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YMMV / Hunter: The Vigil

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  • Alternative Character Interpretation: How heroic and justified the Hunters are in what they do is up to debate. On one hand, the narration notes that hunters are trying to what they see as a good and decent thing, and they are for the most part focused on protecting humans from the horrors of the supernatural, which are genuinely vicious and dangerous. On the other hand, books from the other gamelines note that the majority of hunters are still often either unable or unwilling to try and see that some monsters aren't entirely lost, making them feel like Noble Bigots. Not only that, but these books also reveal just how little Hunters know about the Supernatural and how wrong some of their assumptions are, suggesting they are often just making things worse.
  • Author's Saving Throw:
    • When compared to its Old World of Darkness counterpart Hunter: The Reckoning; indeed, a common complain about Reckoning was that it advertised itself as a game about regular humans fighting back against the monsters, only to give them supernatural powers, thus making them just another type of suppernatural beings and missing the point of the game. By contrast, Vigil features plenty of hunter factions who genuinely are normal humans and rely on being Weak, but Skilled to even the odds, while the ones who do have supernatural powers are both optional and more diverse in their origins.
    • Many fans were uncomfortable with the Unfortunate Implications behind the whole concept of "teaching through fear" in Beast: The Primordial, feeling it was an excuse to justify Beasts abusing people. The Hunter supplement connecting to Beasts, Tooth and Nails, introduces a sympathetic faction known as Yuri's Group who call out Beasts about this and heavily reject this philosophy, pointing out the flaws behind it.
  • Base-Breaking Character:
    • While the Ashwood Abbey is generally recognized as the least popular faction because of their utter depravity and lack of redeeming qualities, there is still a debate over whether they are just hated or more of a Love to Hate group who have their place in the setting.
    • In general, Compacts and Conspiracies who firmly are Villain Protagonists, such as the Hunt Club or the Promethean Conspiracy, tend to be subject to debate among fans; some hate or don't care about them, arguing they shouldn't even be playable because nobody in his right mind would want to root for them and should only exist as antagonist factions, since they barely qualify as hunters. Others like them in a Love to Hate way, and argue they play an important role by both showing how diverse hunters are and driving the point home that just because you are a human hunting monsters doesn't automatically makes you a good guy.
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  • Broken Base: When the writers revealed that, as part of their work on developing the 2nd edition of Hunter, they were considering whether or not to remove the Ashwood Abbey for its Token Evil Teammate status, a huge split formed in the fandom between those approved of this idea and those who opposed it. The Abbey's defenders argued that the Abbey helped emphasize the Black and Gray Morality of Hunters by showing that not all who hunt have squeaky-clean motivations, and also that the Abbey has a unique niche as "hunters who hunt for fun". The Abbey's attackers responded with the fact that the Black and Gray Morality is already shown by the different moralities and assorted closet-skeletons of other Hunter groups note , and that the "hunt for fun or sport" niche is quite adequately filled by the Bear Lodge, who lack the Abbey's infamous willingness to Rape, Pillage, and Burn.
  • Crosses the Line Twice: The main reason some players are still defending the Ashwood Abbey's value as a Compact. They might be depraved psychopaths with no redeeming qualities who commit the worst atrocities, but the things they are doing for their enjoyment are so ridiculously over-the-top, it sometimes ends up making them amusing.
  • Complete Monster: You can expect to deal with the very worst that the supernatural world can throw at you. Yet as the following slashers and cultists establish, sometimes you don't need to be a vampire or a werewolf to be truly heinous:
    • Larry Meeks, alias Captain Hook, is a small, pudgy, uninspiring man who runs a bait shop, dresses like he's going on a fishing expedition and has a fanatical hatred of anybody he thinks is better looking, more successful, or stronger then he is. A murderer since the age of fifteen, when he first determined to "prove himself", Larry baits in his victims with kindness, playing the role of the favourite neighbour or kindly uncle. Once he's won their confidence, he then subdues them with a gaffhook, and hangs them up in his fishing shack with thousands of tiny fish hooks embedded in their skin. Slowly draining his victims of blood over the course of several days, Larry then guts and cleans them "just like a pretty trout." Active for years, a recent invitation from the Subtle Collectors' Association (a cabal of like-minded killers) has convinced Larry that it is time to up his game, and he plans to move onto still bigger and better targets in the hopes of impressing upon his compatriots the is the best. Totally consumed by his need to hurt people, Larry spends most of his off time talking to his customers about his murders, using fishing metaphors to obscure what he's really going on about.
