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Demon Hunters Role Playing Game PDF
Demon Hunters Role Playing Game PDF
Margaret Weis Productions, the MW Logo, Cortex System, and the Cortex System logo are trademarks owned by Margaret Weis Productions, Ltd. Demon
Hunters Characters and World created by Matt Vancil. Used with permission. © 2008 Dead Gentlemen Productions, LLC. All rights reserved.
HORROR!
Listen up, Stains. This world is a battlefield.
you stickin around long, Stain.
Why do I keep calling you that? That’s what most
of you will wind up as.
What’s that? You know? Really. Tell me what you Now, I know you all got here in different ways.
know. Uh-huh. Uh-huh. Interesting. According to Some of you are just out of the Academy, and know
Stain here, the world is a battlefield where—what what I’ve been talking about. Others of you got
was it? No, don’t tell me—global corporations, drafted. Sorry about that. But once you’ve been
fascist religions, and imperialistic nations are fighting involved in the war—even as a spectator, like most
for dominance. That’s cute. I wish all we had to of you Stains were—the Beast has you marked. So
worry about was a few of those bush league groups. it’s either come with us, or take your chances eluding
Hmm? I’ll tell you how I can dismiss them that easily. Satan’s infernal dance club. No. It’s not really a dance
‘Cause if we lose the war, it don’t matter what any of club. But we can help. We’ve got therapists and the
No, Stains, the enemy we’re facing is more Ate his own face? Well. Damn.
twisted and vile than anything mankind could Okay, so, welcome to the Brotherhood. Your
organize itself. I won’t beat around the bush: Our training will begin once we reach Brotherhood
adversary is the Adversary. The Adversary. Capital Headquarters. Unfortunately,
“A.” Who? Seriously? Seriously. Satan, there’s a horde of flayers between
choad-brain. Guy whose name means us and the safehouse across town,
enemy. Yeah. Him. And all his but don’t worry—there’s room
unfriendly associates. Bet you wish and provisions there for 20. We’ll
you paid more attention in Sunday be totally safe. So gear up, keep your
School instead of drawing dicks on head down, and pray to God. What’s
all the disciples in your Picture Bible, that? Yes, I know there’s over a hundred
huh? That’s what I thought. How’d I of you. No. I don’t think we’ll run out
know about that? How do you think? of room.
Surveillance from On High.
So get it into your
heads: We’re facing Brotherhood of
the Devil. And his
minions. They’ve the Celestial
got this world pretty
well infiltrated, and Torch
they’re doing what How is it that the majority of
they can to drag the population is unaware of the
it down. That’s world of supernatural horrors all
where we come around them? The answer is very
in. We’re the good simple: They’re idiots. People
guys, in charge of are astoundingly capable of
dropping the hammer convincing themselves of just
on the Boys Downstairs. about anything so long as it
We are the Brotherhood of lets them feel safe and secure.
the Celestial Torch—better No matter how far-fetched or
known as Demon Hunters. The
name kinda sums up what we do.
The legitimacy of certain recent elections, for example.
Infernal Scepter
They are Satan’s answer to Demon Hunters:
might equal right. Promote daytime television. Grant
absolute power to the weak of spirit.
Make … ah, to Hell with it. You get the picture.
the Order of the Infernal Scepter, the Angel Killers. The Order really has no limitation on how this
They are the Brotherhood’s evil twin. Where the is accomplished. All cells are free to interpret this
Brotherhood strives to eradicate demon influences mission in their own way, and to carry it out however
and protect the innocent, the Order remains busy they wish. The most successful (and ultimately
summoning demons and targeting the innocent. They long-lived) cells are careful, precise, and plan their
are the barbed knife that Satan hides under the table, strikes and operations to perfection, using subtlety
lying in wait to stab humanity in the gonads. and misdirection. Many cells, however, simply raise
The Order is loosely organized into guerilla a few Hell-beasts, grab a monster or two, and hit
cells, much like a terrorist organization. Each Order the Manhattan nightlife for some fun with buds and
The Earthwalkers
The Brotherhood of the Celestial Torch and
However, closer inspection reveals that the
Brotherhood could only confirm 12 kills. The 13th
Earthwalker—Duamerthrax the Indestructible—
the Order of the Infernal Scepter are the two most simply dropped off the map. His allergy, like the
prominent and influential supernatural organizations demon himself, has been lost to time.
in the world. But there are many, many other
organizations out there, including the Sisters of
The World of Dimness
“In the beginning was the Word. And the Word
was with God, and the Word was God. He was
in the beginning with God; all things were made
through Him, and without Him was not anything
made that was made. In Him was life, and the life
was the Light of all people. The Light shines in the
Darkness, and the Darkness has not overcome it.
But the Darkness has fought the Light before, and
many times. The Darkness will fight the Light again.
The Darkness has not given up the War. The time of
Darkness is near…”
First of all, it’s all true. Every horror story, every
campfire tale, every bit of myth, legend, and holy
scripture—it’s real, it’s dangerous, and it’s probably
right behind you. Sasquatch roam the forests of the
Pacific Northwest, a bokor down in the swamps of
Louisiana is raising an army of zombies, and toe-
hungry monsters do, in fact, live under your bed.
time such a thing has happened either. Remember us being the good guys and all) the final option
Pompeii? That is the sort of thing that can happen available is recruitment. The Brotherhood is a
when an agent of the Order successfully infiltrates big organization, and there are always positions
the Brotherhood. Other attempts at infiltration open somewhere. Some of the most decorated
haven’t been so successful. The discovery of a double Brotherhood soldiers have been normals who
agent among the ranks of Chapter Alpha One during stumbled into this world unknowingly. Of course,
World War II prevented the Nazis from releasing an most of those people either end up in the steno pool
Elder God from its transdimensional prison. You can or staring down the wrong end of a werewolf, but
never be too paranoid. hey, at least we gave them a chance.
Clueless Mortals
Lord, what fools these mortals be. Going about
their everyday lives like they aren’t surrounded
History
So most everything you know about the world
on all sides by the foulest of nightmares. They say is wrong, or at least incomplete. History looks pretty
ignorance is bliss, but passing through the belly different when you look at it through the prism of
of a bugbear isn’t exactly what I’d call a blissful the Celestial War. Here’s some details you probably
experience. Still, orders from Brotherhood HQ are missed:
quite clear on the matter. The general public will
remain clueless to the fact that we, or the horrors
we battle, even exist. Agents of the Brotherhood
have saved the world from total annihilation dozens
Mythic History
A Lot B.C.—Lucifer, favored among the angels,
of times, and the world at large remains none the refuses God’s command to bow down before Man.
wiser. God exiles Lucifer from Heaven. Lucifer organizes
That’s not to say that accidents don’t happen. one-third of the angelic Host in open rebellion against
Occasionally a member of the public will get himself God. He and the other angel revolutionaries are, in
tangled up in some nasty supernatural business. If he the immortal words of the First Testament prophet
manages to survive the encounter, we’ve got several Isaiah, “pwned and disowned.” The Archangel
ways of dealing with the situation. Michael tosses Lucifer out of Heaven. Lucifer falls
Ideally, the victim will simply reason away what down, down, down to Hell, and face-plants into the
he’s experienced. The human mind is very resistant
to change. It can go to great lengths to keep the
status quo. “Since vampires can’t exist, that obviously
History
~990–985 B.C.—The
~300 B.C.—After roughly five
hundred years of guerilla warfare, Lucifer
surrenders to Heaven. Michael and Lucifer meet
armies of the Hebrews and to sign the Second Treaty of Acheron, which states
the Philistines meet in the that angels and demons may not directly interfere
valley of Elah. The Philistines in the affairs of Man. This Treaty remains in effect
present a champion to face a to this day. There is a caveat that each side may
Hebrew in single combat. Their recruit mortal agents to work on their behalf.
champion, Goliath, is quite obviously Lucifer interprets this to mean that demons
not human—he stands nine feet tall may enter the world if invited—either
and carries over 600 pounds of armor. directly, through summonings, or indirectly,
He is clearly at least half-demon. This through possession. Lucifer adopts the name
directly violates the Treaty of Acheron. Satan, which means “enemy.” The Lord
The Archangel Michael confronts is displeased that Michael did not foresee
Lucifer. Lucifer testifies that he has not Lucifer’s interpretation of the treaty. Michael
given permission to his demons to begins drinking.
father mortal children, and hence
cannot be held responsible.
It is unknown whether the real David survived the
boulder attack to become King David. Scholars
speculate that another son of Jesse assumed his
name. It is unlikely that the mercenary replacement
The anniversary of this date is known as “Tossover,” became king.
and is celebrated throughout Hell despite Lucifer’s 10 9th Century B.C. slang for “getting one’s freak on.”
repeated banning of the holiday. Another was “anointing my head with oil.”
the Brotherhood and form the Sisters of Divine from nuclear energy than regular food. The French
Retribution,15 an organization dedicated to hunting bomb it until it bursts from over-indulgence. The
down all supernaturals, not just those who pose an French government believes they have destroyed
active threat—and that includes supernatural Demon a genetically mutated colossal squid, a supposed
Hunters. The Sisters and the Brotherhood have product of the nuclear detonations at Hiroshima and
occasionally worked jointly on missions, though a Nagasaki.
great deal of mistrust remains between the groups. 1997—Two bodies of the dead members of
The Sisters do not have the Mandate of Heaven. the Heaven’s Gate cult go missing; residual mystical
1965 A.D.—The angel-child, now a young man, energies are detected at the site of the body
hits the London music scene, and soon becomes snatching. An investigation reveals that the mystic
very popular. Agents of the Order fear that the man power used to sneak into and out of the facility was
may unite humanity through his music. The Order mild, suggesting a dabbler in mysticism rather than a
threatens to possess countless mortals if the angelic full-blown warlock.
presence is not revoked. The Accord of London 1998—The largest disaster in modern
is negotiated between the demon Blathk and St. Brotherhood history occurs when most of the
Peter, agreeing that neither side will engage in divine members of the Brotherhood’s top Chapter, Alpha
possession. The angelic spirit is removed, leaving the One, are killed in a fight with a sea demon off the
young man entirely mortal, though still the cream of coast of Vancouver, British Columbia. Only four
the musical crop. members survive, one with permanent mental
trauma. Though the exact details are unknown, the
Recent History
1980–1989—The 80s. No one in the
brunt of the blame falls on Alpha One’s leader, who
has since been shamed and demoted. This event
becomes known as the Vancouver Disaster, and is the
supernatural world likes to discuss the 80s. No one. disaster that all Brotherhood failures are measured
Move along. against.
1991—A nuclear power plant in Takaimura, 2003—An unknown operative uses mystic
Japan accidentally releases an alarming amount of powers to steal pieces of a newly discovered flying-
radioactive water into the surrounding environment. dinosaur fossil in northeast China. Psychic imprint
The Mad Science Monitor collects much of the evidence suggests this crime to be perpetrated by
the same culprit behind the body theft in California
six years prior.
15 Known in Brotherhood circles as the “Nuns with
Guns,” but NEVER let them hear you call them that…
than the Order. Both sides have called a minor Antarctic coast.
political truce to try and deal with the situation. Antarctica is also home to one of the
Brotherhood’s longest ongoing battles. In the final
America, South days of World War II, the Thule Society—a branch
Much like Brotherhood Chapters in Africa, of the Order comprised of 60 of Hitler’s top mystics
Demon Hunters first came to South America with and occult scholars—escaped Germany aboard an
Spanish missionaries to unlock the secrets of the new experimental U-boat, bound for the Nazi’s Antarctic
continent. Exploration into the native cultures of the base at Neuschwabenland. Their goal: Drill through
Incas gave the Brotherhood great insight into the the Earth’s crust into the inner-earth land of Agartha,
creatures dwelling in the dark of the Amazon. unite with the Agarthan master race, and together
An early discovery by the Brotherhood was a conquer the earth in the name of the Fourth Reich.
spiritual abscess located deep in the Amazon Basin. Though the U.S. Navy attempted to capture the base
Called Uca Pacha by the Incans, this dark place held during Operation Highjump in 1946, they succeeded
the horrors of myth and legend. A half-demon only in destroying the Nazi’s drilling equipment. Since
named Supay commanded a force of evil creatures then, the Thule Society has attempted multiple raids
that constantly tormented the native population and on the Agarthan entrance caverns at the South Pole,
the new arrivals alike. The Brotherhood mobilized but Brotherhood soldiers stationed at the Amundsen-
its forces within the Spanish fleet and battled Scott Station have fought them back every time.
Supay’s minions. The horde of naga and giants,
complacent after hundreds of years of oppressing Asia
defenseless locals, were completely unprepared for In the first century B.C., the first Brotherhood
the Brotherhood assault. The Demon Hunters rolled Chapter assigned to Asia trekked across the Silk
over them and destroyed Supay, sending him back to Road for India and China. The presence of demons
Hell. in the Asian mythos was too great a temptation for
In recent years, the Brotherhood’s efforts in the Euro-central Brotherhood to ignore. A bevy of
South America have focused on conservation of the Demon Hunters were sent out to discover the truth
land itself. While demons and denizens of the dark behind the myth.
places of the world make their home in the Amazon, The advent of Buddhism and Taoism in
they respect the power of the rain forest and treat Asia supplanted earlier religions and aided the
it with due reverence. The same cannot be said for Brotherhood in establishing a foothold with the
man. The clear cutting of the Amazon rain forest people of Central Asia. Hunters mixed with the
has mobilized the Brotherhood to a different type of populations in the great cities of Beijing and Delhi,
flame of the Celestial Torch shines out as a beacon of back to see what would happen? That’s why we at
goodness and hope, illuminating all of Heaven. It’s the the Brotherhood fully support the efforts of the Mad
light at the end of the tunnel, calling wayward souls Science community.
home to bask in its radiant glow. The Torch is the Thanks to Mad Science, Brotherhood technology
reason we fight and the reason we gladly lay down has remained 20 to 30 years ahead of the rest of
our lives for the cause. We fight to keep that flame the world for the past two centuries. Our latest
burning bright, so that one day, when our part in this Cipher models are fully lifelike cybernetic androids
battle is at an end, we can follow it home to rest in with an assortment of protective technologies that
the warmth of its glorious Light. would put the military to shame. Each one comes
preprogrammed with a variety of fighting styles—
Mystic Arts
As far as the general public is concerned, the
Thanks to medical advances made by our
science team, Brotherhood agents remain an active
part of the team post-injury, or even post-mortem.
world makes sense. And for the most part, they’re Gene therapy and therapeutic cloning techniques
right. Earth’s dimension is firmly based in science. are used to replace everything from damaged tissue
Physical laws control the way we interact with the to entire organs. More extensive damage can be
world around us. You can’t fly, you can’t turn invisible, repaired bionically. And, if worst comes to worst,
and you can’t pull a live rabbit out of your tiny hat. our top scientist Herr Doktor’s Reanimate program
Can’t, can’t, can’t, can’t, can’t! is showing incredible promise. Even if you can’t
What are you talking about? Of course you can! live on, part of you might go into building the next
Though, to be fair, there are disagreements as to the Brotherhood supersoldier.
exact methods one should use to accomplish these On the weaponry front, the Brotherhood can’t
things. The Brotherhood’s scientists would argue be beat. From pulsed energy projectile cannons to
that anything can fly if you strap a big enough engine EMP hand grenades to portable prison dimensions,
to it, invisibility is easy if your clothing is made of a our R&D department works night and day turning
metamaterial with a refractive index equal to that of out the latest in demon hunting gear. And for the
the surrounding air, and fitting your hat with a portal Luddites out there, we manufacture plenty of blades,
to a pocket storage dimension means you can pull as blunt instruments, and good old gunpowder-based
many rabbits out of your hat as you could possibly weapons to whet your appetite for old-fashioned
want, as long as you don’t forget to hose out the destruction. All of these weapons and more are
Recruitment
I
t’s not as dark as it should be. I blew all the overhead lights when I came to, but the soft, blue
22 glow of my eyes is bright enough to show me where I am. Concrete room, about 10 square feet,
one door, no windows. My wrists and ankles ache where zip-ties bind me to a heavy plastic chair. I
wiggle my fingers, trying to call up a spark. Nothing. They’ve got me grounded. This is bad.
I sense them behind the walls. It’s been so long since I’ve been in civilization; I’ve forgotten the feeling. Buzzing.
Humming. Calling out to me. Power lines. Phone. TV. Internet. Security system? Now it’s getting interesting. I close
my eyes and follow the call of the wiring.
I travel through the system, getting a feel for the shape of it. This is quite a setup. The whole facility is wired for
surveillance. I scan through the streams, trying to figure out who these people are.
“—you ever tried to get zombie guts out of upholstery? I tried baking soda and—”
“—croMoniComSat is picking up a massive release of orgone energy coming from—”
“—finally caught Faraday, sir; the Ohio electrokinetic.” Whoa, that’s me. Better stay with it.
“The lad who caused the blackout in 2003?” A new voice; a raspy, Scottish brogue. “That’s excellent!”
“Yes sir, unfortunately he didn’t go down easy. The kid put on quite a light show. I’ve got one man in critical
condition, and a few others with minor burns and shocks.” The voices are fading, they must be on the move. I feel
around, find them coming up on a security camera. The image fills my mind. Looks like soldier boy hasn’t had a
chance to change clothes. Scorch marks mar the otherwise clean lines of his Kevlar vest.
“You think it was intentional?” The Scotsman isn’t what I expected. The wild shock of graying hair and unkempt
beard don’t jibe with the tailored business suit. He walks with a cane, but doesn’t seem to need it.
“I don’t think so, sir. It looked like he was shooting to miss. My man only got hurt when he tried to grab him.” He
passes the Scotsman a thick folder. “We’ve got his medical workup here, sir.”
“Fascinating.” The older man flips through the folder. “Dendritic response off the charts, electrolytes way out of
balance. Incredible!”
“Check out the EKG, sir. That’s his activity level when he’s unconscious. The boys in the lab are baffled.” They’ve
passed out of camera range again, but I don’t need it anymore. They’re almost at the door.
Snap decision time. The tranquilizer has left me with a serious case of dry mouth, but I think I can get a shot
off. There’s only going to be one chance at this. The door swings open. It’s the Scotsman. I reach deep inside for the
spark, charge up the saliva in my mouth, just enough to stun. I let it fly.
With a wave of his cane the electro-loogie stops in midair, less than an inch from his face, and falls to the ground
sputtering. Creases form at the edges of his eyes as the old man roars with laughter. “Expectrocution? Brilliant! You’re
a fighter, lad. That I can respect.” He pulls up a chair, sits down across from me.
“Mister Faraday, my name is Kincaid McHarg. How’d you like to save the world?”
24 with a set of possible die types, and can only be purchased at those ratings (see Chapter Three: What
It Takes for details). Complications give players more Trait Points to spend, equal to the number of points
their die type would cost (so a Complication with a rating of d4 would give the player 4 Trait Points to spend
on Assets). Demon Hunters cannot start with more than 30 Trait Points gained from Complications.
4. Buy Skills: Players spend their Skill Points in almost the same way as they did their Attribute Points.
However, they start out at d0, and can be purchased at d2. General Skills (like Guns or Athletics) can only
be raised to a maximum of d6. After a General Skill hits d6, Specialties can be purchased under that General
Skill. Essentially, a Specialty continues the General Skill advancement, beginning at d8. Starting Demon
Chapter Two: Recruitment
Hunters cannot have more than d12 in any one Specialty. A General Skill of d6 in Guns costs 6 Skill Points,
and it would cost 2 Skill Points to have a Specialty in Pistols of d8, and another 6 to have a second Specialty
in Rifles of d12.
5. Calculate Derived Attributes: Find your total Life Points by adding together the maximum result of your
Vitality and Willpower dice, and include the effects of any Traits that alter Life Points. Record that on your
Demon Hunter sheet. Then find and record your Initiative as Agility + Alertness + Traits that alter it. Keep
in mind that Initiative, unlike Life Points, uses the dice, and is not just a static number.
6. Finishing Touches: You may need to “acquire,” “find,” or purchase gear, depending on the game you are
playing in. Then flesh out your Demon Hunter with personal details: What does he look like? Does he have
any family? Where are they from? Have they been killed yet? Go as deep as you like into his background and
history—the more detailed he is, the easier it can be to get to know and play him.
Once you’ve got your Demon Hunter, there’s no reason to hang around here all day. The adventure begins.
We ride!
26 start.
4. Reject or Accept: This is an optional set of rules! You should never be forced to accept a character you
think you won’t have any fun playing. You can decide to accept these randomly generated Attributes, re-
randomize, or choose them manually.
28 Skills
You’ve got your Attributes and Traits, now,
progress beyond that boundary, they have to pick
individual Specialties. Guns, Athletics, and Drive are
good examples of General Skills.
so you probably have a pretty good idea of what Specialty Skills are much more narrow and
your Demon Hunter is capable of and what you focused. ‘Guns’ is a General Skill, and lets you pick
want him to be able to do. His know-how and up, fire, and handle any small arms. However, the
Chapter Two: Recruitment
experience could be from a classroom, time in the Pistol Specialty only covers pistols, not shotguns,
field, apprenticeship in an industry, or sheer natural rifles and waterguns. The benefit of Specialties is
talent—but however they got it, it all gets used the that, in game terms, they pick up where General
same way. Knowledge and practice are given their Skills leave off—they start at d8 and progress
form in Skills. upwards from there, letting you keep improving.
