Professional Documents
Culture Documents
Personalities of Hillcrest - Hunters
Personalities of Hillcrest - Hunters
Ashwood Abbey
-a club for the ultra-wealthy and old money to hunt monsters. There are nearly 17
members in Hillcrest, with several prospective probationary members; most work in
cells of two, but there are 2 cells of 6 that rotate in and out of the city for “hunting
trips”. They are based in Gray’s Club.
The Park Society Cell- they call Abbey Park in Summerset as their hunting ground.
The Blueblood Hunting Club- while most members live in Manor Row, they go hunting
pretty much where they please, considering the entire city their territory as noble
lords.
- Ashwood Abbey, Status 3. Virtue: Justice. Vice: Greed. Age: 55. Top Skills
(Academics: Law, Politics: Local, Intimidate: Reputation as the Hanging Judge,
Firearms: Flintlocks)
- As a family, they were bland yet imperious, and the Burwells had intermarried
into nearly every family to gain political connections. Sadly, they lost much of
their wealth and plantations because they supported the Confederacy during
the war. Left with the grist mill, the family went into politics instead of
business and borrowed heavily from relatives in order to maintain their
lifestyle. Young Simon felt robbed of his birthright, but decided on a career in
law as a prosecutor so that he could punish the wicked. He was vicious,
attacking from any angle, and vented his fury especially on the lower class
criminal that was helpless with a public defender. When he was elected as a
judge on a “tough-on-crime” platform, he quickly garnered a reputation as the
“hanging judge”, giving the maximum sentence he could on the “deserving”. It
is important to note that this sense of justice Simon was warped. In his mind,
the lower class deserved the harshest treatment, while the upper class
deserved leniency due to their better breeding and manners. Simon is a man
continuing his upper class habits on a judge’s salary, and thus he is constantly
in need of more money. The wealthy know he is absolutely available for
purchase and bribery, and he’s even sentenced kids to “scared-straight” boot
camps in exchange for a cut of the profit. A man who looks 5-6 years older
than he is, with severe widow’s peaks in his graying hair, heavy frown lines,
and a grim sallow face. During hunts, he likes to wear his ancestor’s
powdered wig and red hunting jacket, and use black powder flintlocks.
- Ashwood Abbey, Status 3. Virtue: Adventurous. Vice: Vanity. Age: 35. Top
Skills (Animal Ken: Exotic Pets, Larceny: Sleight of Hand, Athletics: Spelunking,
Firearms: Exotic).
- His family was the first to bring an elephant to America, and Ambrose on
occasion will borrow his family elephant for really important hunts, riding in a
howdah. He is splashy, dapper, with a Brummel-like flair. If he doesn’t ride in
on a camel, he might show up with a trained hunting cheetah or a falcon. He
likes to call himself an adventurer and an experimenter. He rarely carries a
simple firearm, the more exotic, the better, with his favorite being his mini
flamethrower or a crossbow that fires two bolts at once. It’s a wonder he
hasn’t been killed yet with his “try-anything” personality. A handsome man
with a pencil-thin mustache he calls the “Errol Flynn” and styled chestnut
brown hair. He sometimes dresses up like Indiana Jones.
- Ashwood Abbey, Status 2. Virtue: Clever. Vice: Pride. Age: 30. Top Skills
(Academics: Heraldry, Craft: Trapmaking, Occult: Ceremonial Magic, Socialize:
Drinking).
- A foreign guest from the lodge headquarters in Scotland, he’s English and
quite proud of it. Fiendishly clever, he studied engineering at the Royal
Engineering College, where he mastered various animal traps, including a fox
trap that bisected the animal when caught. A member of various occult
groups, he has also learned a few ritual spells using ceremonial magic, which
helps him track down the supernatural, such as summoning the shades of the
dead to speak. He’s enjoyed his vacation in America so far, but also misses
the Kneesworth House in Kent. Tow-headed, a Harrow man, with a pipe, a
brown houndstooth jacket, and plaid bow tie.
The Collectors Cell- this group of Ashwood are more interested in collecting unique
experiences and trophies. Status is gained by the uniqueness, not the number, of
trophies. This cell calls the New Town as their territory, especially the Nightlife
District and Gray’s Club.
- Ashwood Abbey, Status 2. Virtue: Faith. Vice: Greed. Age: 31. Top Skills
(Academic: Archeology, Investigate: Provenance, Larceny: Artifacts,
Persuasion: Auction Bidding).
- Brought into the Abbey by Heinrich after they competed on bidding for the
same item at the Deiform auction house. Jared is from the affluent
Witherspoon family, of Scottish origins, who lived in the Old District for
several decades. During his hunt, he was supposed to capture a goblin, but
was ambushed by a skull-faced thing riding a giant spider. During the battle, a
beam of blue light incinerated both, leaving Jared unharmed. Rather than tell
anyone about his vision, he lied and presented the charred remains as his own
kills. A Giant Spider was rare enough to earn him his spot, much less Skull-
Face. However, Jared is obsessed with the blue light, which he believes called
to him, calling it “the Messenger”. Jared has donated three objects to the
Special Collection: the Greek Fragment (part of a satyr statue that consists
only of the well-endowed lower half, once a year it animates with seemingly
limitless stamina), the Unspeakable Pate (meat paste in a tin can made by the
legendary Dog-Food Killer from her human victims, eating it summons their
ghosts), the Lively Gibbet (a metal frame used to display a criminal’s body
after execution, a fresh corpse placed inside with the magic word spoken
animates it as a zombie; the Aegis Kai Doru insist this gibbet belongs to them,
but possession is 9/10ths the law).
- Ashwood Abbey, Status 2. Virtue: Hope. Vice: Envy. Age: 35. Top Skills
(Academics: Economics, Craft: Taxidermy, Persuasion: Bribery, Firearms:
Hunting Rifles).
- The Millers have put in a lot of money improving their local community, and
Woodward is happy to continue to play philanthropist. Normally working as a
stockbroker, and often found at the club golf course, Woodward’s real passion
is trophy hunting. Woodward has killed a vampire (mounting its fangs on a
board), a mage (taxiderming his hands), and a chupacabra (stuffed and
mounted). But he still really wants to kill a werewolf and turn it into a rug, the
problem being that they turn back to human form on death. He’s been
spending cash to find a solution to this problem. A mocha-skinned African-
American with a warm smile, dressed in white slacks, golf shoes, and a white
polo shirt.
The Long Night
-a loose compact of different Christian groups, mostly Protestant. They believe that
now is the Tribulation, the “Long Night” of Revelations and they are the warriors of
Christ. One cell in Hillcrest.
- Long Night, Status 2. Virtue: Fortitude. Vice: Lust. Age: 32. Top Skills (Craft:
Molotov Cocktails, Weaponry: Fire Axe).
- A devoutly religious firefighter, he was inspired to join the Long Night after
seeing a woman walk out of the flames of a building fire completely
untouched. Obsessed with the possibility of demons walking among the
population. He uses a fire axe and as an expert in fires, the Long Night relies
on him to safely set fires to burn out vampires or other things. His family has a
long history of city service as policemen and firefighters. However, Hawthorne
is fearful that he’s not worthy to serve the Lord, due to his secret urges and
attraction to his fire chief. He holds himself in check with strict discipline, his
hair cut in military style, his clothes picked out carefully.
- Long Night, Status 1. Virtue: Faith. Vice: Greed. Age: 45. Top Skills (Stealth:
Blending In, Persuasion: Sales, Larceny: Lockpicking, Firearms: Concealed,
Drive: Delivery Van).
- He did a few robberies before he became Born-Again and started driving the
“Bible Van”, going across state to sell bibles. It was a terrible business, and he
barely sold anything. Until one day he met the Devil, who promised he could
be the greatest salesman in the world in exchange for his soul. Sorely
tempted, he pulled the tiny pistol concealed in his “38 Special” Bible and
blasted a hole through the Devil’s eye. Old Nick vanished in a wail, and Joshua
saw his new calling, joining up with Preacher Coffin to keep spitting in the
Devil’s eye. A lanky man with a thick mustache but balding on top, concealed
by a toupee.
- Long Night, Status 2. Virtue: Loyalty. Vice: Envy. Age: 40. Top Skills (Occult:
Prophecies, Investigation: Sin, Expression: Chorus/Pipe Organ, Firearms:
Shotgun)
- Devoted to Preacher Coffin, who saved her from a life of sin (she thinks, she
never actually did anything in her whole life, never drank or gambled or even
had a boyfriend). She’s an older dowdy woman with thick glasses and straight
brown hair. She’s obsessed with biblical prophecies and numerology, scouring
the holy books for her next clues. She might not be crazy, as several of her
decoded prophecies have proved very useful to the Long Night. The rest of the
church regard her as a bit of a gossip, as she pries into everyone’s misdeeds
(She even has a dossier on her teammates). In one area she relaxes, and that’s
when she plays the organ or sings in the church choir.
The Union
-blue-collar hunters, there is a cell based around workers in the Bloodyard and Factory
district, and the rest made up of police officers.
- Union, Status 5. Virtue: Faith. Vice: Wrath. Age: 81. Top Skills (Politics:
Union, Investigate: Strange Happenings, Occult: Local Oddities, Persuasion:
Teamwork)
- The son of Italian immigrants, he came back from his military service to
discover his neighborhood was suffering an outbreak of anemia, with two
children found dead in a trash can. He gathered up his military buddies to
track down the vampire responsible and torched it. Since then, Joey has been
the legendary advisor for several Union cells. Getting too old to hunt
anymore, he’s still the Union Steward, the head of Hillcrest Factory Workers
Union #666, and runs the old Stop & Shop grocery store where he sits at the
front counter while Union hunters use the back to plan attacks. His wife left
him 20 years ago, and 8 years ago, his son Geno vanished through a door,
never to be seen again. He still keeps his lucky shotgun below his counter.
- Union, Status 2. Virtue: Family. Vice: Envy. Age: 29. Top Skills (Firearms:
Indoor Firefights, Investigation: Sharp Eyes, Streetwise: Local Area, Brawl:
Restrain).
- Part of the Occult Crimes Division, which investigates cult activity, which is
common in Little Haiti, the Barrio and the Blood Yards. The oldest of four
sisters, she was the responsible one, working throughout school to get them
out of the slums they lived in. It was at age 17 when she got knocked up by
Julio, a baby-faced gangster who got himself killed during a liquor-store
robbery. She raised her daughter Marie alone, but without a college degree,
she went to the local police academy to become a police officer. After 10
years on the force as a beat cop, she has little to show for it but a plastic
trophy on her desk and therefore has taken a few bribes to look the other
way. Tough, no-nonsense, with a chip on her shoulder, she’s put down a few
weird cultists and is aware that magic is real. To her, family is everything.
- Union, Status 2. Virtue: Fortitude. Vice: Wrath. Age: 32. Top Skills
(Academics: Engineering, Craft: Welding, Weaponry: Improvised, Firearms:
Mechanical).
- A welder and caster at Vulcan Ironworks, he’s seen the dark underbelly of
Norlock and realized that something had to be done to protect his people. His
first brush with the supernatural was dealing with an artificial man whose
presence was causing accidents and tempers to flare. Confronting the
stitched flesh creature, it nearly crushed Reagan’s throat until he pulled a
switch to pour molten hot iron on its head. Badly burned from the splatter,
Reagan has used the factory’s hot iron vats to dispose of several creatures, as
nothing survives 1200 degrees. At the same time, he’s ingenious at making
devices; such as a scrap metal saw-toothed club, and a mechanical automatic
crossbow that ignites the bolts as it fires them. A man covered in burn scars,
only able to grow half a patchy beard, dressed in thick clothing, steel-toed
boots and a leather apron; his welding mask strapped to his belt and worn
when he goes hunting.
- Union, Status 3. Virtue: Charity. Vice: Gluttony. Age: 35. Top Skills (Politics:
Unionism, Weaponry: Meat Hook/Butcher Knife, Athletics: Lifting, Animal Ken:
Farm, Persuasion: Leadership).
- Growing up on a farm in the Soviet Union (in Georgia), he loved animals,
raising several pigs and goats. But he also loved eating meat. After the fall of
the Soviet Union, he moved to the US with the help of a loan from the Russian
Mafia. Unfortunately, they turned him into a hitman while he worked his
dayjob at the Slaughterhouse as the man who lifted the animals onto the
conveyor belt after they were bolted and cleaned them. At night, he’d bring a
target to the line and do the same, but unlike most of his fellow hitmen, he
never enjoyed the job. He probably would have gone mad from the work, but
a run-in with a vampire feeding on the blood on the factory floor woke him up
from his depressive fugue. After a fight with the frenzying creature, he
managed to toss it into the machine where the sausages were made. He felt
powerful and alive. Inspired, he organized his fellow workers to join the
Meatpackers Union and told the Russians he would pay off his debt in a
different way. They didn’t like that one bit, but sending them a few of their
men back in sausage-form and the support of his new friends in the Union
changed their tune. The cops in the Union don’t exactly trust his conversion,
but Joey thinks Gregor has the stuff to become a Union Steward one day. A
large, thick man with a bit of a beer-gut and a love for BBQ, he’s quite capable
of lifting a 210lb pig like nothing and putting it on a hook. During the hunt, he
wears his leather apron, rubber boots and a leather hood to conceal his face;
with his various butchering tools and knives hanging from his tool belt.
- Union, Status 1. Virtue: Dedicated. Vice: Sloth. Age: 42. Top Skills
(Academics: Engineering, Investigation: Sewers, Survival: Underground
Navigation, Stealth: Darkness).
- Eddie works for the City Water and Sewage department, his job involves
walking the sewer lines to identify any leaks, blocks or malfunctions. It’s a
smelly job, but not overly difficult, and he likes being alone. However, after a
few “incidents”, it didn’t take Eddie long to realize how dangerous the sewers
really were. Creatures live down there, a lot of them, and occasionally the
sewer lines would cross into tunnels, crypts, or ancient stone halls carved with
statues of gods. The dedicated sewer workers simply told the new guys
where to avoid, what not to look into, and how to stay safe. They made maps
and if necessary, cleared nests, which is where Eddie got his first lesson in
monster killing when he ran into a man teeming with rats inside his body. A
prematurely balding black man (who killed his sense of smell through heavy
smoking) who prefers reading a magazine and eating lunch to hunting, he was
named by his fellow workers to represent them to the Union. In that task, he
performs well, giving them maps and getting them out of jams by jimmying
open a panel or gate to help them escape through the sewers.
Network Zero
-mostly online, this group collects video evidence of the supernatural and runs a
forum for members to post sightings. Hillcrest has a few members living in the city,
one is a hacker, the other is an amateur ghost-hunter on the internet and her
videographer and editor.
-Mitch Goldberg, AKA “Golden Eye”
- Network Zero, Status 3. Virtue: Dedicated. Vice: Lust. Age: 19. Top Skills
(Computer: Hacking, Occult: Urban Legends, Socialize: Web Forums, Drive:
Pilot Drones).
- A l33t hacker, as he describes himself, he’s hacked several of the security
cameras on his block as well as uses a drone to watch his neighborhood. The
top mod on the Hillcrest Zero forum as well as the main supplier of videos of
the supernatural. Scrawny, with a mop of curly unruly reddish hair and a
wispy chin-beard. He has started to suspect that the head of the
neighborhood watch and homeowner’s association in his block is secretly a
serial killer. What he doesn’t know is that the man is aware that Mitch has
been spying on him and has been making plans to disappear him. Luckily,
Mitch hardly ever leaves his parents’ basement, and only visits the local
arcade once a week.
- Network Zero, Status 1. Virtue: Loyal. Vice: Gluttony. Age: 28. Top Skills
(Computer: Editing, Athletics: Running with a Camera, Brawl: Judo,
Expression: Film).
- Vanida’s cameraman and editor, a huge Japanese-American boy with a
professional camera and a quiet shy personality. He’s often found eating
when he’s not fiddling with his camera or editing a new video on his laptop.
“Mouse” loves ghost-hunting, his grandmother used to tell him all about ghost
stories from her native Japan. He’s a loyal cameraman, he keeps filming even
when running for his life, and can often outrun Vanida even while lugging a
heavy camera. Merits- Second Sense (Ghosts), Camera Obscura (3- spend
willpower and focus through a camera to inflict bashing damage on spirits =
Wits+Expression-Def.
- Probably one of the more annoying Net0 members, she loves drama and
spooky things, but what she really wants is to become famous. A young
woman with the top of her mohawk dyed red and several facial piercings,
she’s loud and crude, and currently on livestream talking about the nearest
hangout for monsters only. Secret: BL00DY M4RY doesn’t exist. She’s an AI
experiment by Anderson Robotics to infiltrate Network Zero and take over the
movement.)
Null Mysteriis
-an association of scientists studying the supernatural, there’s a member at the
Hospital, one at the University, and a forensic investigator. The hospital surgeon Dr.
Anna Carter has developed a technique to remove a mage’s powers through brain
surgery, technically a lobotomy, it still has bad side effects. Meanwhile Prof. Peter
Thiessen has developed an untested device which should change the energy state of
spirits, giving them physical form.
Dies Irae
(master demonologists trained in the tongue of Babel; there is a cell present at
Morgrave University; they are searching for a fragment of the Ars Moriendi “the Art of
Dying”, a Latin grimoire which catalogs all contemporary information on demons and
how to use demonic powers to fight them before it was destroyed by the Malleus
Maleficarum. Dies Irae have no supernatural powers, but do extensive research on
demons and their banes which gives them an advantage; in fact, the Crucifiers even
test out banes on captured demons, trying different variations and torturing them to
find their secrets. This particular cell is led by a Scholar, his apprentice, and a Crucifier)
- Dies Irae, Status 2. Virtue: Curiosity. Vice: Envy. Age: 24. Top Skills
(Academics: Bibliology, Occult: Demonic Grimoires, Investigate: Possible
Possessions, Craft: Binding Objects).
- Krafft’s latest apprentice since the untimely demise of the last one, she was
one of his top students in his Bibliology class and her paper on translating
Babylonian demon talismans sparked his interest in recruiting her. Much of
what she’s learned has come from studying demonic grimoires, and she’s built
a number of totems or talismans to bind demons safely inside as long as she
knows their true name. A pale young woman with curly blond hair cut short,
thick black-framed glasses, and a fondness for pale colors such as cream and
peach dresses with a pale gray sweater. Merits: Language (First Tongue*,
Latin, Greek Linear B, Aramaic, Akkadian), Esoteric Armory ***, Investigative
Prodigy*.
- Dies Irae, Status 2. Virtue: Purity. Vice: Lust. Secondary Vice: Wrath. Age: 25.
Top Skills (Athletics: Leaping, Weaponry: Swords/Branding Irons, Survival:
Starting Fires, Intimidate: Torture).
- Beatrice is not really herself, as she died years ago. Rather she was an
experiment by Mercurius, in which a demon of wrath was bound to her body
using binding spells in Latin and Aramaic tattooed onto her body. When Krafft
needs a deadly killer, he speaks the trigger phrase to unleash the demon
inside her, a demon skilled in swords and branding, named Erzollath the
Piercer. A woman with an angelic face, tattoos of words encircling her limbs
and body, auburn long hair, and a style consisting of loose white clothing;
when she’s unleashed, her face twists with rage, and she can pull a black
longsword out of her throat. Supernatural Merits (Possessed): Vestment of
Wrath***- Swift Intercession * (add dots in Wrath to Initiative), Bonded
Weapon ** (1WP, bonded weapon appears instantly in hand no matter how
far away and dissolves at the end of combat), Spite*** (2WP, anytime she
takes damage within 3 turns, she can make a free attack in retaliation).
Division Six
(supposedly a government organization, they even have official-looking badges.
Tasked with eliminating “reality deviants” aka mages, they claim to have been around
since the Revolutionary War. This is a lie. They were founded in 1977 on the
American Bicentennial by a New England Congressman named Thomas Major and
some DC officials who discovered a plot by witches to use the 200th birthday of the
nation to alter the future. Contacted by a man named Mister Jones, who claimed to
be from Division 6 headquarters, they were organized into a hunter cell to kill mages.
In reality, Mister Jones, who hasn’t aged a day since the 70’s, is a member of the
Panopticon, a cult that serves the “Lords of the Supernal”, the mages who ascended
the Tower of Babel and then knocked it down, sinking Atlantis. The “reality deviants”
on the lists sent to Div6 agents to kill are enemies of the cult. There are three
departments: Department Alpha, division planning and admin; Department Charlie,
intelligence and research; and Department Whiskey, assassins, snipers, terrorists.
Part of their training involves “reality construct conditioning” which means that
casting spells around a Div6 member usually invokes paradox [status 3 adds 1 die to
Paradox]. Some of the top tier agents are Nulls, meaning they void magic by their
presence). Special Merits: Reality Construct Conditioning 1-5 (each dot adds 1 dice to
a Paradox roll when vulgar magic is cast in their presence, and even a single witness
counts as a group one size bigger for the purposes of Paradox).
- Silver Cross, Status 2. Age: 33. Virtue: Family. Vice: Greed. Top Skills
(Medicine: Long-term Care, Occult: Folktales, Firearms: Concealed, Empathy:
Emotional Support)
- It all started when she had a patient come in with a bloody stump for an arm.
Checking in on them, she saw the man leap out of the window and run off,
and he had two healthy arms. Curious, Dominga did some research, which led
her to meet with the Silver Cross. They offered her a job with better pay, so
she could send more money back to her family in the Philippines. And even
better, she is helping stitch up her fellow hunters who tell her the most
amazing stories.
- Silver Cross, Status 2. Age: 28. Virtue: Fortitude. Vice: Pride. Top Skills
(Medicine: First Aid, Firearms: Concealed, Drive: Ambulance, Weaponry:
Silver).
- an immigrant from Kenya looking for a better life, he entered the Vigil after
picking up a Union hunter bleeding to death from a massive werewolf bite.
Saving the man’s life, the Union was grateful, and while running with their
crew, he discovered the same werewolf was stalking patients at the zoo. He
called in the favor, and together they killed it. Realizing he was a better healer
than a killer, he joined the Silver Cross. A tall and lanky Kenyan, with a shaved
head and a warm broad smile. Eric has a certain pride after working through
poverty, war, and hardship to make his way to the US. He greatly believes in
the American dream, though he’s currently struggling to save up money for a
house, his pride won’t let him accept borrowing from family.
The Wordsmiths
(a society founded by Wilfred Wordsmith in the 19 th c., who discovered his childhood
friend was still alive and a vampire. Their conversations before his friend’s suicide by
sunlight led Wordsmith into trying to cure vampirism; his society of friends and family
carried out his work of trying to “save” vampires and ghouls from their addictions.
The latest leader of the Wordsmiths is a vampire converted by Wilfred, Abraham
Vordenburg who developed the technique of “thought bombing”, leaving notes and
questions for vampires to reflect on, hidden around their sanctum by their own
ghouls, which was safer than talking to them in person. In Hillcrest, a pair of
Wordsmiths run BAA- “Blood Addicts Anonymous”, a support group for ghouls and
reformed vampires)
- Wordsmiths, Status 3. Age: 40 (still looks 20). Virtue: Charity. Vice: Envy.
Top Skills (Occult: Ghoul Families, Larceny: B&E and Lockpicking, Stealth:
Move Silently, Expression: Spooky Notes).
- A former burglar and former ghoul (though of a ghoul family), Winnifred is an
equal partner to Joshua, helping organize BAA meetings and security. She’s
called the “Messenger” because in the early days of the Wordsmiths they
didn’t have enough ghouls to leave messages. So she was the one to break
into vampire lairs to tape notes to their coffins and bathroom mirrors with
messages to repent and stop drinking blood. Now however, she’s convinced
several ghouls to help leave messages. It’s risky, but she’s a true believer. For
her, she thought she wanted to be a vampire, envying their power, it was
enough to serve them as a teenager, hoping to receive the Embrace which
never came. It was enough for Joshua to recruit her and now she takes
pleasure in denying vampires their servants. She’s tall and thin, very pale, with
bite scars across her legs and thighs, and red hair pulled up into a bun, with
round purple sunglasses covering her green eyes. A member of the Hostewick
ghoul family, she can’t speak above a whisper (she has access to Ventrue
disciplines, but can’t use them without Vitae, and she ages half the normal
rate of a human).
Bill MacManus (Sons of Cu’Chulainn [Red Branch Knight], Status 2. Virtue: Faith. Vice:
Envy. Age: 30. Top Skills (Occult: Fetches, Athletics: Throw, Weaponry: Spear, Stealth:
Hide Evidence). His brother Dan vanished one day, and his parents didn’t believe him
when he said the thing made out of leaves and trash that replaced him was a fake.
They sent him to therapy, convinced him he was ill, but even with the drugs, his
brother was still a pile of talking garbage. 15 years later, the Sons broke into his house
and set the fake Dan on fire, revealing his true nature as a fetch. He has faith that he
will find his brother Dan one day. Currently works at Argus Waste Management as a
garbage man, a great job when one needs to hide evidence or bodies. He keeps a pair
of cold-iron shortspears in his truck while working.)
Kenny Wilkinson (Sons of Cu’Chulainn [Red Branch Knight], Status 1. Virtue: Loyalty.
Vice: Wrath. Age: 21. Top Skills (Brawl: Boxing, Weaponry: Knives, Socialize: Dock
Workers). His father was killed on the docks when Kenny was a boy, and nobody
believed him when he said he saw “monsters” hacking his old man to death. His
mother tried hard to raise him right, but he nearly went to Juvie due to his anger. It
was Sean who pulled him out of that life and told him of the Sons. Kenny looks up to
him like a father, and even managed to graduate from his Catholic school. He now
works on the same docks as his dad did, looking for the changelings that killed him. A
serious boy, but still young and inexperienced; his last raid involving leprechauns
nearly ended in disaster. Carries a crude knife hammered out of cold-iron.)
Keepers of the Weave & the Protectors of the Light (The Sworn)
(a loose compact of Native American hunters, they focus on protecting their own
rather than hunting monsters. After the destruction of the Pequot tribe, a vacuum
formed in the area with no hunters to protect the locals. The other tribes realized they
would need to make alliances, regardless of tribe. The Keepers hold the old wisdom,
while the Protectors do the tracking and hunting. In Hillcrest, the natives have long
known about the monsters. The Reservation has a Keeper, and her apprentice; with
the actual hunting done by a trio of Protectors. The Keepers and Protectors are
associated with SWORN (Strong Warriors Of Red Nations)- an alliance of all Native
American hunter groups. They share information and tactics, even rituals, about the
various supernatural creatures that could harm their people.)
- Keeper of the Weave, Status 2. Virtue: Friendly. Vice: Envy. Age: 26. Top
Skills (Expression: Dance, Occult: Visions, Investigation: Dreams, Academics:
Native American History).
- Effie’s granddaughter and young apprentice, she is learning the techniques of
a Dawn Society Elder. Her father is Absalom Benjamin Hart, who works over
at the tribal casino and doesn’t have much respect for the old ways or magic;
her mother Harmony Stone-Hart is, however, supportive of her daughter.
Melody is also a Jingle Dress Dancer, with a dress made of bells fashioned
from tobacco tins over 100 years old. A fairly young looking woman, with
fairly white features; she always wears the copper and feather amulet
prepared by her grandmother. Thaumaturgy Merits: Mystery Cult Initiation 3,
Visionary Trances 2, Dream 3, Aura Reading.
- Protector of the Light; Status 3. Virtue: Family. Vice: Wrath. Age: 50. Top
Skills (Occult: Warrior Lodge, Brawl: Kicking, Weaponry: Wooden Stake,
Firearms: Shotgun).
- Son of Effie Stone, his father was Jim Kicking Moose, who was also a Protector
and who died in battle with one of the Three Sisters (Sara, the Achinkxat
vampire of the Woods) when she was caught feeding on one of the tribe.
Hence, he doesn’t trust the two vampires on the Elder’s Council even if they
are his People. Running the sweat lodge for the warriors, he has acquired his
grandfather’s Medicine Bundle made from an ancient red-haired woman’s
scalp which contains precious objects including Thunderbird’s Mqkq (mah-
kah) (a medicine pill that grants the strength of a black bear), Hit’énųk’e Paint
(a warpaint that allows a person to point his finger at a bird and kill it with a
word; made from the heart of the giants called Hit’enuk’e), and 3 Thunderbird
Arrows (sharpened stick arrows made from oak struck by lightning, they can
kill spirits). Though an old man with a weathered face, his hair is still long and
black, while his body remains fit and healthy. He dresses in old denim jeans, a
cowboy hat, shirts with sleeves rolled up, a buckskin vest, and steel-toed
leather boots decorated with turquoise. Aside from his medicine bundle, he
owns a 10ga shotgun, carries a Bowie knife, keeps an old bow in his car, and
has a few wooden stakes hidden in his vest. Merits: Relic (Kicking Moose
Medicine Bundle) 4, Unseen Sense (Vampires).
- Protector of the Light; Status 2. Virtue: Protection. Vice: Dishonest. Age: 35.
Top Skills (Occult: Totem Spirits, Survival: Tracking, Animal Ken: Corvids,
Weaponry: Tomahawk).
- A half-black grandson of Soaring Eagle, he’s aware of his wolf-blood, and yet is
suspicious of it. He knows the Proud Mountain Pack has protected his people
for generations (except for that whole white man land-theft thing), but he
can’t help but feel the wolves can’t be trusted. Instead, he has put faith in his
totem Little Crow, who whispers little secrets to him, such as the ability to
understand the speech of corvids, and even got him a tomahawk with beyond
ordinary abilities. He also carries a revolver and a small flip knife with a
silvered blade. A middle-aged man with shifty eyes, a frowning brown face
and a fondness for crow feathers. Merits: Assertive Implement (“Crowbeak”
Tomahawk) 3, Pack Bond 1 (Totem 1), Full Moon’s Birth (2), Animal Speech 1
(Corvid).
Final Girls: Jess Bradford (an older woman at 70, she’s living in an elder care facility,
but still sleeping with a sawed-off shotgun under her pillow. A three-time survivor of
the Santa Killer), “Max” Maxine Cartwright (at 20, she used her mother’s knowledge
and teachings to survive the return of the Camp Horn Killer), “Nance” Dr. Nancy
Thompson-Holbrook (age 53, she survived the Sleepytime Killer and became a
psychiatrist treating PTSD and survivors of slasher attacks; has a white streak in her
hair from the experience), “Chris” Christina Gelbman (age 32, she managed to kill the
Birthday Slasher by shoving a screwdriver into his eye and kicking him out of a
window; they never did find his body though…).
The Four Horsemen Cell- the Order’s top killers. They each specialize in one particular
supernatural creature, but often work together in support.
The Mendicant’s Habit Cell - the support cell that provides research and medical
support to the other cells.
- Malleus Maleficarum (Sisters of St. Claire), Status 2. Virtue: Mercy. Vice: Lust.
Age: 32. Top Skills (Medicine: First Aid, Empathy: Emotional Support,
Persuasion: Encouragement, Stealth: Unobtrusive, Expression: Hymns).
- The right-hand nun for Mother Agnes, she is a trained healer of the Sisterhood
of St. Claire and the school nurse. On missions, she is loaned out to the
different Malleus cells or hunters that need her services or support.
Benedictions: Hands of St. Luke (healing touch), Blessed Protection of St.
Agrippina, Shepard's Blessing, Mantle of Orleans, Songs of Daniel.
The St. Joan Cell, aka “The Sisters of the Immaculate Chainsaw”- an all-female order
that specializes in vampire hunting; their nickname is a joke about how several use
chainsaws to dismember their targets.
-Sister Chastity Jones, “the Nun of Blades” (Malleus Maleficarum [Sisters of St. Joan],
Status 1. Virtue: Chastity. Vice: Violent. Age: 25. Top Skills (Weaponry: Blades,
Athletics: Free-Running, Survival: Urban Environments, Stealth: Conceal Weapons).
She carries a number of blades, from a pair of shortswords to a belt of knives, but her
main one is a folding Polish war-scythe with a shortened handle. And yes, sometimes
she brings a chainsaw. Benedictions: Wrathful Sword of St. Michael the Archangel,
Armor of St. Martin, Loyola’s Fire).
-Sister Joy Zauberbuch, “the Sister of the Book” (Malleus Maleficarum [Sisters of St.
Mary], Status 1. Top Skills (Academics: Research, Occult: Hedge Magic, Larceny:
Sleight of Hand, Subterfuge: Hidden Meanings). Rescued from a cult, she has some
skill in hedge magic which she uses for Christ, carrying an old grimoire wrapped in a
rosary and crosses. Half of her face has been stitched back on using skin grafts. She
was one of only 77 nuns blessed by the reliquary of St. Mary, which makes her blood
toxic to vampires [touching her blood deals 1A for each lost health]. Benedictions: St.
Agathius’ Call, Fiacre’s Staff, Armor of St. Martin).
-Sister Mercy Armo, “Deadeyed Nun” (Malleus Maleficarum [Sister of St. Joan], Status
1. Top Skills (Science: Chemistry, Medicine: Drugs, Firearms: Sniper Rifle, Survival:
Tracking). A former Chemistry major of Finnish descent, she takes a number of
stimulants to help steady her aim and increase her reflexes. She also carries a few
chemical weapons, with a grenade launcher, and a gas mask if necessary; they don’t
harm vampires so much, but it can definitely take out their ghouls. But her main
weapon is her 7.62mm 1932 Mosin-Nagant M1891/30 sniper rifle, modified to have a
folding bayonet. Benedictions: Sanctification of the Blessed Virgin, Fortitude of St.
George, St. Coleen’s Clarity)
The Sons of Tertullain Cell- a suicide soldier cell consisting of members belonging to
the Order of St. James, which believe they must commit group suicide in order to fight
ghosts and spirits directly. They are currently being held in reserve until they are
needed.
- Aegis Kai Doru (the Scroll), Status 3. Virtue: Faith. Vice: Old-Fashioned. Age:
50. Top Skills (Academics: Research/History, Occult: Identifying Relics,
Investigation: History, Science: Radiometrics).
- Professor Stackhouse is a Museum Curator in charge of the Greek section.
Relics: Kirkestede’s Lenses (bonus to research) *, One-Eyed Kings (see what
the other is seeing; the other coin was given to Elena) *, Ringsel (heal at 1W
per B, or 2W per L) ***, Eye of Hubris (others take a -2 to activate magic) **.
- Aegis Kai Doru (the Scroll), Status 1. Virtue: Honest. Vice: Wrath. Age: 30.
Top Skills (Craft: Woodworking, Firearms: Shotguns, Investigation: Stolen
Goods, Brawl: Boxing, Academics: Research).
- The child of illegal immigrants, she initially worked as a woodworker building
beautiful puzzle boxes, which attracted the attention of the owner of a
pawnshop who hired her to help him run the shop. Hardworking and honest,
she cultivated a good relationship with the police officer Ramon Vargas,
informing him whenever she received anything possibly stolen. One day, a
strange shaky man came in with a gold medallion covered in Greek runes, but
when she asked questions he ran out without the necklace. She called
Ramon, suspecting a theft from some museum. It was Professor Stackhouse
who showed up to collect the medallion, inducting Elena after she acquired a
few more relics for him and after an attack by mages. Relics: Skeleton Key
(open any locked door) *.
Cheiron Group
(formerly the Acheron Shipping & Trading Company [and before that, the House of
Katz, the Helios Society for the Infirm, and the Octavian Apothecary]; a major medical
& bio-research corporation that hunts monsters in order to harvest their parts for
implants; they have a research facility and office in Hillcrest. At least two cells are
operational).
R&D Cell-
- Cheiron Group (R&D), Status 4. Virtue: Prudent. Vice: Pride. Age: 58. Top
Skills (Science: Biology,
- Cyril is a plain looking man, with a dimpled chin and thinning blonde hair, in a
perfectly clean lab coat and novelty ties that he hates but wears because his
idiotic wife bought them. He wears tinted orange glasses to hide his eyes that
glow orange in the dim lighting of the lab. A serious man, he is not excitable
and never shows surprise, generally telling others he estimated that exact
event would happen. Cyril believes he is a superior being, the next step in
human evolution… or at least his research is. Thaumatechnology: Banality
Worm 5 (creates a field that makes supernatural powers fail), Devil’s Eyes 2
(see and read auras).
- Cheiron Group (R&D), Status 3. Virtue: Kindness. Vice: Lust. Age: 36. Top
Skills (Computer: Research, Investigate: Occult Info, Persuasion: Inspiring)
- Field Researcher, which means she is the liaison with the Harvester team,
providing them the info on their target and meeting with them to collect the
parts. Young and bright, with red hair tied into a bun and green eyes. She
actually finds the work exciting and fascinating, and visibly leaps with delight
when the Harvester team brings her something she’s never seen before.
Unlike the rest of the research time, she shows genuine care when one of the
Harvesters gets hurt. Thaumatechnology: Agonizer 4 (sting a mage to absorb
their mana), Lover’s Lips 2 (spit addictive blood that charms target).
The Harvesters- the working guys who actually go out and get the monsters, and
remove the organs.
- Cheiron Group (Retrieval), Status 2. Virtue: Honesty. Vice: Greed. Age: 34. Top
Skills (Investigate: Finding Fugitive, Subterfuge: Disguise, Weaponry:
Concealed, Medicine: Organ Transplant).
- He generally dresses in a drab olive pest-control uniform, with the tag “My
name is: Earl”. He finds it easier to get into places that way. The man is a
consummate hunter and master of disguise. In his old position, Cheiron had
him hunting down rogue agents to retrieve their bio-implants and organs,
giving him the dreaded nickname “the Repo Man”. It’s been an exercise in
trust for the others to spend time with him, as the man has no remorse. He’d
gut a teen just to sell the kidney. Has a scarred face and deep voice, his
insecticide sprayer is usually filled with a knock-out gas, with his other
weapon being an ice-pick concealed up his sleeve or the switch-knife hidden
in his boot. Thaumatechnology: Plasmic Caul 4, Quick Step 3.
- Cheiron Group (Retrieval), Status 2. Virtue: Loyalty. Vice: Wrath. Age: 27.
Top Skills (Craft: Repair/Bomb-Making, Survival: Setting Traps, Stealth: Moving
Quietly, Firearms: Pistol).
- Carla used to work for the Bomb Disposal Squad of the HPD, before a hidden
trigger by a serial bomber detonated and put her in a wheelchair for life; or
would’ve been for life if Cheiron hadn’t offered her a new spine and lungs. For
this, Carla is immensely grateful to Cheiron and would remain loyal to them
until the very end. Now she’s back in shape, and often making bombs rather
than disarming them for the sole purpose of catching monsters, so they can
be harvested to save more people like her. It’s a good thing that she’s doing
this work, right? Thaumatechnology: Twitcher 4, Ectocrine Gland 2, Voice of
the Banshee 1.
- Lucifuge (the Truth), Status 3. Virtue: Friendly. Vice: Greed. Age: looks 30
(actually 42). Top Skills (Academics: Research, Occult: Curses, Investigation:
Tainted Bloodlines, Firearms: Shotgun, Larceny: Sleight-of-Hand)
- A stage magician at the Black Magic Club, Jack was actually awakened to his
blood heritage as a young boy when his adopted family was devoured by a
demon in front of him. That was when he met the Lady of Milan and was
taught about his cursed nature. Obsessed with the notion of family curses
and tainted bloodlines, Jack became the Lady’s head researcher in Hillcrest
and he feels she is like a mother to him. Since youth, he’s had an Imp familiar
that takes the form of a raven or other small animals. He’s friends with
Detective Munny of the Union. A black haired man with a fondness for black
suits with red shirts, he can also manifest black wings of raven feathers.
Currently rents a room at the Black Magic Club, in exchange for working the
desk to sell magic kits and DVD’s to kids. He keeps a large number of books
and genealogical tables in his room, including a few demonic grimoires.
Castigations: Familiar, Family Vestment: Devil’s Wings, Infernal Visions,
Unholy Escapologist.
- Lucifuge (the Reconciliation), Status 4. Virtue: Faith. Vice: Pride. Age: looks
50 (200 years old). Top Skills (Weaponry: Knives)
- A refined older gentleman who lives in the wealthier part of town, he owns
the same townhouse he bought in 1830 when he first moved to Hillcrest. He
started out as one of the most loyal hunters of the Lady of Milan, he
practically worshiped her. But recently, he’s heard rumors of her regular visits
with the Bishop of the Malleus Maleficarum, and his faith is starting to crack.
One of the more powerful of the Lucifuge in the city, he prefers to work alone
as he regards Janice and Jack as his inferiors, only occasionally accepting some
bit of research or info on a target from them. Castigations: Calling Forth the
Pit, Hellfire, Sense of the Unrighteous, Tongue of Babel, Unholy Aura.
-”Agent Wood” Stewart Wood- TFV, Status 2. Virtue: Loyalty. Vice: Timid. Age: 40.
Top Skills (Investigation: Crime Scenes, Drive: Car Chase, Firearms: Covering Fire,
Persuasion: Ensure Cooperation). -Agent Stone’s partner and a trusted friend, he’s a
bald-headed large black man who forms the friendly face of the duo that puts
potential witnesses at ease. He frets over Stone like a mother hen, worrying about his
partner constantly. He knows something is bothering the grumpy old agent, but Stone
was never one to talk about his problems. Advanced Armory: Etheric Rounds 2,
Etheric Goggles 2.
Abraham Whistler, “Fang Buster”- TFV Status 3, Top Skills (Occult: Vampires,
Weaponry: Stake, Firearms: Aiming, Survival: Firestarter). Advanced Armory: Hod
Rounds 1, Huginn Visor 3, The Bleeder 2, VDSB “Sunlight” Bomb 3. -Formerly one of
the top hunters at the Lincoln Brigade, which has specialized in killing vampires since
the Civil War. He’s actually older than the Captain (much older, say over a 100 years),
but admires the man’s dedication. Abraham is a Dhampir, and was one of the original
members of the Lincoln Brigade. Merits: Vampire Hunter 4, Beloved Stranger 2,
Weakened Blood Bond 3.
Samuel Argent, “Silver Bullet”- TFV Status 3, Top Skills (Occult: Werewolves, Survival:
Tracking, Weaponry: Silver, Firearms: Shotguns). Advanced Armory: Equalizer
Grenade 3, Gleipnir Restraints 2, Etheric Tracker 4. -A “Lost Boy”, a secret government
experiment in implanting cybernetics into soldiers. He requires a daily dose of serum
to stay alive. During a testing of the Lost Boys platform in South America, his squad
was taken out by two different packs of werewolves, hence his hatred and
specialization in killing them. Loaned to the TFV. Merits: Lost Boys Protocol 3,
Protocol Fixer 3 (6 doses a week), Jumper 2 (x4 jump distance, halve falling),
Augmented Resilience 2, Augmented Speed 1, Strength Augmentation 3, Pulse-
Generator 3, Sub-dermal Armor 2 (+1/+1), Implanted Interface 2.
VASCU - the branch of the FBI that investigates serial killers, specifically the
supernatural Slashers. They currently only have one agent assigned to the city, due to
her stubborn resistance to asking for help.
The Order of the Southern Temple Cell- based in the Green Lion Pharmacy.
- Ascending One (Knife of Paradise), Status 4. Virtue: Faith. Vice: Wrath. Top
Skills (Crafts: Explosives, Stealth: Ambush, Firearms: Concealed, Brawl: Martial
Arts).
- Fond of Amad, though they fight like a married couple when not working. He’s
an Iranian with light Persian features and olive-green eyes. In many ways
alike, Ford however prefers firearms, generally concealed, compared to knives
or razors. He also specializes in killing werewolves, with a pocket full of silver
rounds for his gun. Known Elixirs: Hunting Sight of the Asp *, Vapors of
Mercury **, A Glimpse of After ***, Balm of Chronos ****, Amun’s Water
****.
- Ascending One (Jagged Crescent), Status 3. Virtue: Loyalty. Vice: Lust. Top
Skills (Politics: Supernatural, Persuasion: Negotiation, Firearms: Handgun,
Intimidate: Looming Presence).
- Slidell’s right-hand man, who would probably take a bullet for him.
Unfortunately, that hasn’t stopped him from sleeping with Slidell’s girlfriend,
something that he feels incredibly guilty about and knows would get him
killed if caught. To him, it was an accident, a mix of alcohol and tension; but
now she holds it above him, threatening to tell Slidell if he tries to break it off.
“A-Mac” is the Ascending One’s Sulha, a type of diplomat for when the order
needs to negotiate peace between warring supernatural factions. But he
can’t seem to negotiate his way out of his current predicament. A quiet, large
presence, standing nearly a foot taller than Slidell, with a short buzz-cut
hairstyle and a neck covered in gold chains intermixed with old Egyptian
talismans. Known Elixirs: Liar Pill *, Hound Mark *, Breath of Ma’at **, Agora
Salve ***.
- Ascending One (Jagged Crescent), Status 3. Virtue: Prudence. Vice: Greed. Top
Skills (Streetwise: Wheelers and Dealers, Investigation: Rumors, Firearms:
Handguns, Persuade: Push Product).
- His Uncle Raz is a big Ascending One dealer in the Windy City, he was the one
who got Riley into the Jagged Crescent. A man of various mixed ethnicities, he
wears a gold chain with a dozen holy symbols: a star of David, a crucifix, a
crescent moon, Thor’s hammer, and a pentagram; but he’s a Muslim, even
though he’s been exposed to a lot of the supernatural from childhood. A
street dealer, he has several contacts on both sides of the struggle, with
werewolves and vampires on one side, and hunters on the others. “2-
Wrongs” tries to uphold his neutrality, but the Ascending Ones put hunting
first, drugs were never intended to be anything more than funding for the
hunting business. Riley carries a lot of free samples including some unique
stuff. Elixirs: Eye of Ra *, Hunting Sight of the Asp *, Elixir of Fiery Heart **,
Mind Talking Drug ***.
The Knights of Saint George
(a witch-hunter society under the Church of England, they often operate out of
Anglican churches. The remnants of the Knights Templar, they worship and yet
contain the Faceless Angels, the Grigori, the 72 Watchers in the Dark. They kill
magical things and magic users because such power draws the attention of the
Watchers, who see magic as derived from the Dragons of the Void, their ancient
enemies. The Tunguska Incident was one of the Watchers briefly glancing in interest
before looking away. Though publicly an Anglican order, the top-levels are taught the
terrible secret that God is dead, leaving Earth in the care of the Watchers, but one
must pass the Three Revelations before they learn this, with new members not even
aware of the supernatural until they pass the First Revelation. Founded by King
Richard the Lionhearted during the Crusades, every current Knight-Commander is
descended by blood from him, via an illegitimate son in Aquitaine. Besides the
mission of killing witches, the order also collects the Goetic Gospels, believing the
secret to defeating the Watchers is within their pages. Publicly an Anglican charity
organization, that is a front for their business. Different factions: The Congregation of
Vasago are the hospitaller knights, the ones who operate the safehouses and supply
the equipment. The Congregation of Foras focuses on magical creatures and objects
rather than witches. The Congregation of Malthus are the witch-finder generals, who
track down and hunt witches. For power, the Knights use the Goetic Gospels, the
recitation of which allows them to fight witches: The Gospel of Agares allows Knights
to disrupt or unravel a witch’s spell. The Gospel of Amon allows the Knight to vex
witches with demons created from their own sin and flaws. The Gospel of Beleth
allows dragonslayers to poison magical energy around them. The higher-level gospels
often require the Knight to scourge himself bloody).
Les Mysteres
(The Ridden, the Spirit Emissaries; a loose association of mediums, bokors, and
shamans who can communicate with spirits and allow them to possess their bodies.
They generally try to help their community by controlling wild or harmful spirits; they
often worship Loa and allow them to “ride” their bodies in return for favors. Part of
these favors sometimes involves hunting werewolves, though the Mysteres don’t
know why spirits hate the Uratha except that the werewolves keep the spirit realm
and the mortal realm separated. As a society, the Mysteres believe that the two
worlds joining together would result in a better world. Their power is the “Rites Du
Cheval”, which allows a spirit to possess them; while possessed, they suffer no wound
penalties, but do take a -1 perception roll. Different spirits and of various ranks grant
individual powers in exchange for appeasements or offerings: “Skin of Loa” [1dot] for
example, grants armor 2 for a scene. “Elemental Rebuke” blasts foes with lethal
elements of wind, fire or lightning. “Light as a Feather” lets the shaman fall any
distance unharmed. “Hands of Raphael” allows the medium to cure diseases [flu 5
successes, cancer 15] or heal injuries [bashing 1:1 success, lethal 1:2 successes,
aggravated 1:4 successes], but they suffer damage on each extended roll [1B or L per
roll]. “Spiritual Guidance” grants the rote action for one skill for 24 hours. “Voodoo
Doll” allows them to use spirits of bad luck to curse targets. “Wearing the Baron’s Hat”
calls upon the Loa of Death and War to possess them, granting them +3 Def, +5 init,
and 5 temp Health; attack rolls gain the advanced action quality. In Hillcrest, most
Mysteres members live in Crown Heights, aka “Little Haiti”).
- Les Mysteres, Status 2. Virtue: Charity. Vice: Lust. Age: 25. Top Skills
(Expression: Dance.
- The apprentice to Maman Odette, she’s primarily sent out to kill those who
offended the Loa or supernatural creatures that prey on Odette’s flock. A
lovely young black woman with a top hat, waistcoat and a skull painted face,
armed with a cane sword and a bottle of rum. When she allows herself to be
possessed by the Loa of Death, she becomes extraordinarily lethal. Rites Du
Cheval: Skin of Loa, Spiritual Guidance, Wearing the Baron’s Hat.
The Cainite Heresy
(a group of hunters who always ask their vampire prey one question, “Who is Cain?”
before they kill them. An ancient cult, they believe that Cain was the first vampire,
the father to all vampires. Most cells are not linked, basically people who have lost
family to vampires are approached by cult members who give them the “truth” and
try to put them into a five-man cell with no outside connection as some are used as
suicide bombers. Instead, they receive messages by mail from the “Source”, giving
them names of potential new recruits, the names of vampires to kill (with addresses),
and crystal vials of ritual blood. The blood is used in their Blood Rites, the Rites of
Denial. To use them, the Cainite hunter must pour out a few thimbles of blood or
smear it somewhere, which can be replenished [as long as one drop remains, by
feeding it a drop from each of five members]. The Rites of Denial consist of simple
tricks that affect the blood of vampires. “Befoul” prevents a vampire from sleeping in
his nest by smearing blood around his home, causing 1L per hour if he tries as he
burns in his hole. A line of blood drawn by “Deny” prevents a vampire from crossing
the line or entering a home without permission. “Invoke” makes a vampire weak
against the object blessed by blood; in this way, a vampire can become vulnerable to
harm from holy symbols, garlic, holy water, or even wild roses- on seeing these
objects, the vampire must flee 10 yards away or take 1A damage. “Obligate” involves
placing a nail through a vampire’s footprint that’s no more than 1 hour old, this
prevents the vampire from moving from his current location for 10 min per success;
even if he successfully breaks the spell, his foot remains numb, halving his speed.
“Prohibit” can only be used on other people, but by marking them with blood, a
vampire feels his insides burning if he drinks their blood, and gains no benefit from
said tainted blood. “Reflect” involves painting the eyelids with blood, the vampire
takes a penalty using its powers against the Cainite, and on a failure, their own power
is reflected back onto them. Who is the Source? Some in the cult believe Cain himself
founded the heresy, but the leaders are actually Four of the Seven Daughters of
Nibiru; an ancient vampire hunting cult from the Sumerian Empire; only Four are still
alive, but as unliving severed heads, still spouting knowledge and prophecy. They
have discovered that the severed head of the 5 th sister is somewhere in Hillcrest, and
so two full cells have been sent there; one cell is a suicide squad).
-James Argus, the Terrorist. Cainite Heresy, Status 3. Top Skills (Craft: Explosives,
Firearms: Burst Fire, Stealth: Stalking, Weaponry: Stakes). Part of the suicide cell,
Argus is a psychopathic merciless madman. A former Marine, he’s been building
bombs for the next big hit against vampires. Rites of Denial (3): Invoke, Reflect,
Befoul.
-Celia Carrol, the Devoted. Cainite Heresy, Status 2. Top Skills (Academics:
Engineering, Larceny: Security Systems, Subterfuge: Lying, Firearms: Flamethrowers).
Part of the suicide cell, Celia is not as keen on killing civilians as Argus. She’s been
using her background as an architectural engineer to help Argus find vampire lairs.
Rites of Denial (2): Invoke, Deny.
-Emma Bloom, the Meek. Cainite Heresy, Status 1. Top Skills (Computer: Hacking,
Investigation: Forensic Accounting, Streetwise: Rumors). Emma lost her boyfriend to
vampires and gladly joined the Heresy in the belief they could help her get revenge.
But seeing how crazy the group is, she regrets that choice and wishes to leave.
Unfortunately, the Heresy is not a group you can leave alive.
- The Chosen of Kroll [the Blessed], Status 3. Virtue: Protection. Vice: Wrath.
Age: 26. Top Skills (Firearms: Dragonbreath, Weaponry: Knife, Brawl: Combat
Martial Arts, Athletics: Sprint).
- After the war, he drank too much and eventually tried to commit suicide to
drown out the voices. Bleeding from the wrists from incompetently made
cuts, Michael caved in and asked the voice what it knew. It told him about the
man across the hall that was not human, and Michael bandaged up his wrists
as he listened. He picked up the knife and went next door. The voice was
right, the man wasn’t human, he bled green and his body dissolved into
greasy soup after death. At that point on, the voice was clear and powerful, it
led him to Alastair who named him the first of his disciples to purify evil in the
name of the Dread Lord Kroll. Armed with a shotgun loaded with
dragonbreath rounds, Michael is ready. Abyssal Blessings: Chorus of Hoarse
Voices (target babbles uncontrollably in the dread tongue, gains vocalization
derangement and -3 to social rolls), Even Death May Die (up to Stamina per
week, spend a WP to heal 1A, 3L or 5B), Far From Natural (fanged maws in his
wrists, 2L).
-Samuel Carroll Johnson (Faithful of Shulpae, Status 1. Virtue: Kindness. Vice: Wrath.
Age: 50 (looks to be 10). Top Skills (Stealth: Hide & Seek, Subterfuge: Innocent
Appearance, Persuasion: Guilt Trip, Weaponry: Knife). The youngest child, he hates
being 10 and unable to drive, smoke or drink. Anyone treating him like an adorable
child, he’ll put on his future meal list. Anthropophagy (1): Pierce Mind).
Knights of St. Adrian
(Demon hunters, granted divine gifts from angels in the form of mystic tattoos. This
particular branch fronts as Howard Investigative Services, a bounty hunting agency
that does some private detective services as well).
Utopia Now!
- an organization that hunts Demons, Angels and God-Machine Infrastructure in order
to harvest them to build a better future, using the tech for hyper-advanced buildings
and other architectural projects including power stations and high-speed trains. The
parent company for this “charity” group is the Deva Corporation, with William Horn as
the CEO for the Los Angeles-based charity headquarters. Endowment: Luminous
Advancements (by attuning themselves to a piece of God-Machine infrastructure
[Int+Occult] they gain a dot of Dread Powers based on Angelic Embeds equal to their
level in this Endowment).
- Utopia Now! /Deva Corp (Operator), Status 3. Top Skills (Occult: Demons,
Craft: Explosives, Medicine: First Aid, Subterfuge: Undercover).
- Noon is a Pakistani-American who is a long time operator for Utopia Now!
He’s done a few political campaigns as a volunteer and other non-profit
organizations. Deva Corp vetted him as a potential asset and trained him in
various forms of “activism”- i.e. how to build a bomb, drive a get-away car,
conceal weapons, infiltrate protests and more. He was then placed in Utopia
Now! where he hunts demons and harvests them for parts and access to God-
Machine Tech. Looks like a tech support nerd, with thick glasses, neatly
parted hair, a white shirt with tie, and a plastic lanyard with Utopia Now! on
it. Carries two Glock handguns with extended mags, and a few small pipe
bombs. Luminous Advancements (4): Bystander Effect (witnesses nearby do
not react to Simon committing violence), Combustion (makes everything
flammable or explosive), Wave Function Collapse (angels and demons can’t
Go All Out and take their true form, other supernaturals are also blocked from
transformations), Just Bruised (serious injuries somehow become minor
scrapes and bruises). Stigmatic Merits: Unseen Sense (God-Machine).
Utopia Now! Seraphim Team- The main support team and think tank for Utopia Now!
They have different experts in various fields.
-Erikson Rhodes (Deva Corp, Status 2 [Security]. Top Skill- Firearms: Guns
Akimbo. Luminous Advancement: Check Backdrop, Merciless Gunman).
-Jessica Smiles (Utopia Now! Status 2 [Public Relations]. Top Skill- Persuasion:
Mandela Effect. Luminous Advancement: Rhetoric, Homogenous Memory).
-Mouri (Strike Force Zero, Rank 1. Arsenal 2: Cyband Comm, Keypads, Video Eyes)
-Takeda (Strike Force Zero, Rank 2. Arsenal 3: Cyband Comm, Cyberblades, Emotion
Suppressor 1, Gills)
-Houjou (Strike Force Zero, Rank 1. Arsenal 2: Cyband Comm, Night Eyes, Emotion
Suppressor 1)
-Kitagawa (Strike Force Zero, Rank 1. Arsenal 2: Cyband Comm, Poison Injectors,
Subdermal Plating 1)
-Sanada (Strike Force Zero, Rank 2. Arsenal 3: Cyband Comm, Taser Knuckles, Emotion
Suppressor 1, Cybernetic Limb 2)
-Master Zuilong-
- Shi (Jade Record), Status 5 (master). Virtue: Humaneness Vice: Intoxication.
Age: 102. Top Skills (Occult: Chinese myths, Medicine: Acupuncture, Brawl:
Mo Chi Kung Fu, Weaponry: Staff, Socialize: Drinking).
- Frankly, appearances are deceiving. Zuilong is an old man who looks
homeless, reeking of alcohol, his long hair black streaked with gray and his
face unshaven. He is a man of good humor, constantly smiling, even when
visiting the vampire lords of Chinatown, telling bad jokes and asking them
about their day. His humor makes him popular among the Bonegnawers and
the Ratcatchers. Among the Shi, he is a legend, the Smiling Slayer, the
Drunken Dragon, who has never been defeated. The scariest thing is, he
seems to know everyone by name. He dresses in clothes older than some
vampires, with a floppy hat and a bottle of wine one hand and a monk’s staff
in the other, a bow on his back and a saber belted to his waist. He claims he’s
not here for much longer, just to finish his apprentice’s training and then he’s
going back to China. Qiao= Qiao of the Zhu Mao 3, Qiao of the Long Ling 4,
Qiao of the Shi 4, Qiao of the Yu An 3, Qiao of the Mo Kung 4, Qiao of the
Meng 4, Qiao of the I Shen 4, Qiao of the Feng 4. Fighting Merits: Ground
Fighter, Fading Light 3, Chi Breaker, Fang and Claw Cutter, Killer Instinct 3, Iron
Stamina 2, Iron Skin 2, Martial Arts Style 5, Grappling Style 5, Armed Defense
4, Bowmanship 4, Combat Archery 3, Staff Fighting 4, Light Weapons 4.
General Merits: Relic 3 (Staff of Shing Tse Lee- the Hungry Ghost Staff- it can
strike spirits and ghosts in twilight and steals 1 essence on each hit,
swallowing them whole).
- Shi (Confederation of Martial Arts), Status 3. Virtue: Filial Piety. Vice: Wrath.
Age: 26. Top Skills (Occult: Chinese myths, Medicine: First Aid, Brawl: Mo Chi
Kung Fu, Weaponry: Blades).
- Her family was forced out of China due to politics, they lived in a small flat in
Chinatown in poverty until she was 9 and her home was invaded by a swarm
of spider demons. Her parents were killed, her sister dragged away, she only
survived by hiding. Rescued by Master Zuilong, she has spent 17 years in
training as a Shi. In reality, Shi training is ten years, and she’s practically a
veteran by skill, but Master Zuilong views Mei as a daughter and is reluctant
to leave. Over the years, she’s killed vampires, werewolves, changelings,
exorcized ghosts, but she reserves her particular hatred for spiders. Physically
fit and good-looking if a bit vicious, with long black hair and worn, patched
clothing, she has one eye missing and covered with an eyepatch, and a
number of scars that look like claw marks. She carries a jian straight sword
and a curved saber on her back, plus a pair of steel folding fans. Qiao= Qiao of
the Feng 1, Qiao of the Mo Kung 4, Qiao of the Zhu Mao 2. Fighting Merits:
Iron Skin 2, Iron Stamina 1, Ground Fighter, Chi Breaker, Fang and Claw Cutter,
Martial Arts style 3, Armed Defense 2, Close Quarters Combat 2, Light
Weapons 3.
Oddbjorn Grimstad (Sons of Vidarr, Rank 3. A hitchhiker, he’s come to town to kill a
few werewolves for he is a Slayer of Fenrir. Fights using a pair of axes, though he has
a polar bear pelt that he puts on to assume the form of a bear as a skinchanger in
order to maul the corpse and make it look like a bear attack. Endowment: Berserk 3-
+3 to one physical attribute, ignore up to 3 dice of penalties from pain or fear, gain 3/0
armor against edged or piercing weapons, like claws or fangs; lasts 6 turns. Special
Merits- Skin Thief [bear only], Quick Change, Twisted Tongue, Renewable Skins, Bare
Necessities 3).
The Office of the Lord Stewards (founded by John Dee under writ from Queen
Elizabeth I, this group of occultist government officials handle all the “contracts” and
“bargains” that men have made with the land and spirits of Britain. The Throne’s
royal contract with Britannia herself, the deal struck with the crows of the Tower of
London, the various bargains made with fey at their fairy circles and standing stones,
and the signed documents with devils and demons. Such officials know various
“Bargains” and can draw up contracts with fey, demons and spirits. Some contracts
include a deal with all doors in the UK to open up, a deal with terra loci [the land and
natural features] to provide easy travel, a deal with the roads to fast travel dozens of
miles in an instant, deals of protection, and deals to communicate with plants and
animals. They stay very busy keeping up the old bargains, including some involving
human sacrifice [if it can’t be avoided or re-negotiated]).
The Wise and Venerable Guild of Resurrection Men - Born out of the grave robbing
scandals of the 19th century, the Resurrection Men have discovered strange powers
that can be channeled through corpses that die in a specific way, and are more than
willing to help the process along by killing Geists, Revenants, and other Dead Things
(like Vampires).
The Brotherhood Prizrakov (an ancient Russian secret society, once associated with
the nobility but after the communist revolution, they were more often found amongst
the Russian mafia. Led by seven descendants of the original founders- called the
Signatarai- who swore an oath over an ancient coin of Plutonian metal. They dig
deep, finding lost mines and cities, laying claim to all Below, seizing the treasure and
ores of the dead. Barrow Gates to the Underworld are prized, as Dead Domains often
hold the riches buried with the dead as offerings heaped up in nearly unguarded piles.
The Seven Signatarai sit at Three Tables- the Table of the Serpent: the explorers of
the Deep, gain Athletics (Caving); the Table of the Wolf: the forgers of soulsteel, gain
Science (Metallurgy); and the Table of the Bull: the negotiators and contract makers
with the lords of the Dead Domains, gain Persuasion (Law). Status: 0- a low-level
employee of one of the front companies, you have the option to gain access to
Soulsteel equipment. 000- a middle manager, you gain Resources 2. 00000- you
report directly to the Signatarai, one of them acts as your Mentor at 4 dots [note: five
of them are women, ironic for a “brotherhood”]. Endowment: Soulsteel- each dot in
this endowment lets you use Resources to purchase equipment forged from soulsteel.
Soulsteel is made from Stygian iron, the fetters of ghosts, and the soul of the ghost or
geist itself, forged screaming into the hot metal directly. Geists are difficult to
separate from their ghosts, but they have a process using black lead scalpels and
circles of tomb salt. Soulsteel is tough, +1 durability, and must be bound to its owner
by a splash of blood. It generally can’t be worked into machines or anything requiring
moving parts. Weapons or ammunition made of soulsteel can affect ghosts as if they
were physical, and deal aggravated damage. Armor applies its bonus to the wearer
even against ghosts or spirits, and Shields inflict a penalty equal to its rating against
Numina. Icons allow the bearer to spend WP to see ghosts and any geists. Other
materials: Khimertut [add +1 resource cost, fashioned from ectoplasm & mercury]-
items made of this alloy can be folded up and carried, and weigh as much as mist,
durability-1, but can be concealed. Icons of this alloy make the wearer appear dead
for a scene, with ghosts seeing them as ghosts for the time being]). Conspiracy: The
Brotherhood Prizrakov - Onyx Path Forums
The Sons of Vidarr, the Slayers of Fenrir- a hunter society descended from a Viking
cult devoted to the son of Odin, Vidarr (Víðarr) who is destined at the end of Ragnarok
to slay the great wolf Fenrir in order to avenge his father, pulling apart his jaws and
snapping his neck. Due to the abundance of werewolves, called at times the
Úlfhéðnar, and how some did not obey the old laws, the Sons of Vidarr trained in the
arts of the berserker in order to kill them, those half-damned sons of Fenrir. Though
nearly driven extinct by Christianity, some fathers passed to their sons the secret arts,
correctly surmising that the priests of the lamb god would be too soft to tame the
wolf. Some were even “hamrammr”, those men able to wear a bear’s skin and
assume its form. They served Hrolf Kraki in the old days and fought Harald Fairhair’s
wolf-men. Of course now they are much diminished, a small lodge of old men and a
few young ones, hoping to pass on their old traditions. Currently, they have secret
lodges in Norway, Sweden, Iceland and Denmark; with the German branch wiped out
prior to WW2. Status: 0- you are a new member of the Destroyers, holding your
weapon while preparing for the upcoming end of times. Your training grants you one
free dot in any Fighting Style to your choosing. 000- your rigorous fighting against
monsters trains you beyond your regular limitations, making sure you would never be
caught barehanded. You get the Ambidextrous merit for free. 00000- you showed
your worth as a true warrior destined to fight the Wolf, making you into more of a
mere warrior and into a commander in the war at the world's end. You get the
Creative Tactician merit for free. From the hunter society, members may purchase
Skinwalker merits but only in relation to bear skins. Endowment: Berserk (1-5)- once
per scene, spend a willpower point and enter a Berserk state for a number of turns
equal to dots in Berserk + Stamina. During this condition, gain a number of dots to be
spread among Physical attributes equal to dots in Berserker, in addition, he gains a
bonus against fear effects equal to Berserk dots and ignores wound penalties. Finally,
he gains armor against edged or piercing weapons, fangs or claws equal to his dots in
Berserk. Blunt weapons still do full damage.
The Dead Musicians- “Tote Musiker” an order of musicians and grave diggers founded
in Brennan that traveled across Medieval Germany, they were disbanded during the
Nazi era. Their endowment is Totentanz, the Dance of Death, which allows them to
hear the music of death, and the discordant strains of those who defy Death. They can
hear murders or unnatural deaths occuring nearby, can hear the trilling vibration of
the undead nearby, or they can harm the dead with a broad range of effects, putting
ghosts to sleep, deafening vampires, or raising corpses. Totentanz: The Sleeper (puts
the dead to sleep), the Waker (wakes the dead and animates corpses as zombies), the
Dancer (which makes the dead sit up and dance where you wish), the Speaker (which
can both make the dead speak or silence them), the Memory (restores or removes
memories from the dead), the Binder (either free the dead from bindings or spells, or
bind them to a single place).
Soldiers of the Forbidden Sun (an ancient order of warriors from the Tang dynasty,
they protected the capital and the Emperor from the Underworld, being able to fight
ghosts and the undead. Mostly wiped out during the end of the Qing dynasty and
the rise of the Communist Party, only a few survived. Status: 0- gain 1 dot in Occult.
000- gain 2 dots in Resources. 00000- gain 3 dots in Allies (soldiers of the
forbidden sun)).
The Shi -founded during the Shang dynasty to fight against the Hungry Dead and
other fell spirits during those dark days by Yi the Celestial Archer, they were Taoist
monks and priests, and supernaturally imbued warriors with the secrets of Qiao
(Bridges) that let them tap into chi. Loners by nature, they generally travel alone or
with an apprentice, meeting once a year for certain ceremonies. The Shi do not kill
all monsters, they believe such creatures are part of the natural order and only slay
those who upset the balance or kill mortals excessively. Factions: The Celestial
Army- the first society, their excesses lead to the first collapse of the shi and their
near destruction, as they killed any shen they could find. The Jade Record- the
scholars and monks that collect the Shi’s ancient history, lost Qiao techniques, and
records of the monsters that stalk the night. The Confederation of Martial Arts- a
more modern society, they have integrated into various martial dojos to find and
recruit members that have been exposed to the supernatural. Status: 0- (disciple)
may spend merit dots on Qiao endowment. 000- (veteran) gain 1 dot in Brawl or
Occult. 00000- (master) you gain 2 dots in Allies (Shi Disciples) and 3 dots in
Relics. Endowment: Qiao (each Bridge is between 1-4 dots)- Qiao of the Feng
(Phoenix style- pre: Iron Stamina 1, Medicine or Survival 2. 0- Barrier of Pain- spend
a WP and roll Res + Sta, ignore all wound penalties or penalties from conditions
inflicting pain or discomfort for the entire scene. 00- Closing the Wound- spend WP
and make a meditation roll, each success removes a point of Bashing damage and
a Poison or Sick Tilt. 000- Spiritual Healing- spend 2 WP and make a meditation
roll, each success removes a point of Lethal damage, and removes a Poison, Sick,
Leg Wrack or Arm Wrack Tilt. 0000- Escape from Death- spend 3 WP and make a
meditation roll, each success removes a point of Aggravated damage, though this
power can only remove a max of Stamina in Aggravated per day and the subject
must roll Integrity. This power can also remove most Tilts, but not permanent ones
such as limb loss). Qiao of the I Shen (Celestial God style- pre: Academics or
Occult 2. 0- Celestial Punishment -spend a WP, make a Wits+Occult roll to bless
strips of paper, each success creates one prayer strip that acts as a level 1 blessed
item that lasts until the next day that can be thrown at a supernatural target to deal
1L regardless of their bane. 00- Heavenly Flames- the created prayer strip now
acts as a level 2 blessed relic and deals Fire damage which can cause extra harm
to creatures weak against fire. Can hold the damage and cause it to explode later
for 2L fire damage up to ranks in this Qiao in turns later. 000- Celestial Barrier- by
holding a polished surface and spending a WP, the user gains a +2 to resist a
supernatural power including the bonus gained from spending a WP, it can also be
added to Defense to protect against a physical attack. 0000- Judgment of Wan
Kuei- spend 2WP and brandish a talisman, rolling Res+Occult vs. Com. A success
gives the target the Stunned Tilt and renders useless for each success one point of
the creature’s vitae, mana, essence or other energy trait for the scene). Qiao of the
Meng (Dream style- pre: Meditative Mind 1, Medicine or Occult 2. 0- Balance of the
Spirit- 1WP, on each success target gains a +1 benefit to their next Breaking Point
roll until they use it or sleep, and may remove the Insane, Broken Down or
Insensate Tilt. 00- Focus of the Mind- once a day, Meditate to recover 1 WP. 000-
Nightmare Exorcism- spend 1WP, on a success, you may shed one Mental
Condition but do not gain a beat for it, or suppress a Persistent Mental Condition
for a number of hours = successes. 0000- Soul Dominion- spend 2WP, for each
success, you gain a +1 resistance to any supernatural power that affects you
mentally until the next time you sleep, if the target fails in their power and
successes exceed the target’s Resolve, inflict 1L damage). Qiao of the Mo Kung
(Devil Warrior style- pre: Iron Skin 1, Brawl or Weaponry 2. 0- Celestial Eyes- +2
bonus to perception rolls which are always active, by spending 1WP, you can
reduce penalties to target weak areas by 2. 00- Serpent Speed- by spending 1WP,
each success adds +1 to Init and Speed, and allows 1 point of Defense to be used
against ranged attacks. 000- Ox Body- spend 1 WP, grants +1/1 to armor [which
stacks with other sources] and each success adds 1 box of health which lasts until
the end of the scene. 0000- Tiger’s Might- spend 2WP, gain +1 to any physical
attribute +1 per success [max 5] which lasts the entire scene, at the end of the
scene, gain the Exhausted Condition). Qiao of the Yu An (Jade Harmony style- pre:
Indomitable 2; must also carry a piece of jade. 0- Opened Eyes- no cost, but by
making a Wits + Empathy vs. Com roll, the Shi can detect if the target is under
supernatural influence [such as dominate or a spell], this doesn’t tell you what the
influence is or who gave it, just that it exists. 00- Divine Perception- by spending
1WP when using Opened Eyes, the Shi can identify a supernatural by type. Each
additional success grants another piece of information such as clan, bloodline,
age, rank / blood potency, or bane. 000- Revelation- 1 WP, gain the ability to see
into Twilight, can also see invisible targets or through illusions on an opposed roll.
0000- Twilight Walking- spend 2WP, gain the ability to touch and harm entities in
twilight, in addition, they gain a +2 bonus to Warding, Abjuration, and Binding rolls).
Qiao of the Shi (Serpent style- pre: Martial Arts style or Grappling style 1, Brawl 2.
0- Thousand Fists- spend 1WP and roll Dex+Brawl, each success adds 1 extra dice
to the fighter’s next attack. 00- Spear Hand- spend 1WP, roll Str+Brawl, each
success allows their attack to ignore 1 point of armor for that scene; by taking a -2
penalty on the attack, you may also inflict one additional point of Lethal damage.
000- Steel Body- spend 1WP as a reflexive action against an attack, roll Sta+Brawl,
each success allows the hunter to soak a point of damage, either Lethal or
Bashing, but not Aggravated. 0000- Thousand Swords- spend 2WP, roll Str+Occult,
each success grants a turn in which unarmed attacks inflict one additional point of
Aggravated damage on a successful strike and the Bleeding Tilt; when the power
runs out, the warrior takes 1B for each turn it was active as the muscles are torn).
Qiao of the Long Ling (Dragon style- pre: Air of Menace 2, Intimidate 2. 0- Eyes of
the Dragon- 1WP, roll Pre+Intimidate vs. Com, success inflicts the Stunned tilt for 1
turn. 00- Dark Reflection- before combat, reflexively spend 1WP, and roll
Man+Occult, each success reduces the target’s initiative by 1. 000- Underworld
Gaze- spend 1WP and roll Pre+Occult vs. Res, on a success the target gains the
Frightened or Fugue condition for the scene. 0000- Voice of the Yama Kings-
spend 2WP, roll Man+Intimidate vs. Com, on a success the target suffers both the
Cowed and Demoralized Condition for the rest of the day, an exceptional success
adds Broken). Qiao of the Zhu Mao (Resilient Cat style- pre: Fleet of Foot 1 or Fast
Reflexes 1, Athletics 2. 0- Misty Step- leave no footprints by default, efforts to track
you take a -2 penalty, by spending a WP, you double this penalty and also leave no
scent behind for an entire scene. 00- Cloud Walking- spend a WP, for a number of
turns = successes on a Dex+Athletics roll, you may move your full speed over any
terrain regardless of difficulty, even running on water, leaves, snow, even heavy fog.
This can also be straight up a wall. Once the power wears off, you immediately fall
if not on solid ground. 000- Mountain Stance- by spending a WP, you automatically
negate Knockdown conditions for the scene, and by rolling Sta+Athletics, you may
channel any damage from the next attack into the ground at your feet, each
success absorbing the damage and directing it into the ground, shattering the
stone or earth, on an exceptional success, you channel the blast under your
opponent, knocking them down. 0000- Celestial Wind- spend 2WP, for the scene,
you can use your full defense against any ranged attacks; roll Dex+Athletics, each
success adds +1 speed, initiative and defense. On an exceptional success, each
success also penalizes any opponents’ attempt to pursue or evade you during a
foot chase). Mo Chi Kung Fu- Shi are also trained in certain Fighting merits; for
example, they can take Ground Fighter at a 1 dot discount. They can also learn
unique Fighting merits: Fading Light Strike * / *** (pre: Killer Instinct. When using
Killer Instinct, you add a 4th dot to the merit and a 4th option: you may corrupt or
steal a point of their energy, vitae, essence, mana, sekhem, whatever. This energy
is dissipated into nothingness. For the 3-dot version, you may transform ½ of that
stolen energy into Willpower, rounded down, and add a 5th dot to Killer Instinct that
can only be used to steal energy), Chi Breaker *** (pre: Brawl 3, Medicine 1, Occult
2. Spend a WP, against a target whose type of supernatural you can identify, you
may replace each success on the attack roll with a turn where they can’t activate
their dread powers instead of dealing damage.), Hundred Star Shower ** (pre:
Thrown Weapons style 2, Athletics 3. Spend WP, on a successful attack you may
attack a number of secondary targets = your dots in Dex; each subsequent attack
takes a -1 penalty), Fang and Claw Cutter ** (pre: Brawl or Weaponry 2. When
making an aimed attack, you may target the creature’s jaw or claws in order to
break them and render them useless. Successes over the creatures’ stamina deals
damage and also prevents them from using their natural weapons, reducing their
damage with claws or bite by -1 per success).
Unit Huo- the official hunter compact of the PRC, members of Unit Huo use
purifying fire to cleanse society of reality deviants. Members are dressed in special
police uniforms, with fire-retardant armor, gas masks and carrying flamethrowers
and flash bangs. Formed from the disbanded remains of the Red Guard that were
sent out to destroy the wealth of vampires. Special training involves exposure to
fears, such as darkness, being covered in spiders, and seeing gore; as well as
constant brainwashing for loyalty. Merits: Anti-Fear Training 1-3 dots (when
exposed to a fear-based effect, Unit Huo soldiers can spend a willpower point to
gain a Res + Com roll at a +rank die bonus to resist it), Reinforced Loyalty 1-3 dots
(Unit Huo soldiers gain a +rank die bonus to resist mind-control effects). Status:
0- gain access to Anti-Fear Training and Reinforced Loyalty. 000- gain an extra two
dice on any Investigation. 00000- gain 4 dots in Allies.
Red Envelope Society- They come from many parts of society; businessmen, cab
drivers, party functionaries, construction workers. They all had brushes with the
unexplained, all suffered somehow at the hands of unseen tormentors, and they
kept quiet. When this happens, they get sent a red envelope containing help: it
could be money, instructions, or a phone number. This is the Red Envelope Society,
Hongbaohui, 紅包会. Their history is unknown, perhaps from the Tang dynasty,
while their membership is also unknown. Each person who receives the red
envelope eventually pays it back by sending envelopes on their own. Status: 0-
gain a free specialization in either Streetwise or Politics. Status 000- you start
sending your own envelopes, gain the Fixer merit or Small Unit Tactics. Status
00000- a major operator and leader in the society, you still receive orders from red
envelopes, gain 3 dots in the Anonymity merit.
The Dragon Lotus Temple- Masters of the Nameless Path, founded by the Green
Monk who taught them to control the flow of Chaos to prevent the stagnation of
society. They combat the monsters that try to control order and humanity using
the secret arts of the Dragon Lotus Sutra. Factions: the Monk Disciples- the
scholars of the order, they catalog the sutras written by the Green Monk and
meditate in their hidden temple. The Emerald Flame- the anarchists of the group,
they are the teeth of the order and fighters. The Unified- they believe the temple
should organize with other hunter societies, which some regard as a betrayal of the
master’s teaching. Endowment: Dragon Lotus Sutra- roll Man + Dragon Lotus
Sutra to activate each sutra. Changing Face Technique- channel chaos into your
face to alter it, each success adds a bonus die to subterfuge checks to disguise
yourself. Seed of Discord- a target affected by the sutra gains the Condition
(Rebellious) which causes them to refuse to obey orders or follow rules- the
condition is resolved by a successful Res + Com roll - ranks in Dragon Lotus Sutra,
or after a number of days = Dragon Lotus Sutra, or the effect is dispelled
supernaturally. Butterfly Effect- each success affects a target by stealing one dice
from their next action (dice roll reduced by target’s Composure); if the result is a
failure, it is automatically upgraded to a dramatic failure with serious
consequences.
more hunter organizations than any other country, thanks to the abundance of
monsters.
Ama-San (the pearl divers of Japan, a female organization. Thanks to encounters with
sea monsters while diving, some members have mastered the technique of “isobue”,
the ability to use the sea whistle to call up monsters from the deep so they may be
killed; but the kill belongs to the Okaa-san, the harpooners).
Azusa Miko (the sacred shrine maidens, an order of them have trained to hunt
monsters with the sacred bow and exorcism rituals. They practice fortune telling and
talk to spirits, gaining the Medium merit when they join the order, and at the highest
level, spirits or ghosts of rank 2 and under flee at the sight of the Miko).
The Hototogisu (a conspiracy of merchants formed in the Edo period, who discovered
monsters in their midst, involved in their business. A merchant named Inoue
developed the Setto Endowment, the power to steal the supernatural abilities of
monsters. He taught the trick to others for a cut of their earnings, and he’s still alive,
having stolen immortality. They don’t always kill the monsters, but if they cut into
profits, they will).
The Otodo (the oni-blooded conspiracy of hunters, they use their tainted blood to
hunt creatures. They can even sense Oni. They can live up to 250 years. They have
the power of Seitokuken, which allows them different abilities, such as transforming
into an oni, to see souls, to control the weak-willed, to craft a new ban for a spirit or
demon, to mark targets with a symbol, to ignite their body with flames or even devour
souls).
The Aki Ten (the Tsuchimikado clan held great power over spirits using their magic
called Onmyodo; this art spread to others, and the descendents of these Onmyoji
families resurrected this lost art after the Tokugawa ban ended during the Meiji under
the authority of the Bureau of Onmyo. They were able to bind spirits into paper dolls
called Shikigami to control them. Status: 0- able to use the Shikigami Endowment and
act as rank 1 when dealing with spirits. 000- Bureaucratic Navigator merit for free,
plus rank among the spirit world increases to 2. 00000- gain 3 ranks of Contacts, plus
spirit rank increases to 3. Endowment: Shikigami- can bind a number of spirits = dots
in Shikigami, but rank is limited to dots in endowment + status [max 5]. Roll
Endowment+Occult to bind a new spirit, and can sacrifice a spirit to gain a bonus
equal to its rank on the roll. Descendents of the original Onmyoji clans gain the Spirit
Beloved Merit at character creation. 000- able to see and touch spirits in twilight.
00000- able to hold essence in body = to Stamina, can harvest from loci using a
meditation roll; gain spirit rank = status in an organization [max 5])
Strike Force Zero- the main security team for Shinzui Industries, under their Shinzui
Dynamic Technologies department which produces the more experimental
cybernetics, VR, quantum computing and weapons. Secretly a front for the
Technocracy that wishes to eliminate all supernaturals to control Consensus Reality.
Founded post-WW2 by Okamoto Geichin, a former spy for the Emperor descended
from a Ninja clan, he had experience with a Tengu that tried to eat him as a boy.
Shinzui has some 50 agents for SF0 around the world, based in Japan, Russia, the US,
and some in Taiwan and South Korea. New agents are recruited, declared legally dead
and have a new identity created for them, which includes new fingerprints and dental
records. Status: 0- agent gains a free device from Arsenal and can buy further dots in
the Endowment. 000- agent gains the ability to requisition minor equipment, gain a
free 3 dots in Resources solely for requisitioning equipment once per week. 00000-
agent has the manpower necessary to order hits on his own, gain 3 dots in Allies (SF0)
and one free additional device from Arsenal. Endowment: Arsenal (0-00000; each dot
equals a device or weapon implanted into the agent plus the one free device they get
when they join the conspiracy, thus a maximum of 6 devices, with the level of the
device limited by dots in Arsenal. (1-3) Emotion Suppressors (each dot adds a +1
bonus against dread powers that affect emotions, especially fear, as well as mundane
attempts to affect emotions. When faced with Lunacy or other supernatural powers
that cause insanity, the agent may spend 1WP to ignore it, though this causes the
Nightmare condition when they next sleep), (3) Gills (spend 1WP every 30 minutes,
the agent can breath underwater for that duration; in addition, they add +2 to any
rolls against airborne toxins), (2) Night Eyes (spend 1WP, until the end of the scene,
they can see perfectly in the dark, much like night vision goggles; a sudden bright light
can cause a temporary blindness for a turn until the eyes adjust), (1) Video Eyes
(spend 1WP, for the next hour, the agent can record video and sound using that eye
and send it wirelessly to command if they are within a ½ mile radius), (3) Taser
Knuckles (spend 1WP, on activation, taser nodules protrude from the knuckles and
unleash nearly 500 volts, supposedly enough to drop a charging rhino and seriously
injure a normal human; acts as a supersized taser, with 4B damage and dealing the
Stun condition for 1 turn per success), (4) Pulse Cannon Implant (spend 2WP, a
weapon of last resort, it bursts out of the arm and fires a single burst of superheated
electrified plasma, at 6L damage, half fire and half electricity; it must be reloaded after
firing), (2 or 4) Cyberclaws (spend 1WP, ceramic blades pop out of the various joints,
making all Brawl attacks deal 1L for that scene; at 4 dots, the blades are upgraded to
microfine and vibrate at supersonic speeds, dealing deep cuts at 2L and adding the
Bleeding condition on an exceptional success), (1) Cyband Comms (as an implanted
radio or comm set, the agent can contact, listen and speak to others on a set
frequency within a ½ mile radius), (2) Poison Injectors (1WP, compressed air needles
hidden in the fingertips inject deadly venom or other toxins on a successful Brawl
check; inflicting a Poisoned condition), (1-3) Cybernetic Limbs (by spending WP, each
dot adds +1 dice to physical actions taken with the limb, such as Athletics when lifting
[if an arm] or running [if a leg] for the entire scene. In addition, artificial limbs can be
used to block attacks and have armor 1/1 per dot; rank 3 limbs are obviously artificial
and provide a -1 social penalty), (3) Internal Tracking Software (once locked on by
spending 1WP and aiming, the implant guides the user’s hands to constantly aim at
the target, granting a +2 to Firearms rolls and removing up to 2 dice in penalties from
firing blindly or into smoke for the scene), (2-3) Subdermal Plating (acts as 1/1
concealed armor, with no penalties to defense, initiative or speed, and stacks with
other forms of armor; upgrade to 2/2 with a -1 pen to def, init and speed), (1)
Keypads (spend 1WP, sensors in the fingertips and palms decode any electronic lock
or security feature, providing a +3 bonus to any Larceny checks involving electronic
security systems or lockpicking), (1) Kabuki Masks (spend 1WP and take 3 turns,
implants in the face pull the muscles and skin, subtly altering the agent’s appearance.
While it’s not enough to fully disguise the agent as someone else, it is enough to add
+3 dice to Subterfuge checks to disguise oneself as a different person, and it lasts until
the agent relaxes his face), (1-2) Concealed Weapons (subdermal sheaths hidden
under the skin allow the agent to conceal a weapon up to size 1-2 depending on the
rank of this advancement. These sheaths are shielded against x-rays and metal-
detectors, providing a +5 bonus to smuggling in or concealing the weapons).
http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-
darkness/hunter-the-vigil/344770-repost-revild-s-hotel-mascaron
The Final Girls Club (a society of women who are the survivors of a slasher attack.
Founded in 1980 by Laurie Carpenter after she discovered her brother was the
Masked killer of Toluca Lake. They research the psychology of slashers, how slashers
are formed, and how to survive them. They then hunt down slashers. 3 factions:
Slayers- they hunt down slashers and teach others how to kill them, Weaponry
(Improvised Weapons) or Craft (Traps); Unmaskers- they research how slashers form
and methods to stop them, Occult (Slashers) or Academics (Serial Killers); Loomis
Group- they focus on the survivors, treating PTSD and some even treating slashers,
Science (Survivor Psychology) or (Slasher Psychology). Status: 0- a survivor, you gain
one dot in either Tolerance for Biology, Relentless or Greyhound. 000- you have
survived several close calls and no longer sleep well, gain Mind of a Madman merit.
00000- you know slashers too well, choose a single Dread Power, when a slasher uses
it, you can sense it anywhere in a mile as a tingling sickening sensation and briefly see
through his eyes for a turn; in addition, you gain the Danger Sense merit for free.
Members of the compact can also learn the Know Thy Enemy tactic [1-3 dots]: discern
a Clue during a successful Investigation to discover a pattern; by spending a WP point
for the scene, you can follow the killer’s rule or enact his weakness, inflicting a penalty
equal to your dots in this tactic against his actions towards you; in addition, the killer
needs to roll Res+Com if they want to harm you while you are following their rule.
Breaking the rule however makes you fair game).
- those of the Lucifuge bloodline who reject being a hunter and choose to live as a
demon instead. Instead of gaining Castigation, they have their own Dread Powers.
Their main society is the Children of the 7th Generation, a cult that limits their
number to 666; hunting down their relatives who are descended from the same
demon lord.
al-Rih al-Asuad (the Black Wind)- the Plague Bearers, children of Pazuzu, born in the
lands of Babylon and Assyria, from the pacts new mothers made with the Demon
Prince of Air to protect their offspring with an amulet from the Lamashtu, the
demonic eaters of babies. The rise of Islam forced them to convert, but even as they
prayed at the Mosque, they kept little statues of their Dark Father concealed in boxes.
Led by the Uluma, who refuses to deal with the Lady of Milan. They gain Hadiat Layla
instead of Castigation: control the air, deal Bashing damage; gain immunity to poisons
and diseases; become invisible; breath on target to inflict the sick tilt; turn hands into
ice-cold weapons that freeze flesh; enter the twilight or affect it; steal souls from the
dead. http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-
world-of-darkness/hunter-the-vigil/893684-al-rih-al-asuad-strains-of-the-cursed-
blood-mesopotamia
http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-
darkness/hunter-the-vigil/866426-strains-of-the-cursed-blood
Deva Corporation- Stigmatic company that serves the God-Machine. They back the
Utopia Now! organization with nearly 100% of their funding.
Avicii Sutra- Indian offspring of Asura, reborn to challenge the gods as they chose this
incarnation to fall into demonhood. They are seized by the temple monks as infants to
be trained in controlling their powers, studying martial arts, and demonology.
Narakkee Mudra: their powers are controlled by gestures or dance. When conducted
properly, they become multi-armed gods of destruction.
http://forum.theonyxpath.com/forum/main-category/main-forum/the-new-world-of-
darkness/hunter-the-vigil/1015191-avici-sutra-strains-of-the-cursed-blood-indian-
subcontinent
* Manichaka (“Moon Stone”- absorbs light and releases it; can act as a powerful
flashlight for hours, or suddenly release all the light at once, creating a brilliant flash)-
for each hour of daylight, the stone emits an hour of light as a high-powered
flashlight; if 1WP is spent, the wearer can release all the light at once to create a
brilliant flash of light; with at least 2-5 hours of light, it inflicts the Blind tilt for one
turn on everyone within 10 yards. With at least 6-8 hours, it not only inflicts the Blind
tilt for 2 turns, it deals 1B of damage as a sunburn forms on the skin- for creatures
vulnerable to sunlight, this inflicts 1A.
*-*** Nagamani (“Snake Gem”- protects the mind of the wearer, blocking psychic
control)- spend 1WP, add between 1 to 3 bonus dice on resistance rolls against mental
powers affecting the mind while armor is still active.
***** Syamantaka (emits a beam that turns targets into gold, at least temporarily)-
spend 2WP to emit a yellow beam, roll Dex+Athletics; each success deals 1L damage
and the target’s outer layer is transformed into a gold-like material, leaving them
immobilized for 1 turn per success.
*** Mundamala (“Skull Garland”- a necklace made of human skulls)- spend 1WP for
that scene, while active, the garland generates a cutting field around the hands and
other joints; granting each unarmed or brawl attack 1L damage, and the possibility of
inflicting an Arm or Leg Wrack with a called shot and damage exceeding Stamina.
**** Vyjayantimala (“Victory Garland”- a psionic effect that infuses the wearer with
fresh energy and renewed vigor after every victory in battle) - spend 1WP, during a
combat scene, for every exceptional combat success or foe knocked unconscious, the
bearer refreshes one point of willpower up to their maximum.
*Karna-kundala (filters act to eliminate any poisons or airborne viruses)- the user is
immune to any airborne poisons or diseases, ignoring Poison or Sick tilts from such
vectors.
**** Shiva-kundala (sensor system that warns of attacks and reveals the invisible or
unseen)- provides the Danger Sense merit, which also works against invisible or
hidden attackers as it outlines them for the wearer, adding +3 dice to spotting them.
** Akshaya Tunir (the Endless Quiver- when connected to the armor, any ranged
Astra wielded by the user renews ammunition faster)- Spend 1WP to instantly refill a
single weapon’s magazine or quiver when it’s attached to the suit.
*** Akshaya Patra (a life-support system, it supplies the wearer with air, water and
food while they wear the armor)- spend 1WP, for the next 24 hours, the user is
provided with fresh air, water and food; avoid any Deprivation conditions from thirst
or hunger, and Drowning or Suffocation.
*** Kalasha Amrita (the Amrita Injector- it injects the wearer with Amrita, the drink
of life, healing their wounds and preventing death)- Amrita is the nectar of the gods,
by spending 1 WP reflexively, you can heal 1L or 2B instantly; in addition, long-term
drip-mechanisms double the effective natural healing rate of the user.
*** Akshaya Soma (the Soma Injector- it injects the drug called Soma into the body,
the warrior becomes more aware and stronger, a berserker)- spend 1WP, and roll
Stamina +Shakti-Kavacha, each success grants 1 turn of the effect, with the wearer
gaining the Energized condition for their first combat action of each turn and their
strength increasing by +1; an exceptional success grants the Berserker condition, but
+Shakti-Kavacha dots in bonus dice to remain controlled, while an exceptional failure
inflicts 1L damage and the uncontrolled Berserker condition.
*** Yayati Ratha (these boosters grant the ability of flight to the wearer, creating an
anti-gravity field)- spend 1WP, for the scene, you are able to move double your speed
in any direction in the air or hover.
*** Rahu Ratha (Rahu is the god of the void, and like his black chariot, these
enhancements allow the wearer to step into the Shadow)- spend 1WP, enter Twilight
for the scene, which also grants the wearer the ability to touch or strike twilight
entities such as ghosts or spirits.
** Surya Ratha (the wearer of these boosters becomes supremely fast and
lightweight, moving like a golden blur)- spend 1WP and roll Dex+Athletics, for each
success, the user gains 1 turn where they gain +5 speed, +1 defense, and +2 initiative.
* Kali Ratha (these boosters grant incredible leaping ability and improved speed)-
speed increases by 3 and for every success on an Athletics check to jump, the distance
is increased by +1 yard- i.e. 3 feet, or 0.9m. A character can normally jump 1 foot
vertically per success, but with these boosters can jump 1+3= 4 feet per success. A
standing horizontal jump is normally 2 feet per success, but 5 feet per success with
these boosters. A running jump is usually Size + 4 feet per success (5 feet + 4 feet per
success, requires 10 feet of running space), but is Size + 7 feet per success with these
boosters.
Keyur (Armbands): installed on the arms, generally the upper arm so it doesn’t
interfere with the installation of Shastra.
*-** Asura-Keyur (Grants the strength of the demons, flooding the arms with extra
power)- when the armor is activated, instead of a +1 strength bonus, add +2 (with a
one-dot armband) or +3 (with a two-dot armband). This armband has no extra WP
cost. Maximum strength is 5 dots (due to the strain on the human body, which would
be torn into pieces by the suit if it went any higher).
*** Krishna-Keyur (grants the strength of Krishna, who was not only strong, but
nimble, able to catch arrows out of the air)- when the armor is activated, add +3 to
strength (replacing the normal +1 bonus). If the strength exceeds 5, the user can
maintain it for a number of turns = Stamina before he takes 1B (per point of Strength
that exceeds 5) in damage per turn from the strain In addition, the wearer may spend
1WP for the scene to add +1 bonus dice to any all-out attacks; or to retain defense
against ranged weapons by using a full defensive action.
**** Rudra-Keyur (the ultimate in strength boosting tech, the wearer of this band can
move mountains- well, maybe just lift and throw automobiles)- when the armor is
activated, add +3 to Strength (replacing the normal +1 bonus). As Krishna-Keyur, any
Strength exceeding 5 deals damage after Stamina = turns. However, the wearer may
spend 1WP for the scene to do a number of stunts: 1. The wearer can lift 4x their
normal weight without penalty (normally Strength x 25lbs; here Str x 100lbs; you add
another 100 lbs of weight per -1 pen to speed and actions, while pushing instead of
lifting is x2) as well as throw objects in size = twice their Strength. 2. The wearer is
immune to Knockdown effects. 3. The wearer can deal Knockdown with any attack
that deals more damage than the target has in Stamina. 4. Juggernaut- the wearer
can move their normal speed through walls or barriers with less durability than their
strength with a running start. When this effect wears off, the wearer is fatigued.
** Srivatsa Shield (this armband is installed on the wrist, blocking the installation of a
Shastra on that arm, it unfolds like a golden lotus blossom and acts as an incredible
shield)- as a reflexive action costing 1WP, this large shield made of ayas metal snaps
out like a flower, providing a -2 dice penalty to any attack rolls, acting as moderate
cover. Unlike normal shields, it has 8 durability and absorbs most strikes or blows-
negating any Knockdown tilts.
Shastra (Weapons): installed on the arms or hands. Unless otherwise noted, Shastra
that use ammunition restore their ammunition supply after 24 hours.
** Indra’s Net (a net-launcher on the arm, the net is self-repairing composite weave
and coated in a chemical similar to LSD)- spend 1WP to launch the net, range 2/5/-, on
a successful Dex+Firearms roll, the target suffers the Entangled tilt for 1 turn per
success, in addition, they must make a Stamina roll or suffer the Disorientated
Condition. Targets can successfully break free from the net if they make a contested
Strength roll = attack successes, or attacks the net with a knife, dealing 3 structure
damage against Durability 2.
**** Brahmadanda (a rod that nullifies any supernatural power it touches)- spend
1WP, on a successful hit, the 1L rod (as a baton) removes any shield spells or
supernatural effects on the target, at one dot of effect/dread power per success. The
user can also extend the rod into a staff to gain the reaching effect.
*Ekasha-Gada (a mace head attached to a chain, it generates its own gravity field
until it hits with the force of a dozen elephants)- a 2L mace (as a metal club), spend
1WP, on every strike during the scene that deals more damage than the target’s
Stamina, the weapon inflicts the Knockdown tilt and an added +1B.
** Drona Blade (a katar blade that pops out from the arm, it generates an energy field
around the edge that allows it to cleave other weapons or armor in two)- a 2L blade
(as a machete), by spending 1WP it ignores up to 4 points of armor or durability for
the scene, inflicting the Pierced Armor condition if it successfully damages any armor.
* Indra Axe (a fold-out axe that emits an electrical field)- a 2L axe (as a light ax) that by
spending 1WP, it deals an additional +1B of electrical damage, if it deals more damage
than the target’s Stamina, the weapon also inflicts the Stunned tilt for a single turn.
**** Yama Paasha (it unleashes a whip which drains the willpower out a person
entangled by it)- a metal coiled whip of corroded bronze with tiny micro-barbs, it is a
0L weapon with reach; by spending 1WP for a scene, the user can initiate a ranged
Grapple, on a success, the whip drains 1 point of Willpower per turn which can be
added to the user’s pool (up to max).
* Vel of Murugan (a retractable spear that springs out from the arm, the owner can
extend or shrink the length; it can also be thrown and return to the user’s hand)- acts
as a spear, when activated with 1WP for the scene, the owner can adjust the size as an
instant action- acts as a spear (2L -2init) which has reaching and is two-handed (size
4), or can be shrunk down to a shortspear with the same damage but no reach while
one-handed (size 2), or can be extended to a longspear (3L), with reaching and +1 def
against foes with shorter weapons (size 5). As a spear, it can be thrown (x2/x5/x10)
and will return on command as an instant action.
*** Madhu Trident (a harpoon-like weapon launched from the forearm with
retractable barbed tines and fins that stabilize it in flight. The user can direct its flight
path, to curve around cover and to follow a fleeing target; a thin cable allows the user
to retract the trident back to him)-
*** Praswapastra (a weapon that launches bronze eggs that emit a purple gas that
covers a battlefield and cause everyone to fall asleep)- spend 1WP and roll Dex +
Firearms to target an area (range 50/100/200), on a hit, an area 10 yards in size is
filled with a thick smoke, not only does it provide Concealment, the gas makes targets
fall asleep (as Comatose condition though this condition ends if injured) unless they
make a Stamina + Resolve check. A success instead inflicts the Lethargic condition,
while an exceptional success suffers zero conditions. This weapon has a magazine of 3
gas grenades; which restores at the rate of 1 per day.
** Agneyastra (a flamethrower weapon that attaches to the back of the wrist. The
blue flames continue to burn even under water)- as flamethrower (0L, range 2/5/10,
magazine 5 bursts of flame), spend 1WP and emit a stream of flame by rolling Dex +
Firearms; each success does 1 point of fire damage, ignoring all but total cover. In
addition, a person who receives at least 1 point of fire damage also receives the
Burning tilt. Unlike normal fire, this tilt can’t be resolved using water.
** Nagastra (a crossbow like weapon the length of an arm, it fires a heavy bolt with a
snake-like head that bites down on the target and injects potent naga venom)- while it
can act as a heavy crossbow (3L, range 40/80/160, reloads every 2 rounds, magazine
holds 5 bolts), when 1WP is spent, the bolts writhe like snakes and bare their fangs
for the scene. On a successful attack, the bolt inflicts damage and the Poison tilt with a
Toxicity = number of successes.
***** Vaishnavastra (this recoilless railgun fires a bolt of ayas metal 7 times faster
than sound, it easily penetrates armor and most forms of cover)- acts as a railgun
dealing 5L damage (range 250/500/1000) with a magazine that holds 1 round. It
penetrates any cover or armor, ignoring up to 12 points of armor or hardness;
reducing cover to zero. Any target hit by the round suffers the Knockdown tilt,
Pierced Armor tilt, and the Stunned tilt for one turn, plus the Bleeding tilt if damage
exceeds Stamina. In addition, anyone behind the target can be struck as well, reroll
the attack at ½ the dice, hitting as many additional targets as there might be. Firing
the round costs 2WP, with 1 point spent on the turn before firing just to power it up.
** Varunastra (a liquid metal weapon, it can take the shape of any size 2 weapon)-
spend 1WP to shape the liquid metal into the weapon desired, it will hold the shape
until commanded back into liquid form. Any weapon of size 2 can be shaped, from
short swords, light axes, clubs, chains, katar, tiger claws, and even a crossbow, though
bolts have to be provided separately.
***** Narayanastra (a weapon that fires a rocket that bursts into thousands of metal
needles to hit multiple targets as it arcs down from the sky)- by taking an aiming
action, this can negate total cover. Spend 2WP to fire (with the 2nd point spent the
turn after it fires to detonate the charge), it acts as a 3L ranged explosive, dealing
damage within a 20 yard radius, with only 1 round in the chamber. The needles are 9-
inches long and made of ayas metal, ignoring up to 3 points of armor or hardness.
This weapon inflicts Knockdown and Pinned tilts, and Bleeding on any target who
takes more damage than their dots in Stamina.
**** Indra-vajra (Indra’s Thunderbolt, a weapon that fires a bolt of lightning, it looks
like a bronze rod with wings at the end)- Spend 1WP, this weapon fires a bolt of
lightning that deals 8B damage against a target, for each success on a hit, it inflicts the
Stunned tilt for 1 turn unless the subjects succeeds on a Stamina + Composure check
vs. the number of successes. This weapon has a second setting where it instead
inflicts 4L damage plus the Stunned tilt. It can be fired twice under the first setting, or
just once under the second setting.
*** Sudarshana Chakra (a razor magnetic disc launcher located on the forearm, the
discs spin incredibly fast to deal extremely deep wounds)- Upon spending 1WP for a
scene, this weapon fires several dozen discs in rapid succession, as a 1L ranged
weapon with the autofire capability up to medium burst (range 20/40/80; magazine
30 discs); in addition these discs cut through armor, with piercing 2; because the arc of
the discs can be somewhat controlled, using the aiming action, the user can negate 1
dice of penalties due to cover, or to target limbs or other parts of the body.
Lost Treasures: these are treasures or shastra that they have found records of, but
haven’t located yet.
***** Karna Kavacha (a full complete powered armor suit, it was designed for a king,
with the face mask of a bearded noble and extra plates of ayas metal inscribed with
silver runes added to the shoulders, chest and back)- operates as a suit of Shakti-
Kavacha, except it has 4/3 armor and all the pieces are of ayas metal with durability 8.
The suit also contains an AI named Karna, which communicates in ancient Vak, the
lost language of the proto-Indo-Europeans; though it can read and understand
Sanskrit in part. Understanding this AI and following its tactical advice can grant the
Small Unit Tactics merit at 2 dots and the Trained Observer merit at 1 dot.
****** Shiva Kavacha (the ultimate battlesuit, legends say it was made of red gold
and invincible)- operates as the Shakti-Kavacha, except with 5/4 armor, with the
pieces made of modified ayas metal with durability 9, and the strength bonus being +3
to start (with no damage for exceeding Str5). The armor has internal energy storage
in the form of a large crystal, being able to store up to 10WP for future use of the
armor’s systems. 1WP can be spent to initiate a number of effects: 1. The armor
heats up for the scene, dealing +1L (fire) damage with any Brawl or grappling attack,
and successes on the attack exceeding target’s Dexterity inflicts the Burning condition.
2. While heated up, the wearer gains the Energized condition for the scene. 3. The
armor can be set to self-destruct, burning through the remaining pool of WP stored
inside to deal 1L per WP, with a blast radius of 100 yards per WP burned; targets hit
by the blast gain the Burning tilt and are turned to ash if they die. Ironically, the
armor’s high durability means it often survives the blast while the wearer does not,
with the different pieces scattered far away. The crystal however is cracked and must
be replaced.
**** Jaivardhan (similar to the Srivatsa, but able to absorb even the blast from a
rocket)- This shield unfurls like a golden lotus flower as a reflexive action at 1WP,
providing a -3 cover penalty against any attacks. While in use, the shield absorbs any
vibrations or blast effects, negating Knockdown and Stunned tilts, and against any
beam or energy weapons can deflect it towards another target with a successful
Dexterity roll.
***** Kiriti (the Celestial Diadem, the Crown of Indra the Storm God)- wearer of the
crown ignores up to 4 electricity damage by default each turn; by spending 1WP
reflexively, they may instead absorb up to 12 dice worth of electricity damage per day
and turn 1/4th of that into bonus WP points.
***** Vaidurya (a Mani gemstone, it grants an aura of heroism and good looks)-
spend 1WP, while the armor is active, the wearer gains the 3-dot Inspiring merit and
the 2-dot Striking Looks merit.
******* Pushpa Vimana (said to be a flying palace in the old texts, it was a golden
battleship that looked like a floating many tiered stupa, bristling with energy
weapons)- treat as a size 50 Gunship (helicopter) with the same speed and ability to
hover, and similar weapons (as Heavily Armed except using beam weapons instead of
missiles or heavy cannons at 5L; each of the 24 weapons requires a gunner), and the
ability to carry up to 180 passengers, with 3 pilots to maneuver it (-2 handling).
Durability is 20 and Structure is 50.
**** Chandrahas (“the Laughter of the Moon”, a Shastra long curving blade that is
deadly to shapechangers, it flips out of the length of the arm)- a 3L saber with a silver
edge that continually sharpens itself, when 1WP is spent for the scene, any wound
also infects the shapechanger with a nanovirus that prevents them from
shapeshifting. Any attempt to shift requires a Stamina + Composure check with a -3
penalty.
***** Jayantha Vel (a Shastra installed in the brow, it granted the power of Shiva’s
third eye)- once every 24 hours, 2WP can be spent to unleash a 6L beam of hot plasma
(dealing fire damage) that ignites targets in a row (as Medium Burst, up to 3 targets
near each other) and grants the Burning tilt. The beam burns through steel like
butter, ignoring up to 8 points of armor or durability.
******* Brahmastra (the deadliest Shastra, it was said that when fired, the soil and
air would be poisoned for years, even metal. Top experts on the Shastra believe it
was some sort of radioactive weapon)- spend 2WP, acts as a missile launcher that can
only be fired once (8L, range 150/300/600, magazine 1), the blast area is 500 yards,
with a Force of 5, dealing Knockdown and possessing Armor Piercing 12. In addition,
any target in the first 100 yards suffers from Acute Radiation poisoning (Toxicity 5)-
receiving an immediate 5L damage unless they make a Sta+Res-Tox check (or is
wearing an NBC suit), and is afflicted with the Fatigue condition and Nausea for the
next 12 hours, suffering a -3 penalty to all rolls. This is followed by 5L per day for the
next 5 days, suffering a -5 penalty to all rolls due to bloody diarrhea and vomiting.
They are also rendered sterile and if (somehow) they survive, they are likely to
develop several cancers in the next few years. Targets between 100-250 yards away
from center only suffer Severe Radiation poisoning (Toxicity 4)- suffering 4L unless a
save is made and afflicted with a -2 penalty to all rolls for 12 hours. This is followed by
4L per day for the next 4 days, and a -4 to all rolls. If they survive, they will be infertile
for 60 days and likely develop cancer in the next few years. Targets between 250-500
yards only suffer Moderate radiation poisoning (Toxicity 3)- suffering 3L, a -1 penalty
for 12 hours, and 3L per day for the next 3 days, with -3 to all rolls, infertility for 30
days and some chance of cancer. The soil, any equipment or metal, will be
contaminated for the next 3 years with Light radiation (Toxicity 2)- causing only 2B
damage on contact, but -1 penalty for 24 hours, with 2B per day for the next 2 days, at
a -2 to all rolls. Secret: this weapon’s radiation effect (but not the initial blast) also
affects the Twilight, with spirits nearby being poisoned by a spiritual radiation that
warps and mutates them unless they make a POW+Spirit Rank save.
***** Varuna Chhatra (a mystic umbrella, the engineers believe it was the ultimate
protection for repelling attacks)- upon activation, 1WP, for the next turns = dots in
Shakti-Kavacha, the bearer of this umbrella is protected under a forcefield that
provides 10/10 dots in armor and negates tilts like Knockback or Stunned.
Unfortunately, this armor also applies to attacks from the user protected under the
umbrella.
***** Dharmachakra (Wheel of Dharma, a large golden wheel used for crushing
enemies under the weight of their dharma)- roll Strength + Weaponry, dealing +3L
damage. By spending 1WP, you deal an additional +1L damage for each point the
target’s Integrity (or Humanity, whatever system they use to track morality) is below
8; literally crushing them under the weight of their sin.
***** Suryastra (a weapon that uses beams of light, blinding foes and drying up
rivers)- Fires up to 5 beams, one per turn, upon spending 1 WP; each light beam deals
4L in damage (range 1000/2000/-) on a Dex+Firearms check, and if aimed at the head
(-3 pen), causes the Blindness tilt. Each target must drink water within the same
scene of being struck or roll a Sta + Com check, or suffer the Deprived condition due to
dehydration. Light beams deal Aggravated damage against creatures weak against
sunlight.
**** Mohini Astra (a weapon that could dispel any illusions and reveal true forms)-
spend 1WP to unleash a sonic weapon that inflicts 0B, but on a Dex+Firearms check
against a radius of 20 yards in a circle around the user, any illusions in the area are
dispelled and creatures concealing their true forms are revealed.
**** Mayastra (the weapon of illusion and delusion, it drives armies insane and sets
them to fighting each other)- spend 1WP and roll Dex + Firearms to target an area
(range 50/100/200), on a hit, an area 50 yards in size is filled with an invisible chemical
weapon that inflicts the Insane tilt for the scene unless the targets make a Stamina
check; success instead inflicts the Confused condition for a turn. Once the scene is
over, targets must roll a Com+Res check to avoid gaining the Madness condition.
**** Kakkai Kodi (a flag worn on the back, devoted to the goddess of misfortune, it
generates a probability field designed to increase mishaps and bad luck)- spend 1WP,
generate a field of bad luck, as 3-dot Thief of Fate merit except you do not need to
touch someone, the merit works as long as someone remains within 10 yards of you-
and the ill-luck can affect multiple targets. You gain +4 dice when spending WP on an
action, while those within your field suffer dramatic failures for all failed rolls (this
includes allies.
***** Halahala (the supreme poison, the deadliest toxin- scholars are unsure how
powerful this weapon really is)- this sprayer mounted on the wrist fires a 5-yard long
stream of blue liquid. This acts as an acid, dealing 0L damage on contact with a
Dex+Firearms roll that also inflicts the severe Poison tilt with a Toxicity of 10
(effectively 1L of damage per turn for 10 turns) to any target that fails a combined Sta
+ Res check minus Toxicity. Taking more than 3 turns of harm from the poison means
that after recovering from the toxin, the target will suffer a long-term Chronic Agony
condition as their nerves in the affected area are fused together. Unlike normal
poisons, this poison is supernatural and affects creatures normally immune such as
undead or lycanthropes, though they receive a +2 bonus to the saving roll.
***** Claws of Sitala (pop-out tiger claws that appear from the knuckles, even a
casual brush against the skin causes pox pustules to break out, along with weeping
sores and bruises)- as tiger claws, roll Str + Brawl to inflict +1L damage; by spending
1WP, the claws will also infect the target with a supernaturally modified variant of
smallpox that covers the target in bloody blisters, weeping sores, and large pustules.
A successful strike will inflict the Sick (Grave) tilt with a Severity = successes+1, which
inflicts a -1 penalty on all actions that increases by 1 every two turns unless the
character gets immediate bedrest (up to a maximum of -5 by turn 9). In addition, the
character will take 1L each turn. During combat, the target can resist the effects with
a Sta+Res check minus Severity. Supernatural characters normally immune to diseases
(like lycanthropes or vampires) are still affected by the disease, but receive a +2 bonus
to their checks to resist damage and the penalties. Upon bedrest, the tilt ends and the
character instead receives the Chronic Sickness condition (weaponized smallpox).
Targets receive Severity # in Lethal damage per day, unless they make a Sta+Res
minus Severity check to resist; after accumulating 20 successes, the target is cured. If
treated in a hospital setting with antivirals, the character receives a +2 bonus on the
roll. In the meantime, the character is infectious with smallpox, able to pass it on to
anyone not vaccinated by touch.
NPCs:
Victoria Haans-Chowdhury- a scion of both families that own stock in the production
house, she was a Romantic lead in several films in the 1980’s before becoming a
director.
Khan Shivatar Chowdhury- the male lead of several action pictures, famous for his
mustache and incredible stunts. He got his start as a stuntman before progressing to
lead actor. He played the character of Vālī in the latest films.
Edgar William Haans- an engineer and special effects director, he has gotten further
than most in determining how the suits work. The problem is acquiring the materials,
especially the rare crystals and ayas metal. He believes that a mission underground
can find the materials, as texts describe the underground lost kingdom of Agartha as
possessing many such crystals. Failing that, he supposes he could make fake crystals
to store the Prana energy by growing them in zero-G conditions on a space station.
Dr. Durgawati Nandi- not a member of the Family, but recruited into the Production
team due to her expertise in pre-Vedic civilizations and languages. She has been
translating some of the markings found on the suit and believes they are the mythical
language called Vak, the proto-Indo-European tongue. She acts as a Historical
Production Consultant on any epic films based on the Vedic scriptures.
Rudra Divakar, “the Rogue Suit”- a stuntman who discovered the Karna-Kavacha suit
but has run off with it in order to become a full-time monster killer. He’s obsessed,
with some believing he’s been taken over by the suit’s AI. Shakti-Kavacha Endowment
(5 dots): Karna-Kavacha suit, plus Jayantha Vel (5 dots), Rudra-Keyur (4 dots), Aksaya-
Soma (3 dots), Drona Blade (2 dots), and Kali-Ratha (1 dot). Also add Mundamala (4
dots) and Shiva-Kundala (4 dots). He appears in the city, suddenly bursting through
walls like a golden demon in glistening metal and ripping supernatural creatures apart.