. Each round is fairly soft making it not great against armor but the Phosphorous continues to burn after it penetrates flesh making it especially effective against soft targets that don't typically wear Kevlar.

Function: P.I.E. Rounds act as any normal round when used in a Firearm but they also in the targets next turn if they were hit they take roll 1 extra damage from burning phosphorous. This is intensely painful and likely violates several military laws. P.I.E. rounds though are not great at breaching any kind of armor and any kind of armor the target is wearing adds a further -1 penalty to attack rolls. P.I.E rounds also act tracer rounds and can damage guns when used in burst or fully automatic fire.

Special: Cherry P.I.E. Rounds are renewable similar to Etheric rounds.And come in all Calibers.

Practical XP Cost: 5 Practical XP (Task Force Valkyrie practical XP counts as 2 each towards this Endowment)


Frangible Silver rounds (* to *****) - Renewable - Advanced Armory

Frangible rounds have been around forever and are fairly common with police agencies around the world as well as almost every military force on earth. Most groups wouldn't dream of using a soft and expensive metal like Silver in a frangible round though, TFV on the other hand has been making these rounds since the 90s for use in hunting shifters and the many creatures of the night that seem to be susceptible to silver. In most cases using a mix of lead and silver wouldn't result in the best effects against creatures like werewolves but in the case of frangible rounds the silver is a series of pure balls in a suspension of lead. This means the rounds powder upon penetration and can cause serious internal injury and poisoning. They are though rather weak against armored targets.

Function: Frangible Silver Rounds come in any caliber and upon hitting a subject instead of acting as a silver weapon does normal bullet damage and acts as a fact acting poison at toxicity 4 inflicting further lethal damage. This poison only effects creatures that are susceptible to silver. For all intents and purposes these rounds also act as Frangible rounds and thus have the same penalty against armor and is thus not incredibly useful or cost efficient against non-shifter targets.

Special: Frangible silver rounds are renewable similar to Etheric rounds and come in all calibers.

Practical XP Cost: 5 Practical XP (Task Force Valkyrie practical XP counts as 2 each towards this Endowment)


Prometheus Gland (*****) - Thaumatechnology

Taken from the mouth of several smaller breeds of what people would generally call dragons or in some cases flame salamanders the Prometheus Gland is incredibly rare to be able to transplant successfully as the surgeon needs to be exceedingly careful not to melt the subjects skull or light the operating room on fire. This Gland is actually 2 small glands that must be transplanted into the floor of the subjects mouth and is activated by rolling the tongue along the mouth floor in a way that is somewhat uncomfortable. The gland produces 2 chemicals that spray out of the sides of the mouth towards each other and is spit at the target. Once the chemicals make contact with each other they ignite in a form of natural napalm that burns almost 1000 degrees centigrade. Even for the user this can cause flash burns but for whoever takes this burning oil to the face it can cause extreme pain and burns.

Benefit: The glands use is much like a shotgun in function spraying a short cone of burning oil and flames at the target. It is considered a 'firearm' attack and therefore defense does not apply. The user rolls Dexterity+5 and inflicts 1 lethal per success. The damage ignores mundane armor. On an Exceptional Success they also inflict 1 point, in total, of aggravated damage. Anyone hit by the burning oil must then roll 6-Stamina on their next turn and take 1 more lethal for each success rolled.

If the target is susceptible to fire attacks then all damage is considered aggravated.

Special: Since this is usually reserved as a weapon of emergencies the Prometheus gland can only be used once before the user must ingest a oily cocktail that helps the glands re-metabolize more oil. While this process is unpleasant as the taste of the cocktail has best been described as 'swallowing the oil they used to cook rotten french fries in after pouring chili oil in mixed in'.

If the user obtains no successes on their attack then must roll 5-stamina dice and take 1 lethal damage per success rolled as they accidentally swallow some of the burning oil. On a dramatic failure they inflict aggravated damage.

Practical XP Cost: 25 Practical XP (Cheiron Group practical XP counts as 2 each towards this Endowment) - Current Spend: 18 xp