Harkadian is an agile and strong person, Each Specialty you purchase has to be assigned
compared to the average, but his abilities with a to an appropriate General Skill, and you can’t
sword are well honed as well. Natural ability is purchase Specialties under a General Skill until it
great—and is often crucial—but even someone with has reached the d6 level. For example, Ned can’t
high Attributes doesn’t stand a chance against an have the General Skill Athletics d4 and purchase
average-joe who happens to have a much higher level the Specialty Skill Running Away d8. He would first
of training. Pay attention to what Skills are available, have to advance his Athletics to d6, then he could
think about what your Demon Hunter would have then buy any Specialties under Athletics—there is
picked up over the years (or days, depending) of no limit to the number of Specialties you can have
training. under a given General Skill. Also, Specialties have
no upper limit, save that Demon Hunters can’t start
driver, and still try it. from Traits. For example, a Demon Hunter with d10
Vitality and d6 Willpower would have 16 Life Points.
D A
erived ttributes See Chapter Four: We Ride for detailed rules
You have already made most of the choices on injury and healing—it might take time, but your
about your Demon Hunter by assigning his six main Demon Hunter can eventually recover from most
Attributes. Derived Attributes are created directly injuries.
from those choices, and don’t actually require you to
make any more decisions. Essentially, what we have G ear
here are two things: Your Demon Hunter’s Initiative, As a starting Demon Hunter, you are assumed
which determines how quickly he reacts to danger, to have the very basics—the clothes on your back,
and his Life Points, which tell you how much physical the tools you need, and a few small personal effects,
punishment he can take. You can see examples of along with a little cash. You might not even have
these on the Demon Hunter sheets for Gabriel’s those tools or personal belongings if your simulation
Chapter, Omega Fifteen, and for Harkadian’s is starting in a more restrictive setting, like the middle
Chapter, Sigma Thirteen. of a battle in the charred plains of some demonic
dimension ….
I nitiative Discuss with the Game Master what he thinks
This is a roll that decides who goes first, or Demon Hunters should start with. When you have
whether or not you can react in time. Do you make a general idea of what is acceptable, look through
the first wisecrack, or does the Earthwalker get
Chapter Five: The Warehouse, make a list, and
the drop on you and leave you groping for a witty check it over with the Game Master. Here are some
comeback? You make Initiative rolls at the start of guidelines to represent how much money your
combat or similar time-constrained situations. When starting gear might be worth:
the Game Master asks for an Initiative roll, he wants Recruits can start the game with up to $2000
you to roll your Agility + Alertness dice and total in large gear (used car, computer, rented apartment)
the results. Higher is better—you want to go first as and personal effects; not more than $200 can be in
often as possible! You might also make Initiative rolls personal effects or cash.
to determine your reaction time: Do you dive behind Veterans can start the game with up to $4000 in
large gear and personal effects; not more than $400
can be in personal effects or cash.
Not that you should ever encounter an Earthwalker
G aining AP S pending AP
Advancement Points are awarded to players at Spending AP is easy. Between sessions, AP can
the end of each game session. Each Demon Hunter be spent to buy Attribute Points, Trait Points, and
in the group earns the same number after a session, Skill Points according to Table 2.4. Any unspent
and the amount gained can vary from 1 to 4 AP. This Advancement Points are saved, and should be noted
keeps advancement to a reasonable rate, and also on your Demon Hunter sheet.
both keeps things ‘fair’ and encourages teamwork
and group role playing, since the AP gained are
dependent upon all the players.
Example of Demon Hunter
Creation
33
The Game Master awards AP for the following
things: (An ordinary-looking office, with a table, a
Evolution: This is the basic award for playing laptop, scratch paper, and a copy of the Demon
Hunters RPG rulebook. Gabriel, Head of Chapter
34 Alertness d8
Intelligence d8
Willpower d8
Fisk: That looks right, Sir.
Reflexes, and Branded by the Infernal has various
set levels you can choose that provide a number of
… benefits … d4 in each? Fine. So, let’s take a
look at your Trait selection.
Gabriel: I’m not sure this really suits Branded by the Infernal d4 (includes Eerie
Nebraskan Farmboy, but I’m assuming you’re going Presence d4, Memorable d4, Allergy [holy] d2, add
to cover that base more in Traits and Skills. So let’s d4 to Strength and Immune [fire] d8)
move on. Lightning Reflexes d4 (adds Trait die to
Chapter Two: Recruitment
Gear
Gabriel’s Chapter sword is a katana (d8 W). He wears a do-rag on his head to keep in the powerful radiation of his Nephilim halo, and his
Leather Jacket features conveniently placed duct tape for additional Nephilim restraint. Gabriel makes sure to keep his Communicross handy
at all times. Also on his person at any given moment are a 9mm pistol (d6 W, ranged increment 50 feet), a bullwhip (d2 B, range 10 feet, make
grapple actions at range), a utility knife (d2 W), and a faded menu from Dave’s Heavenly Cheesecake Delicatessen and Celestial Kenjutsu School.
Gear
Silent Jim’s Bottomless Trench Coat not only looks cool, it boasts superior encumbrance management. Within its many pockets, Silent Jim
keeps a pair of silver-plated Desert Eagle semi-automatic pistols (d8 W, ranged increment 60 feet), a shotgun (d10 W, ranged increment
60 feet), and much more. He’s never seen without his signature Black Fedora and Shades.
Note: These are what we merely assume Silent Jim’s statistics are. Last time a proper assessment was conducted, all of our instruments failed. Feel
free to use these as written, but remember, we warned you.
Gear
Albrechet holsters a well-maintained pistol, a Colt .45 Peacemaker (d6 W, ranged increment 50 feet) loaded with silver bullets. He’s also
commonly seen with a Bowie knife (d4 W) and a handful of Baco-Snacks.
Gear
When she’s on a mission, R.M. typically dresses in her UV-resistant sunsuit (Armor Rating 2 S) and carries a Moroccan scimitar (d6W).
Crucial drac-hunting equipment includes a stake and mallet and a bottle of Vitamin V to keep the Thirst at bay.
Gear
The Omega Fifteen Cipher typically carries his Brotherhood-issued laptop, and of course wears his Cipher goggles,
since without them he’s just a handsome artificial dude in black.
Gear
Wolf considers his Beer-Mug-Out-Of-Nowhere (d2 B if used as a weapon, either in melee or thrown, and filled with delicious lager) to be
sufficient preparation for any mission. He can be convinced to take along a BFG (d4 W, Vehicle scale), especially if he can borrow one from
Anti-Tank Sally.
What It Takes
H
arkadian winced as he tightened the straps of his harness. He’d rather it was too tight than have
it fall off. The sound of screeching metal came from the tunnel ahead. “We’ve only got one shot
at this one. Let’s make it count. Ned, how are the new arms holding up?”
Ned stretched his three-fingered hands, extending the razor sharp claws at the tips. “They feel fine, but I’m not
42 too sure about this, guys.” His voice cracked with worry. “I think maybe we should go with plan B.”
Behind him, Gator laughed as he hefted Ned into the air with one meaty hand. “Sorry little fella,” he drawled,
“we are Plan B.”
“You’re going to be fine, Ned. Just remember what we practiced. Claws out. Spread Eagle. And so help me
Guédé, if you pop those stitches I’ll sew on little girl arms next time.” Harkadian fastened the carabiner to the back
of Ned’s vest. “Alright Gator, show time!” With a rush of stale air, the 7 o’clock to Coney Island came blasting past
Chapter Three: What It Takes
the platform, just like it had on this day every year since 1955; the year Eddie Luciano died.
Gator spun the little accountant over his head and let fly with deadly aim. Ned’s girly screeching gave way to an
equally girly battle cry of “Spread Eagle Striiiiiiiiiike!” and was only silenced by his tiny form colliding with the side of
the ghost train. Amazingly, Ned remembered to extend his claws, and he stuck fast, the bungee cord that tethered
him to Harkadian rapidly spooling out behind him.
“Meet you back at HQ.” The cord reached its limit and Harkadian rocketed off the subway platform in Ned’s
direction. His aim was fortunately true, and the impact sent both him and Ned crashing through the window of the
ancient car. Most of Ned anyway. The accountant’s legs burst into flame as they bounced off the third rail.
“Sorry, Boss.”
Harkadian patted the half-nerd on the shoulder as he stood up. “You did good, Ned. I’ll be back for you.” He
brushed broken glass from his jacket and set off towards the front of the train, pulling out his radio as he went.
“Sparky, how are we looking on your end?”
Sparky’s voice crackled through the radio. “Not too good, Hark.” A dull thump sounded in the background.
“Was that an explosion?”
“Yeah. Apparently the cops don’t like people breaking into the old City Hall Station. Armageddon’s taking care of
it. Don’t worry, I told him no killing. I’m more worried about the pentacle. There’s no way it has enough juice to stop
a train.”
“Well figure it out girlie, we’re heading your way fast. I’ll try to talk the guy down.”
“See you on the other side!”
Harkadian slid open the door to the motorman’s cabin. The spectral form of Eddie Luciano floated at the
controls. “Hey Eddie, how’s it going?”
“Gotta make the stops. Gotta make the stops.” The ghost’s eyes stared blankly out the front of the car. Clearly,
nobody was home.
“You’ve got to stop this, man. You can’t bring those people back. It’s been 90 years Eddie! They’d all be dead by
now anyway. You’ve got to let go.”
“Gotta make the stops. Keep the trains running.” As the train entered a straightaway, a tiny blue light shone in
the distance. Sparky’s pentacle. She was right, there was no way that thing was going to stop a train.
“Eddie, buddy, you’ve lost it. The BRT’s gone, man. Hell, you aren’t even in Brooklyn anymore! It stops here,
Eddie. We’re not letting you pick up any passengers this year.”
“Gottamakethestopsgottamakethestopsgottamakethestops—” The ghost’s chanting grew faster. Harkadian
was out of ideas. He was trying to calculate just how much damage he’d do by jumping off the train at this speed
when brilliant, blue-silver light flooded the cabin. The pentacle ahead had grown to a massive size, and its brilliance
revealed Sparky, technodreads still smoking, standing next to a set of jumper cables attached to the third rail.
Harkadian smiled.
“Go home, Eddie. End of the line.”
The train collided with the pentacle, and Eddie Luciano disappeared in a splash of ectoplasm.
Unfortunately, so did the train.
Traits
A character’s Attributes and Skills tell you some
you re-roll failed attempts, or granting you role
playing advantages. Some Assets combine these
types of benefits.
43
basics about his makeup. How much he can lift,
how fast he can work numbers in his head, that kind Assets
your Game Master should award you Plot Points for almost entirely behavioral or role playing based.
abiding by the Complication. Greed, lust, cowardice—these are all things that
You should play out your hinder your Demon Hunter and provide
Complications regularly. When it spurs excellent hooks for role playing, but only very
particularly good role playing or is fun rarely apply a mechanical penalty. Even then,
for the group, even minor instances they come up only then when you’ve brought
of problems caused by them to life by playing them
Complications might be worth
P urple Ninja say: “To err is human. out.
a Plot Point. A Lustful Demon Because of this, you’re
To wet your pants and hide under table is
Hunter, for instance, drops also human. Try not to be too human.” expected to portray them,
bad pick-up lines all the time, and the Game Master is
and sometimes gets slapped or expected to factor them into
worse. Even more Plot Points should be forthcoming the storyline. These Complications almost all have
when a Complication causes serious problems. For a set die cost, or a very small range of available
example, a Lustful guy with his eye on the dame at die types. This results from your control over the
the bar might miss the fact that the guy next to her Complication—it is never more of a problem than
(the one who looks like a bear?) is her date, and wind you want it to be, so if you don’t make it a problem
up getting the snot knocked out of him. He’d get very often, you shouldn’t be getting many points for
several Plot Points for his trouble, but it might not it. However, it also assumes that, for the Demon
always feel worth it. Hunter, these behaviors are something that can be
Mechanically, Complications work much like resisted when necessary—you’re expected to bring
Assets. They are bought as die ratings, some with the Complication up, but you’re not expected to get
a broad range and some with only a few levels your Demon Hunter killed on purpose. A coward can
available. Multiple Complications may affect the same still be brave, an amorous Demon Hunter can choose
action. However, Complications either penalize the to behave himself, and so on.
Demon Hunter directly, or add a bonus die to the You might want to create a Demon Hunter who
opposing Difficulty (which would be rolled either is more defined by these Complications (or other
by the Game Master or an opposing player) or an Traits, if he can make a case for an Asset) than most.
opponent’s action. Often, the Complication is just a This character might be so greedy that he’d sell out
matter for role playing and no die is rolled. the Brotherhood for personal gain, or so bent on
glory that he’ll bargain off the Chapter’s newbie to
a demon for a taste of power. You should discuss “best.” When you or the other players have an idea
this with the Game Master. If the Game Master for something interesting, fun, and reasonable—
approves, you can scale up the Complication, that’s what the Game Master should be facilitating.
effectively giving it a range of d2+. You should also
review your Demon Hunter’s actions periodically.
If the Game Master doesn’t feel that you have The Big-Ass
been adhering sufficiently to your Demon Hunter’s
Complications, the extra points gained (and any
Assets purchased with them) are lost.
List Of Traits
A variety of Traits and their costs follow. When
Again, though this is mostly a factor for a Trait has a range of possible levels, abilities or
the more limited Complications, scaling can be restrictions of the lower levels usually stack with
applied to Assets if necessary. Even so, care is those at higher levels. Unless the new feature, by
recommended—some Traits are limited in order to its nature, replaces the lower level one, you assume
prevent abuse. The Game Master should disallow both.
any changes that simply further the goal of being the
48 Brawler (d2–d6)
Crude (d4–d8)
On the Run (d4/d8/d12)
You have an easy time with machines and the dice of any roll, including botches, and use the
electronics. Technology just comes naturally to you, better of the two results.
it seems. Add your Trait die to any rolls to repair,
design, analyze, create, or find (in a machine shop or B r anded by the I nfernal ( d 4/ d 6/ d 10)
other appropriate place) technological gadgetry. You Those tainted by demonic energies develop
also have an intuitive understanding of machines and strange powers and abilities—and this can be some
devices. With an Average (7) Alertness + Intelligence seriously heavy stuff. Not recommended for Demon
+ Attuned to Technology roll, you can identify any Hunters.
mundane device and learn to operate basic functions d4: Word is you’re a half-demon. Unfortunately
(though not skilled functions, like landing an aircraft). for you, modern humans suck compared to what you
This Difficulty increases to Hard (11) for devices used to find back in the day—you know, when most
created with Mad Tech (Tech with the Mad Skillz of the crap still got sifted out of the gene pool. The
Asset applied). In either case, you can also identify end result is that while you’ve definitely got some
any fundamental flaws in the design or repairs infernal taint, it doesn’t have all that much to work
needed to be made that are currently preventing it with in the first place. Also, you’re not automatically
from operating—however, you must be examining evil—but people will likely assume you are, and evil
the machine itself to get this roll, not just the plans or powers may have taken a hand to ensure you are
designs. brought up that way, but your moral compass is built
d6+: If your Attuned to Technology Trait like any human’s.
die is d6 or higher, you gain a bonus to Plot Point Most half-demons these days are very similar
expenditures on rolls that include this Trait. If you to your average human, with one or two apparent
spend any Plot Points on these rolls, count the total demonic traits: reddish skin, sulphuric B.O., stubby
spent as if it were 2 higher; spending 1 Plot Point horns, cat-slit eyes, etc. You functionally have the
nets you a d6 bonus die, 3 would net you a d10, and Eerie Presence and Memorable Complications at
so on. This Trait bonus only benefits Plot Points spent the d4 level, without gaining extra points for them
before the roll, not those spent after. (see the descriptions of these Complications for
d12+: If your Attuned to Technology Trait die details). Unfortunately, they also have the equivalent
is d12 or higher, you almost always have a myriad of of Allergy (d2) to holiness—an annoyance, but also
small parts, tools, and resources available to you—or another dead giveaway.
you can jury-rig them from your surroundings—
allowing you to build small gadgets in the field.
of gear (short-wave radio, etc) at the Game Master’s more points of Wound damage they are destroyed.
option. Also, the goggles can be removed fairly easily. In
either case—destruction or disconnection—the
C ipher ( d 6/ d 10) effect is similar to ripping the brain out of a human.
You’re not a “him” or a “her,” you’re an “it.” They stop moving, and can’t really do much more at
That’s right. You’re a robot. that point.
Ciphers are the primary link a Chapter of the Ciphers are extremely intelligent and
Brotherhood has to the Brotherhood Database, determined. The Trait Die is added to their
and they’re probably the fastest link to updates and Intelligence and Willpower for all purposes (as an
information from High Command. While most are additional die, not as an increase to the normal die),
completely loyal, dependable, and generally machine- and they gain the abilities of the Bureaucratic Mind
like, many of those produced at the new Mexican (d6) Asset. Also, when plugged into the Brotherhood
plant are demonstrating some … unusual quirks. Database via their laptop terminal, they gain access
Ciphers all share a lack for any need to eat or to untold stores of knowledge and information,
sleep. They can run for three days on a full battery making research on arcane and obscure topics
and recharge in 12 hours from any standard outlet. fast and easy (though the Game Master should put
Alternately, they can shut down for six hours a day reasonable limits on what can be found). Effectively,
to passively recharge on etheric energies, and if they gain a bonus d12 on any Knowledge roll on any
they do, their battery lasts a full two weeks before topic the Database might cover, any research into
it needs a normal charging. They also share a high said information, and any mathematical, navigational,
level of training in computers and programming, and or occult calculations made. They may also, if
a lack of emotion that registers as the equivalent of the timing is right, have access to a Brotherhood
the Dead Inside (d6) Complication. Their ingrained scanning satellite, which they can use to monitor for
sense of Duty (d12) to their Chapter is total; they supernatural activity of various kinds. Unfortunately,
can’t go against their Chapter leader’s orders, though access time is in high demand on these, so they are
their abilities beyond research and information not always available (Game Master’s discretion).
handling are usually fairly limited. And, they have Once, all Ciphers were human, but that practice
trouble fighting in the traditional sense, as they are has long since been abandoned. Humans who place
programmed to avoid engaging in combat, even to a set of goggles on their heads, for some reason, find
defend themselves, the very definition of a Pacifist the experience highly unsettling. The Human Cipher
(d6). Supposedly, this is because some kook sci-fi Asset covers this particular instance.
You’re a suck up. Or maybe you and drink almost anything with no ill effects.
actually like being nice to Add your Trait die to rolls to
people. Whatever—the point resist the effects of drugs and
is, you’re always cheerful and P urple Ninja say: “Ciphers seriously poisons.
good-natured, and so people weird me out, like so. Ha-ho, hu hu hu- d4: You can drink twice as
are often nice back. Whenever ha, ho ho. Understand? Now you try.” much as most people your size
dealing socially with people in and build before it starts getting
a casual manner or in non- to you; likewise, most drugs
threatening and non-intimate settings, your jovial and poisons require a double dose to do their job,
manner helps you persuade or otherwise Influence and may even be completely ineffective in normal
them. Add your Trait die to rolls where your cheerful amounts. Unfortunately, this does make getting
nature makes things go smoothly. Unfortunately, this smashed more expensive.
doesn’t help if the situation is stressful and everyone d10: You are almost completely unaffected
is already on edge, or if the target already distrusts by alcohol and most weak- to moderate-strength
you—things like that prevent you from putting folks drugs. When things do start to get to you, it usually
at ease. takes enough to floor three or four big men before it
d6+: If your Good-Natured Trait die is d6 or makes you dizzy—you won’t have to roll until then.
higher, you gain a bonus to Plot Point expenditures The down side is that it is practically impossible for
on rolls that include this Trait. If you spend any Plot you to get drunk.
Points on these rolls, count the total spent as if it
were 2 higher; spending 1 Plot Point nets you a d6 H um an C ipher ( d 6)
bonus die, 3 would net you a d10, and so on. This You’re a Cipher, but you’re not a robot. Either
Trait bonus only benefits Plot Points spent before the by accident or design, you placed a set of Cipher
roll, not those spent after. goggles on your head and they sent cortical interface
d12+: If your Good-Natured Trait die is d12 or cables deep into your brain, painfully creating a
higher, people always feel more relaxed around you, human/Cipher interface. While this provides you with
even if they know they should be on their guard. some of the benefits of wearing the Cipher goggles,
You’re just so damn friendly that they feel like being you are not as resistant to injury because your chassis
friendly back—they might kick themselves for it is, well, flesh and blood. In addition, the human brain
later, but your good-naturedness can even help you was not meant to handle the highly advanced uplink
persuade hostile foes to let you live.
58 I ntuitive L eaps ( d 4/ d 8)
You have trustworthy hunches, and often make
The most common are werewolves, but other
varieties exist, and may have slightly altered powers.
Lycanthropy is a disease, which progresses
good decisions even without any information. Also, through three distinct stages—the third stage, full-
you have an easy time telling when someone is lying blown lycanthropy, is irreversible and results in a
Chapter Three: What It Takes
to you. Add your Trait die to any rolls to determine horrible, violent killing machine. Before it reaches
the truth of someone’s statements. that point, the Brotherhood can halt the progression
d4: Once per session, you may ask the Game of the disease at one of the first two stages.
Master a question which he must answer as truthfully d6: At the first stage of the disease, there is little
as possible with “yes,” “no,” or “maybe/it depends.” or no alteration to the infected’s mind or personality.
He need not elaborate on the reasoning behind the They do, however, have a slightly Eerie Presence (d4)
answer. as if they had that Complication, causing animals to
d8: As above, but you may ask twice per feel uneasy with them around. Also, they experience
session—and you may spend Plot Points to “buy” rapid hair growth on their faces and the backs of
additional questions. Each extra question costs 1 Plot their hands. At this point, their senses become
Point. heightened, and they gain the equivalent of the Asset
Sharp Sense (d6) for Smell/Taste and Hearing. They
L eadership ( d 2+) also gain an unnatural ability to regenerate—as long
You are a natural-born leader—when you as they’re alive, damage from non-silver weapons
yell “Jump!” at least one idiot hits his head on the is recovered at a rate of 1 point per turn. Wound
ceiling. Add your Trait die to any rolls to persuade or damage is healed first, and then Stun when no
intimidate your followers or those who believe they Wound remains.
are under your command into following your orders. d8: At the second stage of the disease, the
d6+: If your Leadership Trait die is d6 or lycanthropic infection causes them to gain the
higher, your persuasive abilities allow you to inspire Eerie Presence listed above, and to develop the
your followers to greater heights. You may spend Complication Anger Issues (d4) as their personality
Plot Points to add bonus dice to any roll made by is twisted toward a violent nature. When under
a character under your command, as long as he is extreme stress, they may undergo a partial
acting under your orders or is trying to act in direct transformation, developing thick hair all over their
accord with your goals. These combine with any Plot bodies, elongated canines, and a protruding, muzzle-
Points they spent on the action. like nose. They may also respond in predictably
d12+: If your Leadership Trait die is d12 or canine fashion to certain stimulus—thrown sticks,
higher, you can inspire people to legendary heights. baths, and so on.
When spending Plot Points on your follower’s Stage two lycanthropes gain all the benefits of
actions, Leadership increases the total spent by those at Stage one, but also gain the benefits of the
+2 Plot Points—so if you spend 1 Plot Point on Asset Athlete (d6).
as a dead giveaway, or be voluntarily suppressed, direct drawbacks to being part god, but because
made invisible by a symbolic effort to tie them down of your intensely powerful aura you tend to attract
(it could be as simple as a cross of duct-tape on the weird events. You have all the effects of the
back of their jacket, or an elaborate bodice, or a Complication Mystic Vortex (d6). And, unfortunately,
cord or belt around their waist). If the wings are left being this powerful tends to attract enemies, ones
revealed, the Nephilim has to deal with the effects of that are just as powerful but bent on taking you
the Memorable (d10) Complication. Unfortunately, down. This gives you a Rival (d4).
he can’t fly, though a Nephilim who jumps out of the The benefits of being a Godling vary greatly and
zombie-Nazi-controlled zeppelin he just blew up depend on the nature of the god you are related
might find that a lenient Game Master allows him to to. The common ones are long life (Old Time d12),
glide. the ability to be damn impressive when you choose
Nephilim of this level have, for the most part, (Spooky Mystique d6), and an unnatural dose of good
the same abilities they always did, save that their luck (Blessed d12). Beyond those, the exact benefits
potential to heal is considerably improved. Replacing are entirely variable—the Game Master should select
the ability to heal themselves is the ability to heal up to 12 Trait Points worth of bonus Assets to add to
anyone, and possibly even resurrect fallen comrades. your list.
Once per session, the Nephilim may heal someone
through a laying-on of hands and a small prayer (the M eta -G ame A wareness ( d 10)
exact prayer and ceremony doesn’t matter, though Your Demon Hunter is aware that he exists in a
Saint Peter has banned all Brotherhood-recruited Tabletop Combat Simulation. The consequences of
Nephilim from performing what has been dubbed this can be far-reaching, but most directly it allows
“the Holy Grope”). You roll his Trait die, and the you to use that coveted resource, “Out-of-Game
target is healed, recovering a number of Life Points Knowledge.” If you know it, your Demon Hunter
equal to the result (Wound damage is healed first, knows it, and if he can persuade the other characters
and any leftover healing removes Stun). to listen to him, they can plan accordingly.
If the result would bring someone who was
recently killed (within the past half hour) back to N ot L eft -H anded E ither ! ( d 4/ d 6)
life, he is revived. If the victim is to be healed, but You are trained to fight with either hand. At
has been dead for longer than half an hour, your d4 level you do not suffer any attack penalty when
Nephilim feels his power being resisted by the fighting with your primary hand, and suffer only a
clutches of death. He can let the soul go, or he can –1 step penalty with your off-hand. At d6 level you
You try to keep off the radar. It can be nearly when someone looks away for an instant; cause
impossible to find any dirt on you, and if you’re flowers to wilt with a touch; be accompanied into
careful enough, things will stay that way. a room by a slight chill wind; cause candles or
d2: You have kept a clean record. A background lights to flicker; make a sudden entrance while the
check can find out the basics: birth date, full legal light flickers for a moment, so you appear silently
name, and so on, but no suspicious or illegal activity and mysteriously in the instant of darkness; cause
can be traced to you by records, and there is little animals to shy away in fright or appear momentarily
to no information on purchases, jobs, awards, hypnotized; make the hair on the backs of peoples’
education, and so on available, though place of necks stand up … the list goes on.
residence and current employment will be findable. If you invoke this for purely cosmetic effects,
d6: The only available information on you there is no cost or roll required. If you wish to use
consists of your birth certificate, location of birth, and it to your advantage, the Game Master may let you
perhaps your current location; no information about spend 1 Plot Point to cause a spooky effect that
what you have been up to can be found. lets you add your Trait die to a roll to intimidate or
d10: You don’t exist. There are no records of impress someone, make a stealthy or sudden escape,
you, anywhere. Your name isn’t on file with anyone, sneak up behind someone for a surprise attack, and
no one can find out where you came from, and there so on. It can’t be used more than once every other
isn’t anything they can do about it save question you combat turn, and even that would be pushing it—and
or those who know you directly. drain the player’s Plot Points very rapidly.
of worship or a religious icon held by a true believer. and if his slip is discovered by the Brotherhood, he’ll
However, those problems pale in comparison to the be killed. Because of this danger—not to mention the
true bane of their undead condition: The Thirst, and comfort even a little warmth brings—Brotherhood
the accompanying Chill. The Thirst is, essentially, a bloodsuckers seek out ways to warm up whenever
powerful Addiction (d10) to human blood, which possible, to push the Chill back a little. Saunas, steam
must be satisfied regularly. Because vampires are baths, warm clothing, clingy significant others are
undead, they receive their sustenance from the options. If the vamp can find ways to keep a little
living—but the Chill is what makes feeding more than warmer most of the time, and can get at least one
just a necessity.
Vampiric bodies generate no heat at all. They’re
dead, so in truth no measure of cold will actually hurt
them—but they still feel the Chill, the lack of warmth
in their bodies. And the only way to push back the
Chill is to feed directly from a human.
Vampires only need to feed once every three
days—if they don’t, they shut down, like a lizard
in hibernation, waiting for blood. Vitamin V can
prevent this; it feeds them, and keeps them going.
It also pushes back their tendency to spontaneously
combust in daylight. An unfed vampire’s aversion to
sunlight is more than the psychological aspect most
basement-bred gamers develop; sunlight causes
serious harm if more than a few square inches of skin
are exposed to it. If the vamp has fed within a 24
hours, the exposure is harmless—just irritating, as
if they’re feeling a bad sunburn. However, if they’ve
gone between 24 and 48 hours since feeding, they
start to singe, taking 1 Wound and 1 Stun damage
every 30 seconds that they’re exposed. If they’ve
gone more than 48 hours since their last feeding—
66 6
supporting characters respond unfavorably upon
meeting you), your health may degrade, or you may A nger I ssues ( d 2– d 4)
be incapacitated while fixing. Your temper often gets the better of you. While
this doesn’t mean you go berserk, or even show
n A llergy ( d 2/ d 8)
ata
it outwardly, you are easily offended or put off by
sw
uz You get watery-eyed around kittens, and not others, and frequently make bad or rash decisions.
h e r e because you think they’re cute. It might not be While this is principally up to you to role play, those
Chapter Three: What It Takes
cats; it could be dogs, your in-laws, or ketchup, but who know about your temper may be less likely
whatever it is, you’re allergic to something fairly to trust you. Add your Trait die to the Difficulty
common. of convincing such a person to rely on you to do
d2: Your allergy isn’t life threatening, but it can the right thing or keep your cool, and don’t expect
set you to sneezing, getting a bit dizzy, feeling sick, leaders to be too happy about your outbursts.
and so on. Whenever you encounter
the allergen, you suffer two points of B lind /D eaf ( d 8/ d 12)
Stun damage on initial contact. This Being blind or deaf alters the way you
damage can’t be healed until interact drastically. If you are
the allergen is removed or either Blind or Deaf, and can
you receive medication, at P urple Ninja say: “Remember wisdom largely compensate for your
which point it begins healing of Avril Lavigne: Why did you have to disability, this Trait is rated d8 for
normally. Symptoms continue go and make things so complicated?” you. If you are both Blind and
until this Stun damage is Deaf, and/or have little ability
gone—you sneeze, cough, to make do, this Trait is worth
and the Game Master adds your Trait die to the d12. Unless some supernatural sense or device
Difficulty of all actions you take. compensates for their inability to communicate, most
d8: Your allergy could kill you; whenever you Demon Hunters should not start out both Blind and
encounter the allergen, make a Resistance (Vitality Deaf.
+ Vitality) roll against a Difficulty of 7 + your Trait Blind: You can’t see. Ranged combat is
die; an Average Difficulty, but the Game Master rolls impossible, and actions hindered by a lack of sight
and adds the Complication’s die against you. If you have your Trait die added to the Difficulty.
succeed, treat the exposure as above, adding your Deaf: You can’t hear. If you can see, a
Trait die to the Difficulty of all your actions until the Specialty in Perception/Lip Reading of d10 lets you
Stun damage heals. If you fail the Resistance roll, you automatically understand normal speech within a
go into shock and begin convulsing. Unless properly reasonable distance. If you can’t see, you may be
medicated, you suffer your Trait die in Basic damage almost entirely unable to communicate.
every two minutes until you die, whether or not the
allergen is removed.
C ont r ar y S am aritan ( d 4)
You might feel sorry for them, or maybe you
just never outgrew being 12, but you tend to find
the underdog in any situation and put yourself firmly
alongside them—until someone else becomes the
underdog, anyway. While this is principally up to
you to role play, it can also lead to being thought of
as wishy-washy, juvenile, or immature—or it might
make someone feel betrayed. When interacting with
people who might dislike you because of this Trait,
add the Trait die to the Difficulties of all social rolls.
C rude ( d 4– d 8)
If you can add a four-letter word to a sentence,
you might as well add two. You probably still think
“your mom” jokes are funny, and instead of learning
what the second fork is for, you opt to eat with you
fingers. While this is principally up to you to role
play, the social consequences can quickly become
68 lunch.
D ead I nside ( d 4– d 6)
E erie P resence ( d 2+)
There’s something … off about you that puts
people on edge. Add your Trait die to the Difficulty
You just don’t get it. And by that, we mean of any rolls to interact with mortals (except when
anything—at least, anything related to emotion, Intimidating them, though this Trait doesn’t provide a
Chapter Three: What It Takes
humor, or the like. Maybe you can’t, because your bonus to that). The exact effects change depending
mind is really a positronic network that doesn’t do on the severity of your condition, and could result in
emotion, or maybe you’re just a grim, stoic individual extremely ill-mannered behavior, like trying to ram
with no sense of humor. You also probably fail to a stake through your heart, light you on fire, or stick
pick up on any tension, comments, humor, or hints dirty socks in your mouth (superstitions run to all
related to emotional issues or sex. sorts of oddities).
At a very minor level, there aren’t any extremely
D ull S ense ( d 2– d 6) obvious things people can point out as being the
One of your senses (sight, hearing, smell/taste, problem—they just get a bit of an odd feeling about
touch) is less keen than it should be. Whenever that you. At slightly higher levels, like d6–d8, people
sense is the primary factor behind a roll to notice might notice odd things out of the corner of their
something, add your Trait die to the Difficulty of the eyes, such as your reflection appearing monstrous,
roll. your shadow behaving oddly, and so on. You also
might appear too pale, or too gaunt, or strange in
D ut y ( d 4/ d 8/ d 12) some other way that is still potentially normal. At
There’s something you have to do, whether you extremely high levels, you cause a definite chill up
like it or not. Depending on what this Duty is the people’s spines, smell like death, or behave oddly
consequences for shirking it could be pretty bad … enough that people are genuinely afraid of you.
but then again, sticking to it might be dangerous, too.
Your Duty could represent a number of E xt remely S ane ( d 10)
things: the requirements of your job, a personal You are absolutely convinced of your own sanity
code of honor, a family or clan responsibility, or a and rationality. Obviously, the supernatural is no
supernatural compulsion. more than a pack of myths and lies trumped up with
d4: If your Duty is relatively safe most of the special effects; you don’t acknowledge the existence
time (“always help old ladies cross the street or flee of anything outside the mortal, and will usually
from demons,” “never miss a day at work or you let assume that unnatural threats are non-dangerous
down the bus driver community”), or is solely self- pranks. Even when presented with a dead body, you
imposed with no direct consequences for breaking it, will assume the supernatural is merely a cover story
this is the level for it. for your average run-of-the-mill murder.
G lor y H ound ( d 2– d 4)
You have an extremely negative reputation that
can make it difficult to deal with people. Discuss
with the Game Master who will have heard of you
69
You hog the spotlight, even if you don’t deserve and what garnered you this Infamy when setting the
it or won’t survive in it for long. You want everyone Trait die. When dealing with people who would have
the guilt if someone dies from one of your blazes. determined by the Game Master.
This doesn’t just mean you like to use fire on your
enemies, it’s a serious compulsion; you may even S o D amn M acho ( d 4– d 10)
spend so much time staring into the flames that they You’re overconfident. It isn’t just a desire to
consume you, and you won’t mind. show off—you actually believe you can handle almost
anything. This is primarily a Trait for you to role play,
R ebellious ( d 4) but once per situation, the Game Master may add
You have serious problems with authority. If your Trait die to any Difficulty or opposing roll, to
possible, you find a way to avoid following orders represent that moment when you realize you just bit
without getting shot—it’s all about the attitude. off more than you can chew.
Sometimes this gets you yelled at, sometimes it might
get you locked up or executed for mutiny. While this S uperstitious ( d 2/ d 6)
is principally up to you to role play, it will also have You actually believe that?
repercussions within your command structure, and d2: You behave oddly—avoiding stepping on
you may have to add your Trait die to the Difficulty cracks, talking about how breaking a mirror is seven
of certain actions, particularly when interacting with years’ bad luck, and so. It doesn’t interfere with
your superiors. your actions most of the time, but sometimes makes
people feel awkward around you—they are less likely
R ival ( d 2+) to take you seriously, enjoy your company, or want
There’s someone out to get you. Maybe to spend time with you.
they want you dead, or maybe they just want d6: You believe so firmly that your superstitions
you discredited, but they’ll do whatever it takes. interfere with your everyday life. If you perceive a
Your Rival is approximately the same power level negative omen, you must add your Trait die to the
as you, but the animosity they feel gives them an Difficulty of all your actions for the remainder of
advantage—whenever acting directly against you, the scene, or until the omen is negated by another
they add this Trait’s die as a bonus to their roll. superstition. There may also be other consequences,
if you perceive specific instructions in the omens you
S hy ( d 6) see.
You’re a wallflower. You become uncomfortable
when you get to be the center of attention. While
this is principally up to you to role play, you become
74
d12+ Supreme sea-demons. Only the greatest achieve this level.
76 wind.
I nfluence
and practical ability—the Knowledge General Skill
won’t allow you to perform actions covered by
other Skills. For example, a Demon Hunter with
Anyone who listens to a fast talker gets what Knowledge d6/Guns d10 knows how guns work,
he deserves. Still, it’s nice to have a competent who makes them, what kinds there are, and so
Chapter Three: What It Takes
mouthpiece on hand when you can’t just blow your on—but it won’t help him fire one accurately.
way through a problem. Influence lets you win Specialties: Appraisal, Culture, History, Law,
friends, lie to enemies, and persuade potential allies Literature, Philosophy, Religion, Sports.
to join your cause. This can be especially important An Average (7) Difficulty task might include:
in a political situation, where the right words can Remember the names of all the players on a
escalate or diffuse a problem in moments. Also helps champion football team; name the major exports
when the other guy has all the guns, or when you of the U.S. and Great Britain; figure out where an
need to deal with social bureaucracy. ancient manuscript came from.
Specialties: Administration, Barter,
Bureaucracy, Conversation, Interrogation, M echanic (S killed O nly )
Intimidation, Leadership, Persuasion, Politics, A Brotherhood Chapter makes use of many
Seduction. different mechanical devices, ranging from cars
and tools to more unusual gadgetry. Some of it is
relatively simple, but most of it is not. None of that
trips you up, though. You know your way around the
machines and can make them stand tall and salute, if
that’s what’s needed. This Skill might let you build an
engine from scratch, redesign a machine, or perform
other feats involving mechanical devices. However,
this Skill focuses on mundane mechanics—the
S ur vival
conditions and deal with small problems. Serious Modern living is all about convenience. Houses,
mechanical trouble requires Mechanical Engineering. fluffy beds, hot showers—you don’t need all that. You
Chapter Three: What It Takes
Specialties: Airplane (Heavy), Airplane (Light), can find food, water, shelter, and your way around
Fighter Plane, Helicopter (Light), Helicopter when civilization isn’t available. This Skill can even
(Transport), Hovercraft keep you alive in the face of extremes of weather or
An Average (7) Difficulty task might include: Fly when hindered by minor injuries.
through mild turbulence; land or take off quickly; Specialties: Camouflage, Find Shelter, First
refuel a large craft. Aid, Foraging, Outdoor Life, Specific Environment,
Tracking, Trapping, Woodcraft.
R anged W eapons An Average (71) Difficulty task might include:
Guns are useful, but there’re times when you Hunt or trap small game; identify the signs of
don’t have one. That doesn’t worry you. If it can be habitation, animals, or events; perform first aid on
thrown, aimed, or released, you can use it. These are cuts or broken bones.
not generally accepted military weapons, but they
can hurt people all the same … and since when was T ech (S killed O nly )
anything in the Brotherhood generally acceptable, Complicated electronics, computer systems,
anyway? and programming don’t scare you. You’re up to snuff
Specialties: Blowguns, Bolos, Bows, in hacking through a database, rewiring a security
Crossbows, Darts, Grenades, Javelins, Repair, Slings, system, creating a computer network, or even
Throwing Knives. working on electronic sentience. Without the Mad
An Average (7) Difficulty task might include: Skillz Asset applied, the Tech Skill alone isn’t quite
Hit a man-sized, stationary target across the room; capable of achieving A.I. or other truly amazing feats.
replace a bow string; locate a good-sized throwing Specialties: Communications Systems,
rock in the field. Computer Programming, Create Technical Devices,
Electronics, Hacking, Jury-Rigging, Repair Electrical
S cience (S killed O nly ) Systems.
Studying history, politics, and human emotions is Average (7): Operate most advanced computer
all well and good, but in today’s technology-oriented equipment; override standard directive protocols
fleet, science is king—well, so you claim. You possess and basic computer security; write a simple program;
advanced scientific knowledge, understanding repair moderate system damage; disable a cheap
complex processes and concepts. Chemists, home security alarm.
physicists, and botanists, among others, use this
We Ride
L
athien tunes out the distractions—the fog of cigarette smoke, the cloying aroma of buffalo wings,
the rhythmic thumping of the drunk couple mating in the supply closet—and scans the bar for his
target.
There, at the bar. A petite elfin beauty with hair like golden silk. Already giggling, well over her limit.
80 Lathien grins. He’ll enjoy bouncing this one around for a couple hours even after he gets the intel.
She’ll be much more pleasant than the fat lady warlock who’d summoned him. That had been unsatisfying,
but easy—a little Charm, a simple beckon, and she’d stepped right into the pentagram she’d so carefully
set up to bind him. Tonight, Miss Blonde Beauty will sing for him, and just like the warlock, her voice will
join the chorus of screams in his head.
Beauty perks up, looks over her shoulder. Careful not to open his mouth—no need to let her catch a
glint. Lathien increases his pheromones and winks back. She blushes from ears to chest, lighting up a face
already lit up by booze. Yes, he’ll enjoy this one very much. So seldom he actually gets to seduce something
Chapter Four: We Ride
sexy.
Lathien slides onto the stool beside to her—and almost hesitates when he spots the 12 empties
in front of her. She couldn’t have put all those away, could she? Frail can’t weigh more than a buck and
change. No matter, though it does take away some of the challenge. He feels her body heat rise, hears her
pulse increase.
Her eyes rest on him, wide and inviting, her mouth slightly open and her breath caught. Lathien hits
her with The Gaze, focuses his Voice so it will only reach her ears.
“Hi. What’s your name?”
She flushes, tries to look away. He gently catches her chin, steers her gaze back into his.
He smiles—again without opening his mouth. “Would you like to be mine?”
She closes her eyes, leans forward for a kiss. Lathien meets her lips and drinks deeply of her.
This is almost annoyingly easy. What secrets could this little bink possibly have that they need him to
ease out of her? It’s not much of a hunt when the prey throws itself at you. Maybe he’ll come back when
he’s done … that redhead in the corner’s pretty hot. So’s that hunky bartender—
Pain! Burning boiling pain!
She shoves him to the floor, spits something into her hand. Wiping black ichor from around her mouth,
she pulls out a pair of earplugs.
“Incubus, right?” She looks down at his tongue—his beautiful silver tongue!—in her palm.
Rage! He’ll make her dig her own hair out, burn her skin with irons! Months will it take her to die!
Lathien summons the Voice … which requires a tongue, and … uh-oh.
“Figured that out, huh?”
She kicks the stool over, and Lathien notices she’s clad in camo from the waist down. And now she’s
grabbing something from under the … is that a rocket launcher?
Sally rests the tip of a recoilless hollow discharge weapon on Lathien’s chin. “Name’s Sally,” she says,
“and you’re a lousy kisser.”
The last thing to go through Lathien’s mind is a high-velocity anti-tank warhead.
82 When to Roll
rolled at all). Trying to vault a waist-high barrier of
barbed wire to escape a pursuing hellhound is Hard
or worse, even in the best of conditions.
Rolling dice is part of the fun. Part of the game is In these cases, the Game Master sets the
chance, just like when a Chapter of the Brotherhood Difficulty before the roll is made, depending on
sits down to a friendly, who-can-cheat-the-hardest his view of the innate challenge of the task under
game of poker. Still, too much rolling and the story average circumstances. If your roll is at or above the
disappears. One of the first things you need to learn Difficulty, you’re good to go. If not, sucks to be you.
Chapter Four: We Ride
is when to roll—which is often the Game Master’s The Difficulties Table lists the most common
call, but it helps for the players to understand too. settings for the Difficulties. That doesn’t mean there
Walking down the corridor, calling up your soon- can’t be other ones, though. Game Masters could
to-be-deceased loved one, packing a suitcase—none shift those numbers based on the circumstances,
of these actions can be messed up easily. They should and those shifts need not be in groups of four points.
happen in the normal course of the game and be Hiking up a hill might be Average (7) Difficulty most
finished with quickly; the story moves along. No need of the time, but a light rain might bump it up to 9,
to worry about their success. or spending a Plot Point to find a good trail might
Some actions have a chance of failure, but aren’t reduce it to 5.
meaningful to the storyline. This is especially bad Some Complications negatively affect a
when rolling the dice and failing would only serve to character’s unopposed actions. In those cases, the
derail the plot. For example, think about a long cross- Complication increases the Difficulty after the Game
country drive. Things can and do go wrong in even Master has otherwise set it for the conditions present
the most routine trips, and the longer the drive, the at the time.
more likely it is. Same deal with basic maintenance
on dangerous weapons and firearms, or injecting D egrees of S uccess
someone with an antidote, or debriefing a superior Sometimes the degree of success or failure is
after a mission. Despite the chance of failure, if important. In that case, look at how much ground
pausing to determine success, (or the consequences separates the roll result and the Difficulty. When the
of blowing it) is irrelevant to the storyline, don’t roll. result equals the Difficulty, you’ve got the barest,
Just let it happen and move on. Hell, even if there’s razor-thin success. When the result is several points
a good chance of failure, your Game Master may not too low, it’s not even close.
ask for a roll. Noticing a crucial clue in the ruins of Botching represents a monumental or complete
a temple is not easy, but if the plot requires it, it’s failure. That happens when all the dice rolled show
gotta happen—the drama isn’t about players making ones. In that sorry situation, the Game Master
Demon Hunters that can roll high on certain checks, should be creative in describing how bad things are.
it’s about the story they tell by making choices. Of
course, the same applies when the plot requires
84 I nitiative
Agility + Alertness: This is rolled at the
Convention is attacked by crazed Japanese robo-oni.
Ned doesn’t have any combat skills, but the Game
Master does inform his player that there’s a life-size
beginning of combat to determine how quickly a “replica” of the Star Ace Raiden battlemanga suit
character reacts. It could also be rolled in the face nearby. Ned’s player asks if Ned could jump into
of sudden danger, like poison gas, a grenade, or a one of those and use his Agility + Knowledge/Geek
collapsing floor. Culture in place of Unarmed Combat. The Game
Master sighs, nods, and Ned’s player picks up his
R esistance
Chapter Four: We Ride
dice.
Vitality + Vitality: This roll resists
environmental hazards, such as poison, radiation, or
disease. Unskilled Rolls
Some folks don’t have the right Skills for the job.
Skilled Rolls A tech-specialist might find herself in a combat-heavy
Attribute rolls are important, but most rolls ground action. A nightclub singer might be stuck going
involve a Skill. Unlike Attributes, Skills are never hand-to-hand with a vampire. Wolf might need to
rolled by themselves. They are always combined with read something.
a single Attribute. Trait and Plot Point dice are added When your Demon Hunter doesn’t have the
when applicable. right Skill, you just roll his Attribute. General Skills are
When you want your Demon Hunter to do broad, but they don’t cover everything. A kind Game
something skillful, the Game Master considers the Master might allow you to use a related Skill instead
action and the situation, and decides which Attribute of the most appropriate one, but don’t count on it.
and which Skill are most appropriate. If the character No Skill should become a replacement for all the
doesn’t have a precisely appropriate Specialty, his others. If things look really grim, tap into your Plot
closest General Skill is used instead—you never roll Points.
two Skills, and you never roll both a General Skill and Remember, some actions require actual
a Specialty Skill. Roll the dice, find the total, and see if training to be attempted at all. Surgery, computer
that beats the selected Difficulty. programming, and other highly specialized fields are
examples of actions that can’t be attempted unskilled.
Ned, an accountant, desperately wants to Chapter Three: What It Takes designates which
attend the Star Ace Raiden Ultimate Manga Skills can only be used after training.
Convention. Unfortunately, he first needs to
persuade his boss to cover his weekend shift at Complex Actions
work! The Game Master tells Ned’s player to roll his Most actions are resolved with a single roll,
Willpower + Influence/Persuasion against a Hard usually taking only a moment or two of game-time.
(11) Difficulty. Ned isn’t a terribly smooth talker, They are called standard actions. Other tasks are
86 C hange of C ircumstances
If the conditions surrounding a roll vary from
combined. For example, three Demon Hunters could
try heaving an ancient stone sarcophagus out of a
crypt. Depending upon the circumstances, the Game
plain vanilla, the Difficulty should be adjusted. Master may limit the number of characters that can
Conditions are beyond the direct control of the combine efforts at one time.
character: weather, lighting conditions, storms
of unholy energy, and the like. If they favor I ndirect A ssistance
the character—say, trying to make a report to When one character can only offer aid to
Chapter Four: We Ride
Brotherhood HQ while in a holy area—the Difficulty another, rolls are not added together. Instead, both
should drop. Otherwise—trying to send that characters roll, and the highest result is used. This
report from the outlands of Hell—the Difficulty occurs when a nurse assists a doctor, a copilot aids a
goes up. The Game Master can simply push the pilot, and so on.
Difficulty up or down levels (Average to Easy; Hard
to Formidable) or he can set a specific increase or
decrease. With opposed rolls external modifiers
generally aren’t applied. The circumstances apply
Plot Points
So, you wanna be a hero? A big-shot Demon
equally to both sides and thus cancel each other Hunter with a chance at Alpha One? That’s
out. In some cases, one side gets a benefit; say, admirable, kid, but it can’t be done if you don’t
background noise aiding a sneak thief. The Game survive. And it ain’t heroic to screw up when the
Master adds a bonus to one side, or a penalty to team’s counting on you. Plot Points help with all
the other, or both, as he sees fit. These adjustments that. Plot Points let major characters, usually Demon
rarely should go over +4 or –4. Hunters, throw their dramatic weight around. They
give the Demon Hunters—and their players—a little
P ersonal E dge more control over the storyline.
If the circumstances are internal, affecting a Plot Points should be tracked by something
character’s abilities, the actual dice rolled are subject physical during the game. Poker chips, colored beads,
to change. Dice are arranged in steps, and such or the like work well. This allows Plot Points to be
modifiers create step bonuses or step penalties. A exchanged by the Game Master and players regularly,
+1 step changes a d8 into a d10. A –2 step drops quickly, and in varying amounts. That makes the
a d8 to a d4, and so on. A +1 step above a d12 game run much more smoothly; handing them out
adds a new d2, and each step beyond that increases and taking them back is much less distracting. Once
the new die. If penalties reduce a die below d2, it everyone knows how Plot Points work, best that
is eliminated completely and the extra penalty is you don’t discuss them at all. Instead, concentrate on
ignored. It’s possible that circumstances completely translating their use into interesting and imaginative
eliminate all dice; the action automatically fails. game play.
Because of this, the exact die modified should be
88 9
10
11
d12+d6
d12+d8
d12+d10
9
10
11
Points every time something bad happens to
them!
gets in his way. When he realizes that his rival has happens.
ordered the recent attacks, or he confronts the
Rival directly, then he gets them. I mproving A ctions
Plot Points can be spent before a roll to add
Situational: Some Complications require a an extra die. The more points spent, the bigger the
trigger, usually out of your direct control. Plot Points die—a single Plot Point adds a d2, 2 Plot Points add
should only be awarded if the Complication places a d4, and so on. This die becomes part of the roll,
the Demon Hunter in direct danger, or causes him a just like any other, and is added to the total. The
significant difficulty. Plot Point die does have one special trait: it can’t roll
lower than the number of Plot Points expended on
London’s canine tendencies make him It (half the maximum value of the die). If it shows a
susceptible to certain … deceptions. When lower number, it counts as equal to the points spent.
someone figures this out and gets him out of the When two dice are added by Plot Points, their total
way by throwing a stick and shouting “Fetch,” the cost is the minimum total result, not the minimum
Game Master awards him some Plot Points. result on each die.
Constants: Some Complications cause ongoing You spend 3 Plot Points to add a d6 to your
or unavoidable problems, such as being Blind or roll. If that d6 rolls a onw or a two, the actual result
missing a limb. In these cases, Plot Points are not is ignored and it is counted as a three. If 6 Plot
awarded in ordinary, day-to-day situations. Rather, Points are spent, and the d12 rolled comes up five
they are granted when the Complication becomes a or less, it counts as six. Spending 8 points gets you
significant hindrance. a d12 and a d4. The combined total of those two
dice can’t be less than eight.
Being a Klutz doesn’t grant Ned Plot Points
when he trips over his own shoelaces, but when it
almost gets him or his friends killed, then the Game
Master might toss him some Pity—er, Plot Points.
11+
minutes to plot our escape!
Defining: My Demon Hunter used to
have a thing with one of the traitors— 30 minutes
89
maybe we can redem him!
your enemies is up to the Game Master—he might bold, rich taste of Cobbler’s Crystals’ Italian Roast.
just keep them busy! Also, he can’t be summoned Of course, exerting the necessary pressure to
more than once per adventure; the Game Master make the change you want means fueling the spell
decides how long it takes for him to be available with a lot of metaphysical mojo. Think of it as bribing
again. the universe to look the other way for a minute, or
paying a greater power of some kind to do the work
Spellcasting 101: for you. The bigger the favor you want, the more
energy you need—and the bigger the sacrifice. A few
92
Threshold to set it at. This is more of an art than a science (no, really), so he should choose one that feels
right to him. If the Game Master thinks the spell is pretty tricky, he probably shouldn’t set it at Easy or
Average, but Hard or Heroic might do. Then comes the fun part—picking an appropriate sacrifice and any
conditions that are required to perform the ritual, and what the ritual itself looks like. The Game Master can
leave the latter part to the player, actually, since he doesn’t have a hundred other things to worry about.
Keep in mind that very difficult rituals (Heroic or harder) should come with some stringent requirements.
Maybe they need to be performed under a new moon, or in the middle of an empty baseball stadium.
Whatever—try not to get too silly about it, but keep in mind that there’s a reason these are hard. The
practitioner is trying to trick reality—that takes some serious mojo.
All of this can take time away from the game, and other players might become a tad annoyed at all of this
Chapter Four: We Ride
mystic nonsense if it’s keeping the spotlight away from them. Game Masters should consult with ritual-using
players before the game starts. What rituals do they know? Do they have a signature spell or two they rely
on most? Player and Game Master should work together to come up with a couple well-defined rituals
that the Demon Hunter knows, and note them down for use during the game. Put some flavor into it—the
description of how a ritual works can be an interesting part of a Demon Hunter, and there’s no time to get
too elaborate with rituals being created during the game.
Once a ritual has been identified for the Demon Hunter, the Game Master should decide whether or not the
practitioner’s likely to know many other spells, and if so, what kind. If he only knows the few you detailed,
the player can have fun seeking out new sources of ritual knowledge—it might provide a driving need for his
Demon Hunter to commit some time to research. However, it’s just as fine if he feels they should have the
capability of performing a number of as-yet-undefined rites; just decide what types of rituals he’d know, and
move on to the game! Enough already!
one can improvise in the field … if you’re feeling than what the player is doing. There also may be a
brave. Improvising and skimping on details is a risky series of minor objects or materials required that
business, though; see botching. don’t really count as the sacrifice, such as a pinch
of grave mold, a ring of candles, or a martini (some
Playing it Out Dark Powers like a drink before they start work, and
Okay, so we know it’s a Complex Action some Chaotic ones never work sober).
that takes time, multiple rolls, and so on. But the
important part, what is the Demon Hunter actually Getting Distracted
doing? He’s not rolling dice—he’s performing a ritual. Unfortunately, because of their length, rituals
That could mean any number of things. Get creative, sometimes get disrupted. If there’s a lot of noise, or
or ask the Game Master to define the requirements the boat the practitioner’s in is rocking, or something
of the ritual. They could be chanting while sitting in like that, he has to make an Average (7) Willpower
some weird yoga contortion, or making geometric + Discipline/Concentration roll when the distraction
calculations on the ground with a stick, or staring starts. No more than one Concentration roll is
at a crystal pendulum, whatever it is, it’s something needed for each casting roll on the ritual, and for a
weird, probably obvious, and much more interesting single continued distraction the Game Master may
94 Ø
hatchet.
A witch doctor could curse someone to
be afflicted with a Complication of up to
I ncredible
Ø 30 minutes per roll.
Ø Sacrifices will almost certainly include some
the d4 level for a day; a geomancer could large or emotionally important creature
map out all the ley-lines of power in a city; (either a sacrificial bull, or someone’s pet)
or a medium could force an angry spirit to along with some valuable or rare supplies
divulge why it haunts the old mansion on of some kind, or could even require an
the hill. entirely unique object.
Chapter Four: We Ride
Ø Botches become much more dangerous, Ø Minor but permanent effects are possible,
causing an even worse curse to plague such as blessing a beer pitcher to be
the caster, the ley-line energy to discharge perpetually icy cold and full, or a pendant
violently for an explosion of 3d4 Basic to pulse with light in the presence of
damage (fewer dice for those farther away lycanthropes, or a spirit to be bound into
from the caster), or the angry spirit to a skull and forced to serve as an assistant
attack outright. to the caster.
Ø Botches cause 4d6 Wound damage, might
F or midable destroy a whole building, or could place a
Ø 10 minutes per roll. year-long curse upon the caster.
Ø Sacrifices will often include objects with
higher worth, or particular sentimental R idiculous
value, such as the last letter a husband Ø One hour per roll.
wrote to his deceased wife or someone’s Ø Sacrifices could include human or mass
beloved pet. animal sacrifices, or unique or mystical
Ø A shaman might bless his entire Chapter artifacts of some power—the kinds of things
to be able to see immaterial spirits until that might take months to track down,
the next sunrise, a healer could stop major and even then be difficult to acquire. The
internal bleeding (if he could cast the effects, however, include the enchantment
spell quickly enough), or a necromancer of almost any permanent effect.
could bar all undead from leaving the local Ø A necromancer could raise a whole army
graveyard for a month. of undead, possibly bringing back the
Ø Botches can cause up to 3d6 Basic damage, souls and bodies of those killed on a vast
destroy the contents of the room the spell battlefield to fight for him. A witch doctor
is cast in, or permanently blind the caster. might turn the entire town into a group of
zombie-like servants, or curse a village to
sleep for a year.
Combat
Initiative, and record that number on your
Demon Hunter sheet. Instead of rolling,
Demon Hunters and their adversaries always
Combat is dirty, dangerous, and chaotic—it’s not act in this order, using dice only to break ties
pretty, nor is it for those with weak stomachs. For when absolutely necessary. Plot Points spent
on Initiative rolls add a die as usual—the
the most part, combat involves Opposed Actions:
I nitiative A ctions
When combat starts, the Game Master decides Many types of activities are possible during
who acts first. Usually, it’s the person initiating action, a turn. All are brief in duration, granted, but role
hostile or otherwise. That person gets to make one playing is about imagination. Your Demon Hunter
action right away. After that, all the players roll their should act as he sees fit; the Game Master will rein
Demon Hunter’s Initiative (Agility + Alertness), and you in if necessary.
the Game Master does the same for their opponents, An important distinction in the Demon Hunters
allies, and incidental characters. To speed things up, game is whether a Demon Hunter’s activity during a
the Game Master can just roll Initiative once for each turn is an action or not. Actions take some degree of
type of character: one roll for all Sisters of Divine concentration. One action is generally all a character
can perform in one turn without suffering penalties.
Extraordinary Success, the distance slides two levels in the favor of the winner. When the distance reaches
Caught, the two parties are close enough to engage in combat, grapple, and so on; the chase ends in favor
of the pursuer. If the distance reaches Escaped, the pursuers are left behind or lost—the pursued should be
allowed at least long enough to catch his breath before they catch up or find him again.
Each turn of one party moving faster than the other (for example, if one of the parties runs out of breath and is
forced to stop Sprinting or Running, or chooses to move more slowly), the distance automatically slides one
extra level in their favor for each speed level (standing still, Walking, Running, Sprinting) of difference.
concentration on his part. As a second action, he Ned succeeds, remains on his feet, and
rolls Agility + Athletics/Running, Normally his the Game Master describes how Ned heroically
Running Specialty is d10, but as his second action throws himself in front of the demon-spawn, which
it is reduced by –1 Skill Step to d8. Fortunately, the promptly eviscerates him. Maybe, once he gets
Game Master sets the difficulty at Easy, and Ned rebuilt, he’ll at least get a thank-you.
succeeds.
Unfortunately, Ned didn’t realize what
unholy demonic funk could reek from the bowels of Movement
the hellspawn he’s going up against. As he charges Mostly, characters can move as they please;
under the branch the demon has climbed on to, the there’s not much to stop them. Sometimes it’s
stench wafts down, threatening his consciousness! important to know how far a character can move in
The Game Master tells Ned he has to make a a given amount of time. Pretty much, that happens
Vitality + Vitality roll to resist the effects of the during tense moments or action sequences.
devil-smell. While doing something now would be
a third action and suffer a –2 Skill Step penalty, W alking
the up-side here is that this kind of involuntary Characters walk their base movement in one
reaction—like the Alertness + Perception roll turn. For most, base movement is equal to 15 feet
above—doesn’t count as an action, and so receives per turn, but that might be altered by Traits. Walking
no penalty. does not count as an action.
R unning C limbing
Running covers double a character’s base If your Demon Hunter is in a controlled
movement (usually 30 feet) in one turn. This
expends an action.
Characters can Run for a number of minutes
environment and using safety equipment, like the
local gym, or is tackling a particularly easy tree
or ladder, no climbing roll is needed. Otherwise,
99
equal to their Vitality dice’s maximum. After that, use Strength + Athletics/Climbing. The Difficulty
they must slow to a Walk for at least 10 minutes, or depends on the surface being traversed—a tree with
rest for 5, before they catch their breath. many limbs might be Easy (3), the side of a house
would be Hard (11). The roll is made at the start
S printing of the climb, and the climber does not need to roll
to three combat turns, as long as he does nothing an artery on a limb suffers the –4 Skill step penalty,
else (some nonactions, such as talking, may be rather than the –2 for a limb, and can kill the target;
allowed; walking or hitting the dirt is not). Aiming likewise, a kidney shot would take the –3 Skill step
grants a +1 Skill step for each turn spent aiming. penalty for the hand-sized target, rather than the –2
If you’re distracted before you have the chance to for the torso.
get off the shot, you lose your bonus unless you
make a concentration roll: Willpower + Discipline/ C overing
Concentration, Average (7) Difficulty, –1 Skill step for Covering an area is a good way to deny it from
each turn spent Aiming already. your adversaries. If anyone enters that area (comes
through a doorway, comes around the corner,
C alled S hots stands up from behind the barricade, etc.), you start
Called shots target a specific part of the body swinging or firing. Covering is an action, and the
or other small area or object. They suffer penalties area covered must be declared when it starts—as
because of the smaller target area, but bring on a a rough guide, your Demon Hunter can’t cover
world of hurt. an area much larger than the width of a hallway
Full Target: In general, assailants target the in a public school or the front of a convenience
central body mass—or, an object about the size of a store. If something happens in the area, you can act
person, doorway, etc. No penalty. immediately even when it’s not your turn. If nothing
Moderate Target: This includes targeting a leg, happens, you lose your chance to perform any action
arm, or torso, or an object about the size of a chair. until your Initiative comes up again. Covering can
The attacker suffers a –2 Skill step. carry over from turn to turn as long as your Demon
Small Target: Attacking a hand, foot, or head, Hunter performs no other action during that time
or an object about the size of a book, rifle, or helmet. (nonactions, like talking, are possible), or moves
This imposes a –3 Skill step. out of range. However, this does not accumulate an
Miniscule Target: Targeting something as small aiming bonus.
as a heart, kneecap, or eye (or doorknob, poolball, When you declare a covering attack against a
Cipher visor, etc) entails a –4 Skill step. single target, rather than a general area, it’s called
a threat. If that sucker moves or does anything
Demon Hunter grabs a bottle, chair, stick, turkey leg, step penalty. Beyond that lies extreme range. Attacks
or other improvised weapon, ask the Game Master at that range suffer a –6 Skill step penalty. Your Game
what rules apply. The more unwieldy the item, the Master may decide that anything beyond 10 times the
greater the penalty (–1 to –4 Skill step generally). range increment is a waste of ammo (no chance of
Most common items also have fairly small damage hitting).
dice. On the other hand, the weapon does Basic, not
just Stun damage (as fighting unarmed does). S neak A t tack
The range increments listed in Chapter Five: A wise man once said, “Fighting fair is fighting
The Warehouse only apply if a weapon is used stupid!” Attacks from behind or on an unaware target
as intended, and is designed for such use. Tossing have an Easy (3) Difficulty, unless the target is moving
a pistol has nothing to do with the gun’s normal erratically enough to warrant an innate defense roll.
range increment. A pointy piece of metal may cause This gets particularly ugly if the attacker has time to
damage like a knife but it sure doesn’t throw like aim. If gets even more ugly if you miss and they find
one. Again, improvised weapon rules apply and out what you were up to.
your Game Master decides the Skill step penalty
depending on the range and the unwieldiness of the T hrowing
item. Hurling a weapon designed for throwing (such
as a throwing knife) is handled like any other ranged
B eing P rone attack. The attack might use Strength or Agility,
Attacking while prone incurs a –2 Attribute step depending on the weapon. Chucking a grenade
penalty while trying to attack within melee range, or other explosive has an Average (7) Difficulty to
since moving to deal with direction changes is much hit the correct area, up to 100 feet away—when
more difficult. If the situation is appropriate, the thrown, if the target is beyond 100 feet, the thrower
Game Master may rule that this doesn’t apply to also has to make a Strength + Athletics/Throwing
most long-ranged firearm attacks. (or other Skill) roll. The maximum distance they
can reach is (100 + roll’s result) in feet; if that isn’t
Optional Defense
Die Type Defense
for someone not moving or making much noise, and
Ridiculous (27) for someone making a Stealth roll
(the roll must also be higher than the target’s Stealth
103
d2 2 roll). This will give your Demon Hunter a clue about
d4 3
where the target is. Hitting that target still requires
d6 4
d8 5 a roll with a –6 Skill step at range, or with a –4 Skill
d10 6 step in close combat.
d12 7
104 D odging
You live longer if you stay out of an enemy’s line
of fire. Ducking, leaning, sidestepping, jumping to
not behind cover. The defense doesn’t get the bonus
from Cover, but the attacker’s Skill dice suffer normal
Called Shot Skill step penalties.
the side—dodging includes all of that. Roll Agility + Prone: In a firefight, being face first in the mud
Athletics/Dodge; the result becomes your opponent’s is safer than being upright out in the open. Still, it’s
attack Difficulty. Note that this is essentially the same no picnic. You can’t dodge when you’re prone, or
as innate defense, but dodging allows you to use your even use innate defense. Being prone is generally
Skills where innate defense does not, and dodging the equivalent of Light Cover, save for two things: it
Chapter Four: We Ride
may be increased with Plot Points. removes 2 dice from nearby explosions instead of 1,
Dodging usually counts as a reaction. Your unless you’re on top of the explosive, in which case
Game Master may allow Demon Hunters to throw you take full, maximum possible damage, but reduce
himself to the ground as a nonaction, but no further 1 die for everyone else. Also, being flat on your
movement or dodging is possible that turn. Hitting back sucks against close combat attacks. An attacker
the dirt is rolled as a regular dodge. After that, your gains a +2 Skill step bonus. At the Game Master’s
Demon Hunter is prone. Hitting the dirt gets you out discretion, even blocking might not be possible. Our
of the way fast, but can cause problems later. advice: Get the hell up!
106
roll on the weapon’s damage die, rounding
of tracking a half-demon to a fuel refinery—an down if necessary.
exploding tank catches them in the blast! The
Game Master decides that the damage is 5d6 Optional Damage
Wound, and the blast increment is 15 feet. He
Die Type Damage Bonus
d2 +1
rolls the dice; they come up five, four, four, two, d4 +2
one, for a total of 16 Wound damage. The unlucky d6 +3
bastards within 15 feet of the explosion are most d8 +4
likely killed outright. Those between 15 and 30 d10 +5
d12 +6
Chapter Four: We Ride
fire. They heal at half the normal rate and often leave
disfiguring scars. Bleeding characters take d2 Basic damage every
turn that they perform strenuous activity. If they lie
P lague , P estilence , and P ox still and breathe easy, they suffer the same damage
Characters fight off disease through Resistance every minute. If they are able to slow the bleeding
(Vitality + Vitality) rolls. The Difficulty and effects through a tourniquet or applied pressure, the damage
depend upon the disease. Illness effect could range is reduced to once every ten minutes. Use of the
from a –1 Attribute step to all actions for a minor First Aid Skill (see Recovery, on page 110) can stop
cold, to almost certain death. bleeding, which is generally a good course of action.
S tunned
Stunned characters can’t perform actions. They
Harkadian: “I block his attack with my sword.”
How it All Plays Out: Damage would be 0 (12 attack–12 defense), but
the club’s weapon damage die might still hurt.
In a tabletop, field work simulation, Game Master: “The Cultist is almost foaming
Harkadian and Gator are playing as themselves. at the mouth now, frustrated by coming so close to
They have chased a couple of zombie-raising victory, only to have Harkadian’s sword bat his club
cultists into an old barn at the edge of town, where away at the last second. Gator’s up next.”
they stand and fight. As the two Demon Hunters Gator: “Brass knuckle time! I go for the second
burst through the open barn door, the Game cultist—Hark can take care of himself.
Master asks them to roll Initiative. He notes down Harkadian: “Gee, such team spirit.”
that Cultist one rolled an 11, Cultist two only Game Master: “Gator, you manage to cover
managed a four. Harkadian rolls a seven and Gator the distance to the second Cultist easily; roll
rolls nine, making the order of Initiative Cultist Strength + Unarmed/Brawl.”
one–Gator–Harkadian–Cultist two.
The Game Master decides that the Cultist,
Game Master: “The first Cultist hurls himself like Gator, is stupid. He doesn’t bother to dodge,
at Harkadian with a blood-curdling yell! He’s since he wants to save his actions for an attack
swinging at your head with a club.” Secretly, the later—he rolls only his innate defense, which
Game Master knows the Cultist also plans a second doesn’t count as an action. However, that’s only a
attack, but Harkadian doesn’t know that yet. d6 (his Agility). He rolls a four. Gator, after taking
Harkadian: “I dodge to the side!” into account the Called Shot to the head, rolls an
11, for an Initial Damage of 11–4 = 7.
110 17–18
19–20
21–22
31
35
39
155
175
195
23–24 43 215
Game Master: “That’s an Extraordinary Game Master: “That’s a hit! Initial Damage is
Success! Gator’s brass knuckles do Basic damage, but basic, so that’s 1 Wound and 1 Stun, but the damage
only a d2, so the +3 steps increases that d2 to a d8 die is all Wound on a sword, so it adds up to a total of
Chapter Four: We Ride
(Gator rolls a d8, and gets a three)—so the Cultist 6 Wound and 1 Stun. He’s bleeding pretty badly from
takes 3 Wound and 4 Stun from the Initial 7 damage, a nasty cut on his left side.”
and now 1 more Wound and 2 Stun from the damage
die, for a total of 4 Wound and 6 Stun. And … hmm, Next Cultist two would go, but he’s out, so the
let’s say he has to make a Hard Endurance roll or turn is over. Cultist one is up next, but now he’s so
pass out, because of the Extraordinary Success.” injured that he suffers a Wound penalty for having
taken half or more of his Life Points in Wound
The Game Master makes an Endurance damage: –2 steps to all Attributes. He’s not going
(Vitality + Willpower) roll against a Hard (11) to last much longer!
Difficulty for Cultist 2—and he fails it.
as a possibility for cases where there aren’t many other options and permanent character death would be
inappropriate to the story or ruin everyone’s fun. However, this should also come with a cost—perhaps the
Demon Hunter is sickly for a while, permanently loses a step of Vitality, or the player has to discard all his
current Plot Points.
W aking the U nconscious character is alive but still dying. He can be treated or
Characters who are out but have no Shock stabilized but must still make Endurance rolls to stay
Points can sometimes be roused with a slap, a shout, alive.
cold water, or the like. They make an Average (7) Characters who die from massive damage
Endurance (Vitality + Willpower) roll to wake up. (double Life Point maximum in Wounds) can’t be
This can be done once per turn. If the character revived; they require the Brotherhood’s special
succeeds, his Stun damage is reduced to the point treatment. See “Returning to Life,” above.
that total damage is one less than his maximum Life
Points. S timulants
If your Demon Hunter is on speed, he’ll spend
R eviving the D ead a few hours running around like crazy and then
The Brotherhood’s medical capabilities make take a dirt nap. Did he not watch community
many things possible—including life after death. service announcements on Saturday morning TV?
However, the best option—before reanimation For six hours, he experiences a state of heightened
or supernatural means are required—is simple awareness—all fatigue penalties are eliminated
resuscitation. The medic performs First Aid, but the and a +1 step is granted to Alertness and Agility.
Difficulty starts at Formidable (15) and increases After six hours, the character crashes, and returns
by four for every minute the character has been to whatever fatigued state he started in. He also
clinically dead. If successful, the patient makes an suffers an additional –2 Attribute step until he gets
Endurance roll at the same Difficulty that caused his at least 12 hours of rest or takes another round
death (see Dying, on page 107). If that works, the of stimulants. Each six-hour “up cycle” imposes
cumulative Attribute step penalties. Using stimulants
B rotherhood S urger y
113
you’re unconscious. The sedative may last from as Brotherhood medical mad science allows
little as an hour to as much as 12, again depending surgeons to operate in conditions and at speeds
on the dose and the sedative type. Most often, that put modern medicine to shame: A mad doctor
your Demon Hunter will be exposed to this kind usually only requires five to15 minutes per roll (half
of drug from an outside source. After all, you have the usual time), and can perform his work in field
speeds (whatever those are for the specific vehicle), Mad Scientist using Brotherhood techniques has an
in good terrain, during calm weather and in daylight advantage here, as well, with each roll only taking 30
should be Easy (3) if a roll is forced. Bad weather, bad minutes.
terrain, distractions (like a pack of demons following,
or one on the roof), high speeds, and so on all have C r ashes and C ollisions
the chance to increase the Difficulty—each negative Being hit by a vehicle sucks. Generally speaking,
factor can impact the roll by increasing the Difficulty when a vehicle hits something, it causes serious
by up to +4. For example, driving a car at normal problems. Calculate the damage based on the
speeds during a light rainstorm (+2 Difficulty) on speed the vehicle was moving: Up to 10 miles per
a dark night (+4) while a bunch of friends chatter hour inflicts d4 Basic damage. Beyond that, every
quietly in the back seats (+1) goes from being an 10 mph increase adds +1 step to this damage die,
Easy task to a Difficulty of 3 + 2 + 4 + 1 = 10. and it becomes Wound instead of Basic damage. If
The quality of the vehicle can add a modifier to the vehicle would take damage from the crash (for
the character’s Skill dice: This is called the vehicle’s example, it hits a tree), it takes the same damage
Maneuverability, and ranges from a penalty of –3 Skill (after Armor reductions). If two vehicles collide,
steps to a bonus of +3 Skill steps. Most vehicles have calculate and roll damage for each separately, and
a Maneuverability of zero, which has no effect on the apply both results to both vehicles. If a character is
Demon Hunter’s roll, but damaged, old, or high-tech trying to use his vehicle as a weapon, the attack roll is
or suped-up rides can change that. Alertness + Skill/Specialty, with the Skill modified by
the vehicle’s Maneuverability. Unlike normal attacks,
Getting Wrecked there is no initial damage. Beating the target’s
Just like characters, vehicles can be destroyed. defense simply counts as a successful hit. The target’s
They follow the standard rules for Breaking Objects defense could be Dodging, an Initiative roll against
(see the Special Situations section above): They are the attack roll, or anything else the Game Master
immune to Stun damage, have an Armor Rating that rules appropriate; some creatures may be able to
protects them, and have a certain number of Life Block the attempt! Damage is determined as normal
Points that determine how much damage they can for a collision. Character-type armor usually won’t
suffer before failing. help.
The Warehouse
116
W
arehouse duty. It’s been 10 years since Gabriel sat behind the oversized desk in the Brotherhood’s
Warehouse. Now, here he is again, teaching a new team how not to get themselves lost or killed in this
cavernous space.
“First thing you need to know is that the Warehouse is big. Really big. Really, really, super big. If you go
wandering without your communicator, you will get lost and most likely die of starvation before anyone even knows
you’re gone. If you do happen to die here, you will be properly stored and filed as per procedure.”
The ragtag bunch look incredulous. Ned, snorting quietly in the back, stifles a chuckle.
“Um, Mr. Gabriel, sir? What exactly do you mean by lost? This place can’t be that big. I mean, it’s just a
warehouse.”
Gabriel smiles deeply. There’s always one who questions everything you ever tell him. If you’re lucky, he’ll figure
out who’s really in charge quick enough to stay alive.
“You’re right, Ned. There’s nothing to worry about. I mean, why would your team leader start off an orientation
with a ‘You’re gonna die’ warning, anyway? He couldn’t possibly mean it, could he?”
Gabriel turns towards the screen behind him. Pushing a few quick buttons a map of several shelving units
surrounding the Quartermaster’s Bunker pops up.
“Here’s us.” Gabriel smacks his hand over the map. “Here’s the most immediate items you’ll need to secure for
teams going out into the field. Here’s the Door.”
A few more button pushes and the map slowly zooms out. Time passes and the map is still zooming further and
further. Finally it stops. The Quartermaster’s Bunker is now barely visible in the center of a nonsensical jumble of
lines. Maze after maze encompass city block-sized areas. Blinking lights by the hundreds pop up all over the map
indicating various stations, vending machines, and restrooms. One large flashing light pulses on the far side of the
map. The noobs’ eyes widen at the sight.
“This is almost the entire Warehouse. We simply don’t have the memory space to hold everything at once. This
inter-dimensional space would cover New York, Boston, and Philadelphia combined. Your communicator instantly
downloads all the maps for each section as you pass through. Without it, you would never find your way back.”
Gator starts to speak, but Gabriel cuts him off quickly.
“And the Door? Well, you’d never know which one you’re going into, would you? We have the only one-way
Keys. They’re not well marked and if you plug in the wrong one you might drop out in some really, really bad places
around the world. What would happen if you opened the Door to the Antarctic station while you were in your muscle
shirt, you big redneck? I mean, you’d freeze to death in a few minutes, probably. Or if you opened a Door that has
been compromised? You’d be torn apart before you could scream. Take this place seriously and you’ll be fine. The
Warehouse isn’t all paperwork and downtime. You are here to supply field teams with what they need to survive the
mission. If you do your job, you’ll be out of here as soon as possible. Any more questions?”
Gabriel allows himself a quick smile at the silence coming from the team. They’ll do just fine.
In fact, without direct intervention from St. time spending virtual money in a tabletop combat
Peter, anything outside of the standard prescribed simulation? No, we wouldn’t! If your Game Master
equipment is outright denied, regardless of cares about this kind of thing, he can take a look at a
extenuating circumstances. Teams will come up Happy Mart Catalog. For the purposes of this training
with the craziest reasons to need specialized manual, we’re going to assume your Demon Hunter
equipment. “The Order has infiltrated our secret either gets the gear or he doesn’t. Where he gets it
base,” or “There’s a giant sea monster off the coast from, of course, is the question.
of Vancouver.” Even Alpha One will say outrageous
things in an attempt to exploit the system. The Black Market
Why would a Demon Hunter need ready cash?
Availability To buy the things that he Supervisor won’t give them.
Amazingly, not everything is available at the Did The Supervisor deny your request for the C4
Warehouse. You’ll find most of the equipment you charges because he thought it “excessive” for use
need, but not the hottest clothing trends or any in taking out the Girl Troop’s headquarters? A few
weapons above your pay grade. Retail stores might phone calls will fix that problem right up. The key
have what you crave for that extra bit of firepower, is in knowing the right people and having the right
but you’re not exactly the least conspicuous person. amount of ready cash.
Add in the fact that different parts of the world carry Popular fiction imagines the Black Market as a
very different items and you’ve got yourself into clandestine operation, working in the dark streets
quite a pickle. Trading gets you good second-hand of Paris on a late night arms deal. Mysterious men
equipment and the Black Market nets you the rest. arrive with trunk loads of ammunition met by men
Whatever choices the Chapter makes, the Game with trunk loads of cash to exchange. Nothing could
Master will need to know what can be bought or be further from the truth. In fact, the Black Market
traded for at what locations. To help the Game operates very similarly to the Brotherhood’s own
Master figure all of this out, the equipment listed Warehouse, only it involves cash and a certain moral
here has an “Availability” rating of Warehouse (W), ambiguity.
Everywhere (E), or Black Market (B). Whether or All who use it consider the Black Market to be
not an item is where the rating suggests is completely neutral ground. The Boss insists upon the truce in
up to the Game Master. order to do business with as many people as possible.
accountants are in Purgatory, right? They’re there for climb things … well, it’s handy and comes in 50-foot
a reason, you know. increments. We’re pretty sure that’s a multiversal
standard increment.
O mega –C lass W eaponr y Key: Each Key is coded to the Chapter leader’s
While Demon Hunters generally may choose DNA and will only work with the proper code.
weapons based upon their aptitude or specialty, most Most Chapters only use the Key to travel to the
items are severely restricted. You may be allowed to Warehouse, but well-traveled Chapters will learn
take any weapon not placed on the restricted list. Try new codes and tricks to travel around the world.
not to hurt yourself. Entering random numbers is ill-advised as several
Doors open in very, very bad places.
O ther G ener al G ear Utility Belt: These useful belts are not just for
Backpack: Gotta hold the gear you’re taking? superheroes anymore. They will hold anything and
You’re going to need a backpack. The standard everything a Demon Hunter needs to have ready
Brotherhood issue pack will comfortably fit any from a PDA to shark-repellent spray, so long as it’s
Demon Hunter, regardless of size. It is weight-tested not very big.
to 200 lbs and is waterproof. Advanced versions may
contain extra pockets for an audio player or water Clothes
bottle. Ah, advanced technology. They say that the clothes make the man. They
Beer-Mug-Out-of-Nowhere: A bit of a certainly make the Demon Hunter. Each Hunter
mystery to most, the Beer-Mug-Out-of-Nowhere is has his signature style or schtick. From Silent Jim’s
a classic in the Out-of-Nowhere line. Brotherhood Bottomless Trench Coat to Gabriel’s Leather Jacket
Mad Scientists have been working on the intricacies or Albrecht’s Dog Collar, each conveys the owner’s
of it and have discovered ways to make new Out-of- personality to everyone who sees it. Fashion might
Nowhere objects. No one yet has determined where not seem important in the business of demon
Nowhere actually is or whose hand brings the object, hunting, but who wants to look like a mess while
but the Pen-Out-of-Nowhere and the Car-Keys- doing some major hunting? If the vampire slayers can
Out-of-Nowhere have become popular variants on look hot while doing their business, then so can the
the theme. Demon Hunters.
Bottomless Tankard: Well, it’s not technically Aviator Sunglasses: Unlike other sunglasses,
bottomless. Agent Wolf of Omega Fifteen found the Aviator-style shades are not for everyone. The
the bottom one night. It is not recommended that overly large lenses hide features and make you look
Hunter wants to wear while walking away from a make sure the pair fits and makes you look better.
giant explosion. Unfortunately, this is not a coat for Trust me, the mirror won’t help. Ask somebody you
everyone. The Research and Development lackey trust.
doesn’t need to wear a leather jacket to work. It will Sombrero: Not the hat for everyone. In fact,
not impress the other scientists. Leather jackets are this hat should be avoided at all costs unless one is a
for field use only. Duct tape is optional. slightly defective Cipher made in Mexico. On the plus
Muscle Shirt: Not for the faint of heart, the side, the sombrero does provide shade. That would
muscle shirt leaves nothing to the imagination. Even be the only plus.
on the most fit Hunter, everything shows. On those Three-Piece Suit: When one pictures modern
in less than top-shape, every curve is highlighted. gangsters, one imagines the finely tailored suits. An
If one has muscles to show off, this top can be an entire sub-section of Demon Hunters have taken to
intimidating sight. If one does not, it may inspire fits wearing black suits with white shirts and thin black
of laughter and pointing. ties. This, combined with the proper sunglasses
Ridiculously Long Striped Scarf: Generally provides the intense look desired. Hunters more
disdained by Hunters who choose mobility over concerned with true style than pop culture coolness
comfort, the ridiculously long striped scarf is a staple will note that a black suit does little more than show
of the science-minded Hunter. While innocent one’s poor taste and lack of imagination. A Demon
enough by itself, the British Broadcasting Channel Hunter in a wide-lapelled, plaid suit? That’s just plain
frequently took issue with a Hunter seen wearing a awesome.
trench coat and large floppy hat. Luckily, this style has Tight Leather Pants: Tight leather pants
been eschewed for the more movement-conscious should be used with extreme caution. One must have
turtleneck sweater. the correct figure for these pants or serious injury
Shades: Everyone needs sunglasses. The dark may occur. Sure, they look great on supermodel,
lenses hide eye movement, cloud emotion and aid in international jewel thieves, but is vacuum-packing
nighttime driving when in the vicinity of Chicago. Just yourself into your pants really all that comfortable
or useful? Remember, less pocket space means less
concealment for your arsenal. And other things.
by a trained hand. The kris is not meant as more weight for spinning attacks. The Japanese Bo
a slashing knife. The wounds opened by a and the Chinese Gùn are much more flexible and
slashing kris are horrible and tattered. The kris can be made of hardwood, like the quarterstaff, or
was designed as a weapon of assassination. A of bamboo. While the English quarterstaff is rarely
stabbing wound from a kris is almost assuredly elaborate, Bos and Gùns remain crafted as much
a kill shot. Many ancient kris knives were forged works of art as weapons of war. Staff weapons have
with a specific victim in mind. This gave rise to evolved from the simple tools of peasants into martial
legends concerning the spiritual nature of the weapons used by elite forces guarding emperors.
kris. Stories surrounded the weapon, claiming All staff weapons are used similarly, creating space
that spirits of those killed remained within the between opponents and delivering striking blows.
blade. The utter viciousness of the kris’ design Disabling blows are much more likely with the staff,
led to an outright ban on similar weaponry in giving opportunity for keeping an enemy alive.
Europe due to its perceived inhumanity. Stun Gun: Specially designed for the
Knife, Utility: No outdoorsman would Brotherhood, the standard issue stun gun packs a
be caught dead without his trusty utility knife. walloping 200,000 volts into its intended target at
From a single blade to 48 different gadgets and full strength. Careful to allow its safe use on humans
doodads, this knife could save your life or cut that as well as demons, Brotherhood scientists added a
annoying string from your stylish bandanna. The dialing feature allowing the gun to be used safely at
large, gadgety version has waned in popularity 50,000, 100,000, and 200,000 volts. Hitting a soft
since the actual knife is quite hard to find among target at the wrong voltage results in extreme pain,
the can openers, magnifying glasses, and left- death, and most likely a funny, burnt smell.
handed scissors. The standard maroon finish on Sword, Long: The term longsword describes
these knives is embossed with the Brotherhood both a specific type of blade and a general category
logo in a light gold. of swords. The English longsword came into
Main-Gauche: The main-gauche is an popularity during the Medieval and Early Modern
off-hand dagger used mainly in European sword periods giving Crusaders and knights a large weapon
fighting. French for “left hand,” the weapon to use in battle. The finesse of later weapons was
resembles a miniaturized rapier and is used virtually non-existent in the longsword. While
primarily for blocking and defense. As European
sword fighting evolved into faster forms, the shield
Do not attempt to cook with the Stun Gun. Wolf,
we’re talking to you.
is … along with the surrounding buildings, innocent Semi-Automatic Pistol: Designers of the
Chapter Five: The Warehouse
bystanders, guilty bystanders and anything else within semi-automatic pistol learned a great deal from its
500 feet. predecessor, the six-shooter. The pistol holds clips
Foam Ball Gun: Used as training weapons, of up to 22 rounds of ammunition, rather than the
foam ball guns simulate the firing of regular semi- barrel-fed six. Instead of a hammer to pull back
automatic weapons with none of the recoil or before firing, the pistol automatically advances the
horrible, maiming death. Recently, the Brotherhood’s next round to the chamber, offering quick loading
mad scientists have added a variety of poisons to and firing. The average gun user today carries a
the foam balls, creating a light and effective ranged semi-automatic pistol of some type unless nostalgia
weapon for real combat. overcomes practicality.
Longbow: The Welsh longbow has long Shotgun: Favorite of ice presidents everywhere,
been considered one of the most deadly war shotguns pack a large punch at close range. The
weapons conceived in Britain. While the longbow is traditional shell makeup creates scattered projectiles
traditionally made of yew, other modern composite with the ability to tear through most things in your
materials have simulated and even improved upon way. The limitation of the shotgun is definitely its
the original design. Longbows are generally slightly range. Up close it is quite deadly, but at even a
taller than six feet and have a small recurve. The medium range its shots are almost useless. Preferred
strength of the bow comes from the tension of the models include the pump-action, double barreled
wood or composite that makes the bow itself. This and lever-action. Traditionalists prefer the double-
creates an opportunity for striking targets at great barreled for visual effect, but the pump-action holds
distance with incredible accuracy. more shells and reloads much faster.
Pepper Spray: Usually the tool of police Shotgun, Sawed-Off: Affectionately called
officers, pepper spray has the unique ability to blind “The Wrist Breaker,” the sawed-off shotgun is
an opponent at range. The 60-foot range aids in effective in close combat, but can do serious damage
disabling an opponent without doing any permanent to the holder with its heavy kickback. These weapons
damage. As an added bonus for Demon Hunters, are now manufactured with a snub nose instead of
cartridges of varying types are available to subdue the modification required in the past. The shortened
even the strangest enemy. Examples are the garlic barrel increases the damage done to a target, but
cartridge for vampires, liquid silver cartridges for decreases the gun’s effective range.
werewolves and the mint cartridge carried by every Six-Shooter: The classic American weapon, the
careful Hunter in the Pacific Northwest. This last six-shooter is the gun of Western combat. Its name
cartridge also doubles as a fresh breath spray. comes from the six-shot chamber, but modifications
given rise to their use in the Brotherhood, including hilt is a useful bludgeon in close combat and each of
Ichabod who leads Chapter Alpha One. the three points are used in thrusting, slashing and
Naginata: The naginata is a traditional Japanese blocking.
polearm used originally by samurai. In modern Japan, Shinai: Used primarily in kendo, the shinai is a
women primarily use the weapon. It has become practice sword made of multiple canes tied together
a favorite of Brotherhood martial arts instructors. to simulate a sword. The light-weight, wooden blade
A large, curved blade at the end of a wooden shaft gives opportunity for students to study the use of
lends resemblance to the European glaive, but the the blade without injuring an unsuspecting sparring
naginata acts much more like a sword than a pure partner. The shinai is rarely used as an offensive
polearm. In addition to the added length provided weapon outside of professional wrestling.
by the pole, leverage and a redistributed weight Tessen: The iron fan is a favorite weapon
gives much more power to each thrust and slash. of martial artists for its beauty, grace, and deadly
In the hands of a skilled martial artist, the naginata accuracy. In skilled hands it can kill as quickly as the
can clear sections of a battlefield and keep several hands can move. The tessen can be used as a hand-
adversaries at bay at the same time. Various other to-hand weapon or a thrown weapon depending on
bladed polearms appear in most cultures around the circumstances.
world. Many lack the flexibility of the naginata, but Tonfa: The basis for modern police batons,
thick hardwood shafts make the European halberd an tonfa are hand-held wooden cylinders used for direct
effective, anti-charging, demon weapon. melee combat. They are mainly held parallel to the
Nunchaku: These classic weapons serve as forearm by specially designed handles but various
close-range blunt objects. A strong chain connects positions are used for different attack and defense
two cylinders of hardwood or metal. The nunchaku techniques. Skilled tonfa users switch effortlessly
extend the user’s reach, allowing close combat between grips. They attack with the main shaft, twirl
strength while standing just out of reach. Even one by the handle, block an attack, hook an opponent’s
not directly skilled in their use can cause quite a bit of weapon, or any of the many unique uses for this
damage with the spinning cylinders. Of course, some versatile weapon.
of that damage may be to the user. Yumi: The yumi is an exceptionally long bow
Sai: The simplicity of the sai hides the defensive made of bamboo and leather. Its design originated
and offensive capabilities of the handheld tridents. in early Japan as an offshoot of other Asian bows.
A skilled weapons master can disarm opponents, Unlike its European counterpart, the yumi has an
deflect hand-held and ranged attacks and successfully asymmetrical design, leaving the archer to grip
The Brotherhood keeps the existence of these to discover the inherent powers on their own. It is
items as close to a complete secret as possible. Few strictly forbidden to sell relics, other than the touristy
Chapters ever get to see one, let alone use one in ones, to anyone, at any time.
combat. Teams of Gamma level or lower are not
even supposed to be aware of their existence. The Upgrading Your Equipment
only record of modern use of a Supreme Relic was So, you think you deserve a better gun?
in thwarting an attack by the Order on the Vatican There are a few ways to go about upgrading your
two Council. Teams Gamma Two and Three used the equipment. You could approach the Supervisor
Crypt of St. Peter to hold off an invasion of demons about it and request a formal upgrade. If you don’t
brought on by the Order of the Infernal Scepter. The have the time, patience, or clearance for that kind
only known Supreme Relics are: of firepower, the Boss is happy to oblige at the
The Crypt of St. Peter: Buried under the Black Market for the right price. Barring that, you
Vatican for centuries, the Crypt of St. Peter is a holy could always try upgrading your gear yourself. It’s
object of no small significance. St. Peter himself dangerous, difficult and dangerous. That hasn’t
activated the Crypt’s powers to defeat the armies of stopped you before, though, has it?
Hell. No mortal may open or activate the Crypt for
fear of its immense power. The Order would love to S elf –U pgr ading
get its hands on the Crypt, but entry into or under Provided you have the necessary skills, you
the Vatican is impossible for creatures of darkness. can attempt to improve any bit of gear you or your
The Ark of the Covenant: Holder of the Chapter carry. A bit of clever engineering and some
Ten Commandments, gilded reliquary of Solomon’s duct tape can do wonders for body armor and
Temple, destroyer of Nazis. The Ark of the Covenant weaponry alike. You can attempt to create a new
has not been seen in many centuries since it was lost item or hybrid item by making a Skill roll appropriate
following the Crusades. If the Brotherhood is aware to the Difficulty of what you are trying to make.
of its location it gives away no hint. It is rumored that Turning a knife into a spear is not that difficult.
the Ark can lead armies to great victories with the Combining a Water Soaker with a grenade launcher
power of the divine, but no one knows how. may take some effort. It is at the Game Master’s
The Holy Grail: A simple cup made by a discretion whether the item functions as desired or is
carpenter’s son, the Grail is the ultimate healing even possible to create.
device. It has no limitations on healing those who
drink from it and grants immortality to those who
The Sacred Snowglobe of Amun-Ra
And the results are wildly disappointing.
functioned exactly as she needed. To the untrained specific enemy, a type of attack, or even falling down
eye the single pocket and holster could not possibly the stairs. That one isn’t used so much. The more
carry everything a Hunter like her needs, but Angel powerful the blessing needs to be, the more energy
has a few surprises in store for anyone who thinks and time it takes to grant. While most refuse to even
she is unprepared. attempt to bestow these blessings, rogue clergy do
Herr Doktor’s Mad Scientist Lab Coat: exist and will try anything for the right price. Specific
Herr Doktor is notorious in the Brotherhood for blessings usually add anywhere from d2 to d8 to
his almost paranoid obsession with secrecy. Despite the Difficulty of specific attacks directed against the
many attempts, Brotherhood scientists have never blessed individual.
been allowed to examine his lab coat. It is assumed to
have armor implants considering Herr Doktor’s total C urses
disregard for combat situations. While he has never Curses are the opposite of blessings. You’re not
drawn a weapon in public, many believe rumors that likely to shop for one yourself, if you know what we
he carries his most experimental munitions with him. mean.
It is known that his entire MiniLab—and perhaps Curse, Minor: While men and women of the
much more—seems to fit within the jacket. Whether cloth bestow blessings on their own, curses are
the coat is patterned after Jim’s is unknown at this a way for those not involved in the line of fire to
time. influence the battle. Minor Curses simply make the
target more vulnerable to attacks, either mystical
Services or physical. The forces of good in general do not
use curses lightly, but Minor Curses are the most
B lessings frequently seen. The forces of evil, however, are not
Blessings provide protection from occult injury as discriminating and often place curses on their foes.
and misfortune. A minor curse reduces armor by 1W or, occasionally,
Blessing, Minor: A quick prayer, a wave of the –1 Skill step to any dodge actions of the subject.
the hands, and you’re just a little bit safer out in the Curse, Major: Devoid of caring for all mankind,
world against the forces of evil. Usually performed by the forces of evil will gladly sacrifice what is necessary
a member of the clergy, the minor blessing provides to drop a Major Curse on the heads of their enemies.
a bit of protection against mystical attacks. Minor Major curses weaken a person’s Vitality by –1 step,
blessings are easily given and are regularly doled
Playing God
R
elax,” cautioned Bledsoe, patting his partners leather-jacketed arm. “I don’t want a repeat of
Toledo.”
“Ohio or Spain?” Greg asked, foot tapping nervously on the floor.
Bledsoe thought. “Ehh, Spain. We’re still allowed in Ohio.”
The clock ticked on. Greg checked it against his own watch. “The rite is complete at …”
“… at 12:35, yes, I know.” Bledsoe walked to the secretary again. “Excuse me, miss?” The pretty
137
young woman at the desk looked up from the envelope she was slitting with an ornate silver letter-opener,
smiling regretfully.
“As I told you, Mr. Bledsoe, Mr. Pruitt …”
140 Demon Hunter the world consistently your own so that when your
players sit down at the table each week, they have
some idea what to expect. Adapting to the things
combat simulation—different from all others is You can have any style of play you like and you
its intentional mixing of genres. Demon Hunters is can vary it a bit from one adventure to the next, but
equal parts horror, action, and comedy. That blend the trick is not to deviate too far from a baseline or
offers amazing potential for interactive storytelling the players may feel they no longer know how you
and character development. You should think of want their characters to react.
the adventures you design as movies or episodes
in an ongoing TV series. And like in movies and TV, Serious
characters grow, change … and die. And in Demon The hidden world of the Brotherhood and
Hunters, they die often. the Order may seem funny at times, sure, but
Finish them! Remember, a horror film where underneath it all is a pretty serious topic: delivering
everyone survives isn’t much of a horror—we call us from evil. If you don’t think you’re up to the same
that suspense or thriller. Which, if you’re jonesing wry humor presented in the training material, drop
for, you can do in a pinch. Let your players know in it. Humor creeps in whether you mean it to or not,
advance that character mortality is not only possible, so feel free to concentrate on the real business of
but in many cases likely. But also let them know that whacking demons and allow comical moments to
like in a comic book or soap opera, nobody’s ever come as they may.
really completely dead. There are ways for favorite In a serious game you should play up the dire
characters to cheat death and return to the mortal aspects of the fight. Demons are real, and they come
coil. Death isn’t the hindrance it is in most games, and from Hell for a reason: They’re evil. Anything that
shouldn’t be shied away from. Consider handing out furthers their agenda is fair game. They hurt people,
Plot Points as rewards to players who embrace that usually the ones most beloved. They aren’t just
and take their fate head-on. forces of nature, wreaking havoc until someone puts
One final note on the genres: Horror is about them down like a mad dog. These things are smart,
loss of control, while action is about taking control. savvy, and manipulative. They don’t cause damage
And humor is about a normal situation with at just because they can, they do it because it suits a
least one thing waaaaay out of whack. Keep a good purpose, and the fact that the word “purpose” gets
mix going in your game, and you’ll have a hugely used should give a Hunter a cold chill. Demons are
entertaining ambience that players will look forward not above playing it subtle if it gets them what they
to every week. want. Ingratiating themselves with humans makes it
all the worse when some long-standing plot reaches
144 that won’t fit in with the sorts of plots the Game
Master wants to throw at them, he can concentrate
on what the bad guys want.
infernal world. It may also make her a target. Now
you throw in your gate demon and it’s a raucous
party of motivations, all butting heads with one other.
And yes, it’s not always hard to figure out the Make the elements work for you. Maybe these
sorts of things a demon wants. They live to cause three have nothing whatsoever in common, but that’s
suffering, they want to create chaos, and they dull. If you like you can have the demon target the
Chapter Seven: Playing God
struggle to gain a foothold here on Earth. But even former site of the library—a tastier choice before,
so, providing subtle shades of meaning to their with all those tomes of horrors, but still pregnant
actions isn’t out of the question. A demon doesn’t with power after the fire, and this demon doesn’t
necessarily barrel forward, simply hoping his schemes want to wait longer than he has to. Who set the fire?
aren’t uncovered. Why does your demon A rival demon, sabotaging a fellow’s success? Or
want to open a gate to Earth? Why maybe he knows he’d be one of those sent to
not simply whisper terrible things into Earth, and he’s the one the Hunter is after.
an accepting ear? Perhaps he thinks a Even if you don’t mix the characters
gate that would allow many together so conveniently,
demons to thunder through confrontations as either the focus
is worth the quick, brute- P urple N inja say: “Seriously? or backdrop make players feel
force time and effort, and Did anyone notice that?” there’s something to gain by
subtlety is simply a chance following your leads. Maybe the
for his enemies to ruin his connections with these faceless
plots. This further suggests he thinks enough of the nobodies are thin and don’t lead to a big showdown
Hunters or their ilk to fear their interference (not yet—but down the road this little dustup leads to
that he’ll admit it to anyone). the bigger plots and masterminds, and the Hunters
Perhaps your demon answers to someone, and now feel obligated. Expanding these ideas, arguments
that fiend has his own purview for infernal power with (or among) one’s superiors, deceits by rogue
(that of gates, in this case). It could be the result agents, and seemingly mundane tensions with civilian
of a wager or the outcome of the politics of Hell contingents can implicate or drive the Demon
(they have them, you know). Setting your demons Hunters without true evil ever entering the equation.
or cultists at odds with the Chapter shouldn’t be The results are still dangerous and exciting.
something you hand-wave out of your way. It should
be intrinsic to the villain’s master plan. R ising A ction
At the beginning of the session, the Chapter goes
C onflict about its daily routine (relatively speaking). As things
This, too, probably seems overly simple. The progress, the action starts to rise, and keeps rising
villains want to engulf the world in eternal darkness
and the heroes want not to be engulfed in darkness,
Yet another abandoned campaign slogan.
146 R esolution
This part of your adventure depends a bit
keep open as many plotlines as you feel comfortable
juggling at once.
you intended to do just this once for your friends the game. Keep in mind how fickle players are, and
over a weekend, you’ll want to wrap up most of know that they’re not going to follow everything
the plotlines and give a sense of closure to the according to your plan. Be prepared to toss ideas
characters. Make sure the group feels satisfied by into the circular file in favor of keeping the adventure
what happened and their participation in it. That on track.
said, you can always keep a couple of avenues open Think about how you’d like each scene to go in
in case they loved the experience and want more at a perfect world (which this is not). If it’s important
some point: Just make sure not to leave something the Hunters meet with an occultist to get information
unaddressed that’s going to bother the players. about their target demon, consider the most
Maybe some minor demon, especially one that entertaining way of making that happen. Would he
served as comic relief, eluded them and is trying to phone them, contacting them through the payphone
make a go of it by himself in a stolen R.V. closest to where they’re standing? (He’s psychic,
If it’s a longer game or full campaign, “resolution” after all.) Would he invite them to his shop? Could
only means a temporary cessation of hostilities. The a fight break out there, and are there cool things to
Chapter may have beaten this adventure’s villain, have happen there? Maybe he has an imp imprisoned
or at least routed his forces, but the threat remains. in a lava lamp on the desk and he doesn’t want it
There may be obvious clues to follow up to get to getting out and complicating things. If he’s paranoid,
another adventure, or you may want to think on it let them meet in a parking garage. Now you have
between sessions and offer a completely new angle a whole deck full of fuel-filled, explosive deadly
to start off the next leg (it may all be linked together, weapons if things get dull. Sure enough, the team
but you may want to concentrate on some other bit blithely leaves town before this planned encounter
of the operation). goes through, so be prepared for that … the occultist
Even if the story is only in the holding pattern may follow, or have the foresight to put a tape in
that naturally sits between exploits, you still want their car’s tape deck.
the players to feel as though they accomplished Who does the Chapter meet during the
something and can celebrate with a beer and a adventure? Are there visits between old friends:
movie11. You can work this into the actual game, Perhaps a coy give-and-take between Hunters and
their snitch: Or does an old rivalry over forgotten
grudges resurface when meeting with an ex-partner?
11 Might we suggest “The Gamers,” available now on Where does this take place? Cemeteries are good
DVD!
147
you want to say. Are you warning the Hunters against becoming blasé about it? Then several people in
your story have seen too much death and are like walking corpses themselves. Is the concept supposed to
be the existence of the afterlife? The heroes may encounter zombies, or find an old woman who, instead
of being terrified by the supernatural, is quite content for her life to end if it means making a difference. Is
death just a part of life? Meetings take place in graveyards, and those killed during the narrative leave the
heroes something temporal in their will.
It’s really all incidental, but when everyone reflects on the adventure later, they’ll start to draw these
but the most important thing to remember about seeking revenge, the players know enough to be
them is to mix them up. Just as you wouldn’t want frightened and intrigued at the same time. A victim
to string three events together that were more or saved in one adventure could become a champion in
less the same, you don’t want to have the Demon his own right, or he might just repay the heroes by
Hunters head off on three missions that are only using his talents on their behalf (A Demon Hunter
superficially different. could do worse than to save the life of a good
Some of your adventures can tie into the overall attorney.). Nothing says you’re doing something
themes and plotlines of your campaign. The others meaningful more than having it make you life easier
should break up that routine, with some missions that later on.
have nothing at all to do with the demonic influence Keep in mind games don’t happen in a vacuum.
of your Big Bad Guy and his minions. Build on earlier The Demon Hunters are the stars, but if you want
missions, with subplots coming out to the fore for an your world to have an organic feel, it has to have a
adventure or two. Bring back supporting characters life outside the heroes. Wars start and stop, notable
the players loved (or hated). Kill somebody off and public figures die, buildings are erected, and kids are
make the Demon Hunters think the world’s about to born. Don’t overload your players with little details,
come crashing down … and then make it right in the especially since that gives the mistaken sense that
next scene, only to get the ball rolling again next time there must be something sinister about the chili
they’re assigned a job. cook-off you casually mentioned,12 but let them
Choosing which adventure to run and in which know the world they keep saving is doing something
order should be motivated as much by your players worthwhile with all those reprieves.
as by your campaign, but don’t forget that you’re As a rule of thumb, you can safely bring up
not doing this as a charity. If you aren’t enjoying outside events to show the effect Hunters have had
the adventures either, you need to prepare some on their world. A groundbreaking ceremony after the
missions that include supporting characters and Chapter quietly consecrates that tract of land renews
events that interest you. You might be surprised at everyone’s sense of hope; if the event is mentioned
how much the players will buy into that, too. before the Chapter has done anything, they pull
out the guns and spend the session waiting for giant
worms to break the surface.
even a full paragraph about him. Simply tell players, If the Chapter has to rescue a little boy from a
“The cab pulls to the curb in a noxious cloud, and sorcerer’s predations, you should know more about
the disheveled man behind the wheel lowers his cell the kid. How fast he can run, at the very least. If he’s
phone long enough to grunt and nod when you tell really the gateway to a greater mystery, more details
him your destination.” If he later becomes more can be added. Why did the mage want this particular
important—perhaps he takes the Chapter to a child? Does the kid have a connection to other
cultist-infested warehouse and is taken prisoner with involved supporting characters? If the Chapter is just
the rest of the Chapter—you can worry about his going to drop the urchin off at mom and dad’s house,
name or statistics. The same goes for the fast-food nothing more has to be said.
employee they rescue, the receptionist, the lovers in At the other end of the scale are the Really
the park, and the hapless janitor. Important People, and these should all have a good
Other stock characters are a little more broadly description available. Again, it may not be vital that
useful, though again you may not need to know you create a whole character sheet for him, but he
anything substantial about them. For example, in needs to seem like a living, breathing person. He
his lifetime a Demon Hunter meets a lot of cultists. may not go on combat missions with them, but the
Chances are, not coincidentally, he also kills a lot Hunters still ought to know (or be able to learn) a
of them. You don’t need details about the dozen lot about their immediate superior. If you have his
robed and chanting figures surrounding the pool at statistics at the ready, he can fill roles that come up.
the YWCA beyond their combat numbers. Here’s a If the base is assaulted by troglodytes he can defend
trick: Last session, these guys could have been the it. Also, if you develop a whole sheet for him it gives
mobster’s henchmen. Change their Guns d6/Pistols you insight into his makeup. You’ll find yourself giving
d8 to Melee Weapons d6/Knives d8, take away him skills that fit elements from his background
their pistols, give them wicked sacrificial knives, (and vice versa), and now everything has context.
and presto—instant cultist. The rest is just window One good rule of thumb is this—if the supporting
dressing. You could use the same sheet for the character has a name, then he deserves at least some
average police officer by tweaking gear and adding statistical representation beyond an attack roll and
or subtracting a few Traits, or for that poor cabbie Life Points.
by moving his Skill dice around (or at least as much Unlike stock characters, these details are no
as you need to—you might decide his job entails longer inconsequential. If the coffee-shop girl doesn’t
brawling with a lot of drunks). ring true, that’s disappointing. But the mysterious
152 and such. These are only good for a limited number of settings, however, and they could be cost-
prohibitive.
Ø Several companies have their own line of customizable cardboard corridor and room pieces, or full
sheets that show the interior of a bar, hotel, lab, etc. You’ve more variety from which to pick here, and
the cost is less, but some players may be put off by the simplicity.
Ø Finally, you can print out PDF dungeons and adventure tiles from numerous sources, and if you don’t
want to go to that expense you can create your own using dark construction paper. These, too, may
Chapter Seven: Playing God
seem simple, but if they’re black enough you convey more of an atmosphere of menace as they absorb
a lot of the light. Make sure you can still measure how far someone can move. And you only need
the miniatures for the big scenes, like the finale. Don’t make your players suffer through you fiddling
with equipment (especially if it’s in the dark) just to depict their movement through the hotel lobby. If
possible, set up the scene before the game (magnetic sets or felt cutouts work well for this), then pull it
out, ready to go, when your climax is activated.
S kill R olls vines are a good makeshift, but they still fall short.
If a task seems beneath a Hunter, don’t bother Marvin is now barely clinging to a rocky outcropping
making him roll. The gun-lover shouldn’t have to opposite … what do you do?”
make a roll to make sure his weapons are in proper
working order; it’s the sort of thing that comes C ombat
naturally to him. A scout, trained to be stealthy, It’s harder to pull this off convincingly without
should roll against the elite guards at the compound, dice, but not impossible. Certainly if the opposition
not when he’s sneaking past drunken sailors onto a is beneath contempt, you can let the players express
fishing vessel. If you think it could prove interesting themselves by describing how they win the bar
go ahead, but a high skill, especially if it’s one that brawl. Throw them a curve or two, and see how
helps define a character, should indicate a Demon they handle these new factors. Demand a simple
Hunter who has moved past the easy tasks. The action roll if you think it adds drama (Alertness +
Chapter comprises heroes; don’t make them sweat Unarmed Combat? Intelligence + Melee Weapons?)
the small stuff. Frankly, that’s boring. or if you believe the Chapter has offered predictable
Make it an exchange with ups and downs. If or boring tactics, but otherwise make small
the Chapter wants to cross a ravine, especially one skirmishes like these a chance for storytelling, not an
that blocks them completely from their enemy, they all-night combat confrontation.
should be able to cross it (otherwise the adventure But if it’s a big fight, important in some way, you
ends here). But if no one thought to bring 50 feet can still run it without the dice. If someone describes
of rope, ask for a good explanation of the solution his action creatively, interpret it with flair and let it
they come up with. If it’s only passable, increase the pay off for him. Make sure complications arise, and
Difficulty and demand more thinking: “Okay, the wait to see how he absorbs that into the narration
of his actions. And don’t let the Big Bad Guy go
154 with little fuss (it gets destroyed when it kills its 10th
demon), and he could always bump up its usefulness
in special circumstances: “They say the Gate to
some demons, blessed or holy weapons have power
over otherwise redoubtably evil fiends, and the rest
you can simply handwave (or the Hunters can debate
Elysium opens only when that which has tasted foul about at the bar afterward).
ichors is placed against it.”
Game Mastering Tips
Chapter Seven: Playing God
players they have to “earn” the right to battle the bites her lip and her features soften. Very quietly, she
heavyweights. Every small-time thug they come introduces herself as Norma and asks for your order.”
across is a small cog in the major demon’s big plan;
when they do damage enough to command attention, People don’t come with a list of traits tattooed
send competent shock troops against the Chapter. to their forehead in real life, and they should be just
They’ll feel like they’re getting their money’s worth as inscrutable in the game. You should give them
before they ever catch sight of the big cheese. Giving enough to work with, but compliment your players
players what they want without sacrificing elements by allowing them to pull relevant bits of information
of your schemes is an art, but one easily mastered from their surroundings through clues. Don’t draw
with the right attitude. them a picture or your game feels like what it is: lists
and explanations. Suggestive narration makes the
A ct V ersus T ell participants an involved segment of the storytelling
The best stories are the ones that simply unfold experience. When they must think for themselves,
before their audience. While you are the only insight they are drawn further into your fiction.
your players have into your game, that doesn’t mean Players should be encouraged to reciprocate
you have to give a dry recitation of every element with such methods as well. “I try to stab him with my
in a scene. It’s okay not to spell everything out. For sword” is dull, but “Malcolm drops from the rock,
example, if the Demon Hunters are standing in a sword pointed downward, onto the wolf’s neck” is
cemetery, you could run down the gravedigger’s cool, and his intention is no less clear.
sheet and tell your group what he’s wearing, how
dirty he is, what smells come from the grave, and D isrup tive P layers
what’s notable about him. Or … What do you do if one of your players is
unsettling the flow of play? The easy answer is to
“A figure stands over an open grave. In the kick him to the curb, but look first for an underlying
moonlight, you still notice dirt clings to his limbs. problem.
Dressed in tatters, he wields a long pole-like Off-topic conversation happens a lot in role
instrument as the scents of meat and soil permeate playing—people stuck in a room for four hours are
the air.” going to joke or quote movies or something no
matter how much fun the game is. This usually means
it’s time for a break. For the player who won’t stop,
C omedy
In case it wasn’t obvious, Demon Hunters isn’t
exactly heart-stopping horror. There are moments
when it is, or should be, terribly funny. The problem
is incorporating humor effectively.
You and the players might not have much trouble
cracking jokes during a session, but that’s not the
best kind of laughter to have at the table. The laughs
Infernal Scepter? They’re all here. You can thank d10, Pilot d4, Unarmed Combat d4
me later. Description Crazy strong and quick-
tempered, the God-blood runs hot in Sally’s veins.
Brotherhood of the
and Innocent Bystanders
Celestial Torch
This is us. The Good Guys. Warriors of the
soak up damage like you wouldn’t believe. Having
worked as a mercenary for most of her life, Sally
earned her nickname during the Six-Day War
Light, fighting in the eternal battle of Good versus when she punched a hole through a Syrian tank.
Evil. The work is hard, the hours are long, and the She was introduced to the Brotherhood by Wolf in
Skills Athletics d6/Dodge d8/Run d8, the claws of a werecougar. The big hole
Covert d4, Knowledge d6/Culture d10/ in front, you know, where his eye used
History d10/Religion d10, Perception d4, to be, that was a Drop Bear. Cuddly little
and Innocent Bystanders
Pilot d4, Science d6/Life Science d12/ bastard tore it right out of the socket and
Environment d12, Unarmed swallowed it whole. Every
Combat d4 P urple N inja say: “Remember. scar tells a story, and from
Description There’s a Like so. Ho ho, ho-ha, hu ho ho. Now, the look of things, he’s got
reason they use robots for you try. No, that completely wrong. plenty of stories to tell.
this. The human brain just isn’t Again. Ho ho, ho-ha, hu ho ho.” And he wouldn’t trade a
built to process the immense single one. He believes in
volume of information that the Cipher Goggles the mission. Believes that one man can make a
pump out, and the Human Ciphers of yesteryear difference. And he likes to think that he has.
found that out the hard way. As if the constant
migraines and nosebleeds weren’t bad enough, K incaid
most of those poor bastards ended up either Classification Human
crazy or comatose, with the occasional exploding Alliance Brotherhood of the Celestial Torch
head. He tries not to think too hard about that last Agi d8 Str d6 Vit d6 Ale d8 Int d10
part as he stares at the puddle of molten slag that Wil d10; LP 16; Init d8+d8
used to be his team’s Cipher. They need to get Traits Duty d8, Initiate of the Mystic Arts d2,
a message back to the Brotherhood, and he just Intuitive Leaps d4, Mad Skillz (Knowledge) d4,
drew the short straw. As he slips the goggles over Rebellious d4, Reputation d6
his head, he just barely has time to register the Skills Covert d4, Mad Knowledge d6/
small “BioHost Detected” message flashing in his History d10/Religion d12, Melee Weapons d4,
peripheral vision. Then he starts screaming as the Mystic Arts d6/Detection d10/Offensive d10/
cortical interface cables burrow through his skull Summoning d10, Perception d4, Science d4,
and deep into his brain. Unarmed Combat d4
Description Retirement. It almost never
happens. It’s not like the Brotherhood tries to
hide the fact that demon hunting is dangerous,
but still, there aren’t that many Hunters who
wind up spending their pensions. Those who do
survive 35 years of Brotherhood service often find
Stealth d10, Discipline d4, Guns d6/Pistols d10, Alliance Order of the Infernal Scepter
Influence d6/Seduction d10, Perception d6/ Agi d6 Str d6 Vit d6 Ale d10 Int d8
Investigation d10, Survival d6/Tracking d10/ Wil d12; LP 18; Init d6+d10
Woodcraft d10 Traits Friends in “Low” Places d6, Glory
Description The Oregon Vortex is the largest Hound d6, Greedy d4, Initiate of the Mystic Arts d2,
and most active energy nexus in the entire North Mad Skillz (Mystic Arts) d4, Reputation d6, Too Mean
American continent. It’s no surprise that it would for Hell d4
occasionally spit out something fantastic. Like, Skills Animal Handling d6/Training d8, Covert d6/
say, a sentient, ambulatory tree. During a routine Sleight of Hand d10, Knowledge d6/Culture d8, Mad
Brotherhood recon mission to investigate the Mystic Arts d6/Alteration d10/Obscuring d10/
Vortex’s most recent outburst of dark energy, Offensive d12, Perception d6/Intuition d8,
the team came across Tree wandering around Performance d6/Stage Magic d10, Science d4
the forest. After determining that he wasn’t a Description Vegas can be a tough town for a
threat, the team tied him to the roof of their magician. If you want to get noticed, the illusions
van and drove him back to Regional HQ. The have to be big, expensive, and totally mystifying.
Brotherhood’s top scientists weren’t able to make And frankly, Velma wasn’t very good, but she was
heads or tails of him. As far as they could tell, he willing to do whatever it took to claw her way to
was a normal Douglas Fir in every way, despite the top. So when the stranger at the bar offered
his mobile nature. Since the Brotherhood didn’t her a chance to become the greatest magician
know what else to do with him, they put Tree in town, she jumped at it. There was a ton of
to work. Hostility towards supernaturals in the paperwork involved, lots of stuff in confusing
Brotherhood at the time was quite high, and Tree legalese, some Latin, even a couple pages of what
was no exception. Rather than join a Chapter, looked like Klingon, but she signed every dotted
Tree was accepted into Internal Affairs. There line, eager to reap the rewards. She really should
he has been able to use his impressive skills in have read the fine print. Sure, now she puts on the
espionage and infiltration to flush out traitors in best show on the strip, but she’s also consigned
the Brotherhood. Tree is a master of disguise and her immortal soul to burn for eternity in the fires
camouflage, and can disappear in practically any of Hell. But hey, at least with that pesky soul out of
environment. the way, the little stuff like that doesn’t bother her.
since, and trained in the arts of subterfuge and Drive d6, Guns d6/Assault Rifles d10/Machine
misdirection. No one ever suspects the little girl, Guns d8/Pistols d8/Shotguns d8, Influence d4,
and Missy plays that to her advantage. Her cute Mechanic d4, Melee Weapons d6, Unarmed
and Innocent Bystanders
Retribution
These ladies are serious about their hunting.
be found with the Sisters in the field, picking
off long-range targets as the Sisterhood’s top
sharpshooter.
The Brotherhood’s mission is to protect the
world from Evil. That wasn’t good enough for the Nun with a Gun
Sisters. They broke away from the Brotherhood, Classification Human
denouncing St. Peter’s calls for supernat tolerance Alliance Sisters of Divine Retribution
as heretical and calling our supernatural agents Agi d8 Str d6 Vit d8 Ale d8 Int d6 Wil d6;
“abominations.” They claim to be called to LP 14; Init d8+d8
destroy all that is unnatural in the eyes of the Traits Duty (Sisterhood) d2, Got Religion d2,
Lord. These are some extreme nuns. The Idealist (The Lord Shall Provide) d2, Reputation d2
Brotherhood has worked joint missions with them Skills Athletics d6/Dodge d8, Discipline d6,
on occasion, but the Sisters aren’t above taking Drive d4, Guns d6/Machine Guns d8/Pistol d8/
shots at supernatural agents when they think no Rifle d8, Influence d4, Heavy Weapons d4,
one’s looking. Be on your guard. Knowledge d6/Religion d8, Melee Weapons d4,
Perception d4, Unarmed Combat d6/Nunjitsu d8
Description The footsoldiers of the
Sisterhood. Modern Amazons, battling evil
through prayer, ministry, and raw firepower. Their
Knowledge d6/Religion d8, Melee Weapons d6, Agi d6 Str d4 Vit d4 Ale d6 Int d6 Wil d6;
Perception d4, Mad Unarmed Combat d6/Nunjitsu LP 10; Init d6+d6
d12 Traits Initiate of the Mystic Arts d2, Klutz d6,
and Innocent Bystanders
Foolish Mortals
People like to think they live at the top of the
wouldn’t have splashed all over her favorite striped
socks and totally ruined them, which means she
wouldn’t have had to go to Hot Topic to get a new
food chain. It’s our job to keep them deluded. If pair for, like, way more than she paid for the first
they had any idea what was actually going bump in pair, and so she never would have passed by that
the night, how many monsters actually lived under creepy used book-store at the end of the mall
their bed, their little lizard brains would take over, where all the losers from the football team hang
setting off a world-wide panic like nothing that’s around the Orange Julius. So thanks to slut-bag
ever been seen before. Humanity isn’t ready to Sarah, she found the most wicked looking old
know how the world really works. It’s up to us to book. It’s bound in this old leather that the guy
keep them in the dark. behind the counter tried to tell her was flayed
human skin except it totally isn’t because eww,
Frightened Teenager and there’s a pentacle carved into the front of
Classification Human it and this awesome sounding title: “De Vermis
Alliance None Mysteriis.” Man, the other girls in the coven are
Agi d6 Str d6 Vit d6 Ale d4 Int d6 Wil d4; totally going to flip when they see this thing! She
LP 10; Init d6+d4 can’t wait to try out a spell!
Traits Coward d4, Friends in Strange Places d4
For all that is Holy, never let them hear you call them that.
Traits Attuned to Technology d2, the Museum of Ancient History, where one of
Damsel in Distress d4, Lightweight d2, the country’s leading Egyptologists is making
Lazy d4 the necessary preparations to study it in detail.
and Innocent Bystanders
Skills Artistry d4, Covert d4, Of course, when he opens the back of the
Craft d4, truck, the sarcophagus will be empty,
Drive d4, Perception d4, and Khafra will be pissed. That’s just
Science d4, Tech d4 the way these stories work.
Description He
cycles through his photos Chris Weiner
for the hundredth time. Classification Human
There’s no way he saw Alliance None
what he thinks he just Agi d6 Str d4 Vit d6 Ale d6
saw. And yet, there it is Int d6 Wil d4; LP 10; Init d6+d6
again. Right there on the Traits Coward d4, Fast On
LCD screen. It looks like Your Feet d2, Good-Natured d4,
a giant earthworm, easily Inconsequential d4, Quick Leaner d6,
200 feet long and at Wimpitude d4
least six feet across. It Skills Animals d4, Athletics d4,
just stuck its head right Covert d4, Craft d4, Drive d4,
out through a hole in the Influence d4, Knowledge d6/
canyon wall and crawled down Accounting d8, Perception d4,
to the river. But believe it or Performance d6, Science d4, Survival d4,
not, that wasn’t the amazing Tech d4, Unarmed Combat d4,
part. The thing he can’t wrap Watercraft d4
his head around, the reason he Description Chris has a five year plan.
keeps rewinding the tape, is the Graduate with his degree in accounting from
five figures clinging to the outside Pacific Northwest University; get a nice, safe
of the giant worm. It’s hard to tell cubicle job somewhere, crunching numbers;
maybe even marry his college sweetheart,
Katie. You know, if she tells him that that’s the
plan. Yep, Chris knows exactly where he’s
headed—a nice, boring, and dependable
Random Supernats
Though it might seem like it sometimes, not
Alliance None
Agi d6+d6 Str d4+d6 Vit d6 Ale d6
Int d6 Wil d4; LP 10; Init d6+d6+d6
every supernatural creature is part of a cult, clan, Traits Amorous d6, Vampire d6
or clique, fiendishly plotting your demise. Most Skills Athletics d4, Influence d6/Seduction d8,
supernats are free agents, just living by instinct and Knowledge d4, Performance d4, Unarmed
trying to survive. They’re not necessarily good, Combat d4
and they aren’t naturally evil either. But once they Description Vampirism is a disease, and
start attacking humans, it’s our job to clean up the
mess. And there’s usually plenty of mess to clean
up.
unfortunately there is no cure. A vampire’s fangs
are hollow, much like those of a rattlesnake. Most
of the time, when a vampire feeds from a human,
173
nothing will happen. Either the human will recover
the moon. Transformation P urple N inja say: “The demon Nigh invulnerable, a zombie
occurs in three distinct stages, disarms you and makes happy ending can only be stopped by
determined entirely by the with your insidey parts. You die.” destroying its brain. But really,
and Innocent Bystanders
Gear
Harkadian carries a small 9mm pistol, a Jericho 941FB (d6 damage; range increment 12 yards*). He also carries a portable taxidermy kit
for repairing Ned, the tools, charms, and amulets of the necromantic arts, and a locket with pictures of his sister and grandmother—a constant
reminder of the importance of keeping a rational mind in battle.
S ense of M or talit y
Roll: Alertness + Mystic Arts
Difficulty: Easy (15)
Time per roll: 30 seconds
To cast this ritual, Harkadian must stand within a closed circle. Anything will do, but he carries some chalk to make this easier. The circle
made, crouching or sitting, he holds out in front of him a string from which hangs a small piece of bone. The ritual drains a portion of his life
force as he begins it; he loses 1 Life Point. As he concentrates on the ritual, the bone begins swaying back and forth in an unfelt wind. When
it is complete, Harkadian gains the ability to sense nearby necromantic phenomenon for up to an hour, as long as he keeps the string and
bone hanging from his hand. He can instantly sense if something cat-sized or larger dies within thirty yards and determine what species it was.
He can instantly sense if anything has died in the area in the past hour as well as what species it was and the quantity. He can also sense the
presence, direction, and distance of undead creatures within 50 yards. He cannot determine the exact number or type of creatures.
R epair N ed
Roll: Intelligence + Mystic Arts
Difficulty: Formidable (75)
Time per roll: 10 minutes
To cast this ritual, Harkadian requires several things: as much of Ned’s remains as he can find, enough other body parts to make up the
rest, a needle and thread, an electrical current strong enough to run a toaster, and a small jar with a dozen live fruit-flies in it—the kind that
only live for one day. With these components, and enough uninterrupted time to do his work, Harkadian can bring Ned back to un-life, good
as new and at full health. While working, he essentially performs the mortician’s task of piecing a body back together for viewing, combined
with the bonus of being allowed to use other bodies as well. While most rituals of this Difficulty require a much greater sacrifice than a dozen
fruit-flies, Harkadian believes it somehow uses Ned’s recent death as a sacrifice to fuel itself. Or maybe that’s why he always dies again so
soon....
Gear
The rest of the team is terrified by the notion of Ned using weapons, and on top of that Harkadian has forbidden Ned to use bladed weapons
at all. But that’s fine, because Ned is a master of unarmed combat, knows no fear, and feels no pain. (At least now that he’s a zombie.) That said,
Ned is also a master of improvisation, ready to grab whatever is handy to get the job done.
Gear
He’s a simple man, with simple needs. He doesn’t tend to weigh himself down with unnecessary objects. He just prefers to get up close
and personal when he’s fighting. Nine times out of ten, Gator just bare-knuckles his way through the bad guys. If he’s up against a particularly
nasty fellow, he might tuck a couple rolls of quarters in his fists, or even slip on some brass knuckles (uses normal rolls for unarmed combat,
but adds d2 damage). The only other weapon he usually carries is a big-ass machete (d4 damage), handy for chopping his way through swamps,
underbrush, and armies of the undead. Otherwise, he’ll improvise with whatever might be handy. Chairs, tables, bottles, other enemies, other
teammates—any one of them is a weapon in Gator’s hands.
Assets &
Summary Complications
Technology speaks to her. Not in any sort of new-agey, hippy, metaphysical sort of way; she just
has an innate understanding of how things work. There isn’t an electrical device she can’t build, repair, Allure: d4
or improve, given the right equipment. For as long as she can remember, she’s been called Sparky. Attuned to Technology: d6
Apparently the nickname comes from one of her earliest experiments, involving the inner workings of a
TV remote and an electrical outlet, but she unsurprisingly has no memory of the event. Duty (Brotherhood): d4
She has no memory of her dad either. He walked out on her mom when Sparky was a baby. All Mad Skillz: d4
she ever got from his side of the family was brown eyes and a last name. So it came as somewhat of a Memorable: d8
shock when she found out on her eighteenth birthday that she had a great-grandfather over in London,
and an even bigger shock when she learned that she was the sole heir of his estate. Mystic Vortex: d6
Grandpa Thomas had done pretty well for himself over the years. He left her a sizeable trust fund, Walking Armory: d4
a gorgeous old building in Chelsea, and a small fleet of vintage cars. The most exciting find was in a
secret room, hidden behind a bookshelf in her grandfather’s study. There, Sparky found case after case
of vintage electrical equipment, all gleaming brass and vacuum tubes. Bizarre gadgets with names like “Electric Pentacle” and “Spectrum Defense” with
functions that Sparky couldn’t begin to guess, but couldn’t wait to figure it out. At the center of the room stood a small podium, holding a single, leather
bound book. A set of flaming swords graced the cover, and inside was a brief inscription from her great-grandfather: “Sparky, Your talents are great, and
your spirit is strong. The Brotherhood needs you. Thomas Carnacki.”
Sparky read the book cover to cover. The title page proclaimed that it was the “Brotherhood of the Celestial Torch Guidebook for Field Agents
of the British Empire for the Year of Our Lord 1911.” There were charms and wards against evil; histories of paranormal activity in the British colonies;
detailed descriptions of vampires, werewolves, faeries, and other creatures, along with the best methods of killing them. All of it wholly improbable, yet
entirely fascinating. What Sparky found most interesting was an appendix in the back of the book titled “Contacting the Brotherhood.” There was no
text, only an elaborate drawing of a circumscribed pentagram, made up of a series of tiny, interconnected lines. It was labeled “Summoning Circle,” but
it felt intensely familiar to Sparky. It soon dawned on her that the drawing was essentially a circuit diagram. She grabbed her soldering iron and a spare
breadboard, and set to work. Ten minutes later, she was done, having wired an ethernet connector to the circuit’s termination point as an afterthought.
She plugged it in and crossed her fingers. A golden ball of light appeared over the circuit board, and a cloud of mist enveloped her as a synthesized voice
rang out from her speakers: “Aura Identified. Agent Thomas Carnacki, Retired. Welcome to the Brotherhood of the Celestial Torch. She is the only civilian
ever to hack into the Brotherhood Database. It was almost four hours before her intrusion was detected and a team was sent to bring her in. Thomas was
right, the Brotherhood does need her.
Gear
Sparky carries her trusty Necrometer —used to measure ectoplasmic or necromantic energies in the area. (Detects undead, most of the time,
for up to 50 yards.) She also carrries a minaturized version of her great-grandfather’s Electric Pentacle. It’s a spherical metal gadget with 4 laser diodes
spaced evenly around the middle, and a focusing lens at the top. When activated the EP’s lasers draw a 5-foot circle around the device and the power
focused through the lens to form a protective dome. Used to bind ghosts, or to form protective circles against spirits and infernal creatures. (Undead
creatures cannot pass through the barrier—including Ned.) The batteries last only 10 minutes before needing replacement. Her only weapon is a
homemade taser built using flash capacitors from disposable cameras. (Range 20 feet, any living target struck must make HARD Vitality + Endurance roll
or fall unconscious for d8 turns.) She also carries a portable electronics tool kit.
Gear
Armageddon wears a combat jacket (ignores 2 points of damage from each attack) carries a custom-modified MP5AS submachine gun
(d6 damage single-shot; d8 burst; d12+d2 for autofire but uses up half the ammunition; range increment 40 yards*). His sidearm is a Ruger P95
9mm pistol (d6 damage; range increment 15 yards*). A combat knife (d2 damage) is always tucked in his boot. He wanted to bring grenades,
but the Chapter Leader said “no grenades.” If anything could make Armageddon sad, that would have been it. He also carries four doses of his
respiratory medicine.
Gear
No way the Cipher is going to carry any weapons — that’s just asking for trouble, thank you. The only piece of
equipment he carries, other than the power cord that normally stays tucked in his pants, is his laptop. Though it looks like a
piece of junk from the 90s, it’s actually state-of-the-art equipment featuring cutting edge software that would make a Seattle
software mogul blush. Assuming the signal isn’t blocked, the Cipher may use it to access the Brotherhood database from
almost anywhere for the purposes of research.
Now What?
Your Story and Your Chapter After the players resolve the conflict and
This Chapter is the greenest of the green. The hide the bodies, something has been altered for
first actual action they saw ended in near disaster better or for worse. Even if they haven’t all made
with the death of Ned. The story, however, is how it through, this is where the Chapter examines the
you see it. Every new chapter takes a test like consequences for their actions.
this and every one does differently. Since this is an Note Words in all capitals are either Task
introductory adventure, you should use the pre- Difficulty Levels (like EASY, HARD, FORMIDABLE)
generated Demon Hunters provided. All of these or Skills (like, Agility, Melee Weapons, or Kick in the
characters appear in the Orientation DVD. Even if Junk –fine, that last one is unofficial, but don’t let
the chapter thinks they are on their own, Silent Jim that stop you). Thus, when you read a phrase like,
and the Brotherhood closely monitor them. The “Fighters find killing Duamerthrax IMPOSSIBLE … ”
miniature video camera implanted in Ned’s left eye this means that the Difficulty for the desired action
Scene 1: Reorientation don’t seem to grasp the finer points of how not to
get killed. Professor Sneed is a bit of an eccentric,
but he’s the best. Head up into Riding Mountain
and find his cabin. He’ll guide you through the rest
The converted SUV rumbles along the dark of your training.”
road. The night seems more frightening than ever Jim stares at the hologram through his ever-
before. It oppresses the senses and closes in from present sunglasses. Gabriel looks up at his friend
all sides. An occasional town, one streetlight, and and winces.
perhaps a gas station, punctuate the long drive “No, Jim, you didn’t do a bad job. This is
in the North Dakota flats. The instructions the standard procedure when a noob bites it. You know
Only Aloysius, the new Chapter Leader put in place all might die in a blazing inferno of death and
by the Brotherhood, is allowed to ride shotgun. destruction.”
Sparky and Ned sit in the far back with their hands Again, he stares uncomfortably.
tied. Jim insisted on these arrangements because “Look, be careful and listen to Sneed. He’ll
Sparky would most likely want to rewire the car show you what to do. Alpha … Omega Fifteen out.”
while it drove and Ned is a bit of a moron. A signal
flashes on the dash and Jim reaches over to press a
button hidden amongst the many outlined by dim
LEDs across its surface. A holographic projection of
Gabriel, Chapter Leader of Chapter Omega Fifteen,
appears.
“Well, you really screwed that one up. Ned
died and the Syphilitic Ninja Vampire escaped.
You are obviously not ready to complete training
yet. The Brotherhood is giving you one last chance
before you are permanently assigned to ride the
desk in some backwater hole like they did to—
never mind. Aloysius has been assigned to you as
Chapter Leader to help keep you in line.”
With a quick head turn, the new Chapter
Leader looks at each of you and points a finger
accusingly. Through clenched teeth he says,
“If you noobs don’t get your shit together, I’ll
kill you myself.” Looking at Ned he continues,
“Permanently.”
The hologram of Gabriel looks up at Aloysius
and shakes his head.
Scene 2: Arrival AND but nothing that indicates a struggle or forced entry.
Problem
Exploration
Two doors leave the room: The one on the left stands
ajar and leads to the kitchen, while the other remains
closed.
Tuesday Minions seem louder than usual.
Better call in a Chapter to perform standard
maintenance.
Wednesday Strange sounds from below.
If the Chapter searches the desk, read the There’s a new voice leading the Minions. It sounds
following: organized and has a strange lisp. More scratching,
but not at the door this time.
Adventure: “Training Day”
On the desk, you find the Professor’s notes. One Thursday Put in call to Brotherhood. Asked
is a day-by-day account of what appear to be minor for Gabriel and his Chapter. Hope they’re as
supernatural occurrences from a pit somewhere; one reliable as they used to be.
details the anatomy of what the Professor called a Friday
“Demonic Minion;” and yet another reveals intimate Saturday
details of Sneed’s last shopping trip. It seems the Sunday
good Professor has a penchant for Snacky Cakes and
Cobbler’s Crystals. The picture on the anatomy page Any attempt to use the computer is met with a
is an unusual one. The creature appears humanoid, standard “Username:/Password:” screen. Entering
roughly five feet tall with dark red skin. Nothing else “Sneed” and “snuggle” does nothing to the computer,
is written on the page. but does open a hidden panel on the wall underneath
the awards.
The Professor left no information on
the Minions, but the Chapter can search the When you press the enter key, a small door
Brotherhood database through their Cipher and find slides open in the wall. A sickly green glow comes
the following: from the small, dark tunnel beyond. It seems Sneed
has more secrets hidden away in his cabin.
Demonic Minion The hidden room is unlike anything you have
Type Half-Demon seen before. Even Jim seems surprised. Well, he’s
Danger Level 3 of 10 pretty much just standing there as usual, but you
Description Demonic Minions are the imagine he’s surprised. A large tube filled with
result of a thousand years of inbreeding and abuse a viscous green fluid dominates the back wall. A
by various evil masters. Clans of Minions live creature covered in tubes and wires floats in the
underground and serve whoever comes around liquid. Working at a large console is a hunched
offering the shiniest bits. Minions are generally figure barely capable of being called a man. He
unreliable and are considered cannon fodder by stands barely five feet tall and his face is deformed,
many. They are not true demons in any sense of pock marked, and hard. He turns as you enter and
the word. Minions exist on the material plane
independent of any summoning or evil intent.
MODERATE examination reveals that the hinges Scene 2-3: [Interior Bedroom]
are slightly bent and the lock has been torn from its
Our Heroes Do Great hinges. A small opening with ancient bars reveals a
horrible sight within. Two Minions stand on either
Battle side of a darkly clad figure. His robes resemble
those of a Shao Lin Monk, but they are covered in
scrawled anarchist markings. He stands silent and
The tunnel snakes on for at least a mile before foreboding, arms folded, and hood drawn. On the
coming to an open area. The passage beyond is other side of the room a man dressed in a purple gi
S kunk
Agi d10, Str d8, Vit d8, Ale d6, Int d6, Wil d8, Scene 4-2: The Enemy
Init d10+d6, LP 16
Skills Athletics d6/Dodge d8, Unarmed Combat of My Enemy
d6/Junk-Kicking d8, Perception d4.
Notes These are fairly minimalist stats for The thick wooden door shows signs of age, but it
Skunk. He possesses the special Recurring Villain appears quite solid. The rusted hinges and bands are
(d8) Asset: He usually flees successfully at the last supplemented by a complex, bizarre mechanical lock
moment, and even when he appears to be killed, his inscribed with glowing runes. Though it is muffled, you
body is never found! can hear a groaning sound through the door. It sounds
Adventure: “Training Day”
almost human.
How it is [Setup]
The Purple Ninja is a folk hero in Demon Hunter
circles. His tales are legendary and his winning streak How it is [Setup]
is unmatched. Seeing him here, the Chapter is almost The door is magically sealed; Demon Hunters
compelled to help him. can either try to beat down the door with a HEROIC
feat of Strength + Athletics, or disable the lock. Of
Problem course, it isn’t really a lock—Covert won’t help.
As old as the door is, it is HARD to break down. The task requires Mystic Arts or Mad Tech (or any
Any non-subtle attempt to open it alerts Skunk and other appropriate Mad Skillz) to deal with the arcane
the Minions who will immediately kill the Purple amalgam, and is a complex action. Fortunately,
Ninja. (Note to Game Master: Don’t worry. The the Difficulty is AVERAGE (35), and each roll of
Purple Ninja is supposed to die.) The lock on the Intelligence + Mystic Arts (or alternate) takes only
door is an AVERAGE design and can be picked with five minutes. Remember, complex actions add the
an Agility + Covert roll. Picking the lock gives the result of each roll together, so that 35 isn’t all that
Chapter the element of surprise and a +1 Attribute bad!
step to each Demon Hunter’s Initiative roll for the Should they manage to get through the door:
combat. During the fight, one of the Minions will try
and kill the Purple Ninja. This room appears to be a small, 10-by-10
cell. Chained to the far wall is a pitiful creature. Its
Now What? bulbous eyes sit atop a head that would look out of
When it becomes obvious that the fight is place anywhere but a cheap carnival. It dangles above
going the Demon Hunter’s way, Skunk will throw the ground from stunted arms chafed and raw from
a smoke bomb and run out the door. The smoke the manacles. It looks at you and whimpers, trying to
makes Skunk FORMIDABLE to see, using Alertness pull away as if afraid for its life.
+ Perception, on his way out. If anyone tries to
follow, he disappears from sight and there’s no sign The creature is Chip’s hideously deformed
of him outside the room. The Purple Ninja refuses mother. If the Chapter hasn’t found Chip, she will tell
them how to reach his lab upstairs. Either way, once
10 Now What?
Cap’n will help the Chapter, participating in
fights, but doing nothing spectacular. He hangs back
each other immediately. Skunk aims for the junk
of the first person to step near him and the Order
Agent acts defensively only, backing away from the
and lets the Chapter fight much of the battle unless main fighting.
his help is truly needed. He is not very interested On the fifth turn, the demon appears. Read the
about the growth of the young Hunters. He merely following:
wants to save his energy for the fight with the SNV.
Adventure: “Training Day”
S kunk
Agi d10 Str d8 Vit d8 Ale d6 Int d6 Wil d8;
Init d10+d6; LP 16
Skills Athletics d6/Dodge d8, Unarmed Combat
d6/Junk-Kicking d8, Perception d4.
Notes These are fairly minimalist stats for
11
Skunk. He possesses the special Recurring Villain
(d8) Asset: He usually flees successfully at the last
moment, and even when he appears to be killed, his
body is never found!
assistance, but the next (cough) next (cough) next each one. Though he scowls, you can see an odd
time we meet, I’ll be feastin on yer brains.” sense of pride in his eyes.
With this ominous prediction, Cap’n kicks the “Well,” he says, “you made it. You killed your
dust and limps out of the cavern. Professor Sneed first vampire and even got rid of a zombie pirate to
lies on the makeshift altar and the demon still boot. I’m sure this will get you promoted right past
whimpers within the protective circle, sucking his Jim and me. Everything seems to.”
thumb. He sighs and shakes his head. Silent Jim just
shrugs.
Sneed is in bad shape. If the Chapter reached “Anyway, congratulations to all of you. You’re
him in time to at least stop the bleeding, he will a real Chapter and you’ve proven yourselves as
survive, but is unconscious and cannot answer Demon Hunters. You’ve got a bright future
questions. A long stay in the care of a beautiful nurse ahead … ”
is in store for him. Gabriel is interrupted by Albrecht, another
When the Chapter confronts the demon: member of Omega Fifteen.
“Gabe,” he pants. “We gotta go. There’s
The demon is a sight that you can almost pity. something going on at home base.”
He crawls to the far edge of the circle as far away Gabriel looks at Albrecht then back at you. He
from you as he can get. He stares at you with wide smiles wryly. “One last thing before I go. Let’s see
eyes. ‘em.”
C h a p ter:
C o ncep t: P l ay e r N a m e :
Sk i lls an d s pe c ia lt i e s
At t ributes Animals Mechanic*
[ Wound ]
Agility:
Strength:
Vitality: Artistry Medicine*
Alertness:
Intelligence:
Willpower:
Athletics Melee Weapons
Derive d At t ributes
Life Points (Vit+Wil):
Covert Perception
Initiative (Agi+Ale):
Endurance (Vit+Wil):
Resistance (Vit+Vit):
Craft Performance
Act ion Difficult y
Action Diff / Extraordinary Discipline Pilot*
Easy 3 / 10
Average 7 / 14
> Hard 11 / 18
Drive Ranged Weapons
Formidable 15 / 22
Heroic 19 / 26
Incredible 23 / 30
Guns Science*
Ridiculous 27 / 34
Impossible 31 / 38
Heavy Weapons Survival
Ad vancement Cost
Type Cost
Attribute 8
Influence Tech*
Trait 7
Skill 3
Knowledge Unarmed Combat
Plot Points
[ Stun ]
Watercraft
Kevin swift (Order #18054340)
* Skilled only
V itals
Origin:
compl i cat i o n s As s e ts
E quipment
Ar mor Weaponr y
Type: Armor Rating: Type: DMG:
Covers: Penalty: Range: Ammo:
1 2 3 4 5 6 7 8 9 10 11 12
D2 D4 D6 D8 D10 D12 D12+D2 D12+D4 D12+D6 D12+D8 D12+D10 D12+D12