    • Harvey Ecks, known variously as The Rest Stop Killer, The Torso Maker, and (his preferred sobriquet) The Driver, had a dream when he was still in the womb. In it, he learned that by understanding the Dream Pattern, he would be able to gain total control over all reality. In his quest to achieve this goal, Harvey discovered that by forcing people to watch their limbs being amputated, he could make them reveal pieces of the Pattern. Once a roving killer who left headless torsos at rest stops, Harvey decided that this was too inefficient. Staking out a patch of the interstate highway, Harvey brainwashed diner waitresses, gas station attendants, and state troopers into blindly serving him, then installed video surveillance cameras on billboards. When he sights a likely victim, he forces his servants (who know him only as The Driver) to help him capture that person, whom he then tortures to death in the hopes that they will reveal more of the Pattern. Perhaps the worst part about his plans is that either he may somehow be connected, unknowingly, to the God Machine, or, worst-case-scenario, the Dream Pattern doesn't exist as anything more than a figment conjured up in his demented brain, meaning it's all pointless.
    • Thomas Salvatore, the head chef and owner of the Epicurean Club, is leader of the Pate de Fois Gras cult. A would-be chef, and gourmand, Salvatore was never able to get his restaurants to work. At least not until he'd visited Papua New Guinea and gained a taste for "long pig". Returning home, Salvatore recruited a gang of equally amoral chefs, purchased Briarwood Farms, and used it to raise his food of choice—human children. Keeping the kids locked in filthy cages, Salvatore and his compatriots force the children to bulk up on food and stimulants, before cutting out their livers and serving them to their patrons, none of whom have a clue what they are eating. Determined that he will be known as one of the world's greatest chefs, Salvatore plans to ride his new-found success all the way to the top—no matter how many children he has to butcher in the process.
  • Evil Is Cool: The Cheiron Group is beloved by many fans despite being utterly amoral, primarily because they have one of the coolest, most creative Endowment and because their Bad Boss/Mad Scientist tendencies make for quite enjoyable Comedic Sociopathy.
  • Fandom Rivalry: There is a small but vehement one between a distinct subsect of Hunter fans who view it as "Humanity Is Superior: The Game" and fans of Mage: The Awakening, with the Hunter fans arguing that hunters could and should be able to pose a realistic threat to even the most powerful of archmages, whilst the Mage fans argue that it makes no sense that "puny mortals" should be able to counter some of the most powerful Reality Warpers in the game. It doesn't help that one of the writers of Mage 2nd edition outright agrees with the "mages are superior" camp, stating that the vast majority of "Witches" that hunters put down are the more widely spread and weaker "hedge witches" of the World of Darkness rather than true Awakened, and that even when they do get an Awakened, it's usually either a rookie or one so arrogant that they handed themselves the Idiot Ball.
  • Nightmare Fuel: The "Foie Gras" adventure hook. Those guys are humanitarians. Squick.
    • It's even worse. The leader of the cult who makes the stuff sells it in his restaurants. It's suggested that the Game Master make any poor sap who ate at one gain a temporary derangement due to the "UNCLEAN!" factor.
    • And still worse... you see that name? You know how they make foie gras? They pen up geese and force-feed them until their livers bloat to obscene proportions. These guys do it to children.
  • The Woobie: Starflower. A psychic with the ability to sense mana by experiencing pain when in the presence of places or people full of it, and who formed an entire hippie group around her special "gift". Unfortunately for her, she found out about Mages and mistakenly believed they were harming the Earthmother by draining mana. She initially tried to handle this peacefully, only for one of her attempts to end up in a slaughter when she unwittingly faced off against a pack of Werewolves, which ended up with her crippled in a hospital. When she did get out, her own protegee, Redgrove, had turned her entire society into a much more violent and proactive group, and her attempt to return to her initial ideology ended with him forcing her to leave. She is still alive nowadays, and has returned to a normal life for the most part, but she still can hear the Earthmother screaming, and is just trying to ignore it.

Example of: