Hunter The Vigil 2e (Download) (31317213)

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Credits Special Thanks

Writers: Chris Allen, Matthew Dawkins, Meghan Rose “The Lady of Milan” Bailey, Chuck “Not Today,
Fitzgerald, Trip Galey, John Kennedy, Cassandra Khaw, You Monster!” Wendig, Matt M. “Sit up straight, please!”
Danielle Lauzon, Matt Miller, Allen Turner, Ree Soesbee, McElroy, Dr. Megan Connell, K. Tempest Bradford, Tony
Monica Speca, Monica Valentinelli Vera Vartanian, Pete Lee, and the many writers, editors, playtesters, and devel-
Woodworth opers who’ve worked on Hunter: The Vigil over its long
Developer: Monica Valentinelli and storied history including Hunter fans at RopeCon in
Additional Development: Meghan Fitzgerald and Helsinki, Finland.
Danielle Lauzon
Chronicles of Darkness Line Developer: Dixie Cochran
Creative Director: Richard Thomas
Editor: Dixie Cochran
Art Director: Michael Chaney
Book Design: Josh Kubat
Interior Art: Sam Araya, Mark Kelly, Tilen Javornik,
Alex Sheikman, Vince Locke, Aaron Acevedo, Brian Leblanc,
Luis Sanz, Juan Calle
Cover Art: Chad Michael Ward

© 2021 Paradox Interactive AB . All rights reserved. Reproduction without the written
permission of the publisher is expressly forbidden, except for the purposes of reviews, and
for blank character sheets, which may be reproduced for personal use only. White Wolf,
Vampire, Chronicles of Darkness, Vampire: The Masquerade, and Mage: The Ascension
are registered trademarks of Paradox Interactive AB . All rights reserved. Vampire: The
Requiem, Werewolf: The Apocalypse, Werewolf: The Forsaken, Mage: The Awakening,
Promethean: The Created, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin-Eaters,
V20, Anarchs Unbound, Storyteller System, and Storytelling System are trademarks of Paradox Interactive AB
All rights reserved. All characters, names, places and text herein are copyrighted by Paradox Interactive AB .
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and
intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Keep up to date with Onyx Path Publishing at http://theonyxpath.com/
2
Introduction: Heed the Call 7 Step Two: Create Anchors 66
Step Three: Select Attributes 66
The Gathering Dark 7 Step Four: Select Skills 66
Themes 7 Step Five: Choose Skill Specialties 67
Lexicon 9 Step Six: Apply Tier-Specific Rules 67
How to Use This Book 10 Step Seven: Select Merits 68
Other Chronicles of Darkness Games 10 Step Eight: Determine Advantages 68
Introduction to Roleplaying Games 11 Character Advancement 68
Player Responsibilities 12 Earning Beats 68
Sources & Inspiration 12 Character Creation Quick Reference 69
Chronicles of Darkness Books 13 Group Beats 70
Chapter One: Experiences 70
Compacts & Conspiracies 17 Anchors 71
Virtue 71
Tier Two: Compacts 17
Vice 71
Tier Three: Conspiracies 18
Touchstones 72
The Long Night 20
Sample Touchstones 73
Loyalists of Thule 22
Integrity 74
Network Zero 24
System 74
Nine Stars 26
The Code 75
Null Mysteriis 28
Breaking Points 75
SWORN 30
Attributes 78
The Union 32
Mental Attributes 78
Ascending Ones 34
Physical Attributes 78
The Cheiron Group 36
Social Attributes 79
Council of Bones 38
Skills 79
The Lucifuge 40
Mental Skills 79
Malleus Maleficarium 42
Physical Skills 81
Task Force: VALKYRIE 44
Social Skills 82
VASCU 42
Merits 83
Chapter Two: Flickering Candles 47 Mental Merits 84
Preparing to Hunt 47 Physical Merits 86
Hunter Backgrounds 48 Social Merits 87
Tools and Equipment 49 Fighting Merits 92
Hunter Society 50 Supernatural Merits 96
Tier One: Hunter Cells 50 Endowments 98
Tier Two: Hunter Compacts 52 Using Endowments 98
Tier Three: Hunter Conspiracies 54 Against the Supernatural 98
Forming a Conspiracy 55 Gaining Endowments 99
History of the Hunt 56 Advanced Armory 99
The Nibiru 57 Accessing the Armory 99
Aves Minerva 58 Benediction 102
Scenes of the Forbidden 58 Virtuous Rituals 103
Incomplete Histories 59 Castigation 105
Archiving the Hunt 59 Using Castigation Rites 105
Shifting Perspectives 61 Elixir 108
Modern Methods 61 Using Elixirs 108
Perispiritism 111
Chapter Three: Character Creation 65 Teleinformatics 115
Character Creation 65 Thaumatech 117
Step One: Character Concept 65 Surgical Installment 117

3
Chapter Four: Rules of the Hunt 125 Uncovering the Truth 147
Building Equipment 147
Rolling Dice 125 Improvise 149
Dice Pool 125 Repair, Modifications, and Upgrades 149
Roll Results 126 Taking Your Time 149
When to Roll Dice 127 Teamwork and Tactics 150
Time 127 Teamwork 150
Actions 127 Tactics 150
Extended Actions 128 Mental Tactics 151
Common Actions 128 Physical Tactics 153
Willpower 131 Creating New Tactics 157
Risking Willpower 131
Conditions 132 Chapter Five:
Improvising Conditions 132 Monsters Around the World 161
Action Scenes 132 Footprints and Sightings 161
Speed 133 Building a Monster 162
Defense 133 Step One: Concept and Motivation 162
Tilts 133 Step Two: Potency 163
Violence 133 Step Three: Anchors and Aspirations 163
Intent 133 Step Four: Dread Powers 164
Down and Dirty Combat 134 Step Five: Attributes 164
Detailed Fight Scenes 134 Step Six: Skills 164
Ranged Combat 136 Step Seven: Merits 164
Weapons and Armor 137 Step Eight: Advantages 164
Injury and Healing 137 Dread Powers 165
Suffering Damage 138 Making New Dread Powers 172
Healing 138 Ephemeral Entities 173
Optional Rules: Beaten Down & Surrender 139 Crossing Over 173
Sources of Harm 139 Manifestation and Possession 173
Disease 139 Game Systems 173
Poison 139 The State of Twilight 173
Drugs 139 Ephemeral Traits 174
Electricity 140 Bans 175
Falling 140 Banes 176
Fire 140 Combat 176
Objects 141 Influence 176
Equipment 141 Manifestation 177
Vehicles 141 Conditions 178
Chases 142 Numina 180
Social Maneuvering 143 The Hunt 182
Goals 144 Monsters by Region 183
Doors 144 Any Time, Anywhere 183
Impression 144 Cities, Towns, and Villages 185
Opening Doors 145 Deserts and Sandy Terrain 188
Resolution 145 Fields and Forests 190
Forcing Doors 145 Hills and Mountains 192
Social Maneuvering and Consent 145 Rivers, Lakes, Oceans 194
Investigation 146 Ice, Snow, Tundra 197
Scope 146 Caves, Sewers, Subways 199
Interval 146
Uncovering Clues 147 Chapter Six: Mysterious Places 205
Clue Elements 147 Bygones and Strange Places 206
4
The Response 207 Hunters and the Code 254
Nests 209 Types of Conflict 254
Using Nests 210 Hunters versus Society 254
Destroying a Nest 210 Hunters versus Cults 255
Systems 210 Hunter Versus Hunter 256
Tainted Places 212 Hunters Versus Monsters 256
Cleansing Tainted Places 212 Horror and the Unknown 257
Tainted Systems 213 The X Card 257
Dread Power Adjustments 213 Fear and Trauma 257
Sentient Places 215 Horrors and Invisible Threats 258
Defeating a Sentient Place 215 Recurring Nightmares 258
Sentient Systems 216 A Losing Fight 259
Other Mysterious Places 218 Crafting The Hunt 260
Creating Storyteller Characters 260
Chapter Seven:
Plotting Chronicles by Tier 261
The Slasher Chronicle 223
Tier One: Eyes Wide Open 261
Defining a Slasher 224 Tier Two: Clubs, Gangs, and Rivalries 262
Types of Slashers 225 Roles for Compacts 264
Slasher Undertakings 226 Creating a New Compact 265
The Avenger (Ripper) 226 Tier Three: More Theories Than Facts 266
The Legend (Scourge) 226 Roles for Conspiracies 266
The Brute (Ripper) 227 Creating a Conspiracy 267
The Mask (Scourge) 227 Endowment Research and Development 268
The Charmer (Ripper) 228 Creating New Endowments 269
The Hypno (Scourge) 229 Relic Concepts 269
The Undesirable (Ripper) 230 Relic Endowments 271
The Mutant (Scourge) 230
The Virtuoso (Ripper) 231 Appendix One: Equipment,
The Puppeteer (Scourge) 231 Custom Gear, and Traps 274
Creating a Slasher 232 Equipment 274
Slasher Rules Summary 232 Armor 274
Ripper Systems 233 Weapons 275
Scourge Systems 234 Services 277
Hunter’s Fall from Grace 234 Vehicles 278
Hunter-to-Slasher Systems 234 Customizing Gear 279
Slasher Merits 236 Vehicle Modifications 279
Slashers Around the World 236 Long-Term Modifications 279
Tier One: Neighborhood Killers 237 Sample Custom Gear 280
Tier Two: Forging Connections 237 Armaments 280
Tier Three: Impossible Design 237 High-Tech Devices 282
Slasher Sightings 238 Investigation Aids 282
Philadelphia, United States 238 Building and Setting Traps 282
London, England 241 Trap Triggers 283
New Delhi, India 243 Example Traps 283
Hong Kong, China 246
Appendix Two: Tilts 286
Chapter Eight: Storytelling 253
Appendix Three: Conditions 292
Out for Blood 253

5
When it first happened, you thought you were mistaken.
“Monsters aren’t real,” you told yourself. Even as you thought
those words you knew they weren’t true. Here is a monster in
front of you, and if you don’t do something it will kill you. You
ran. You survived. But you did not forget.
Now you no longer run. Survival is not the end goal. There
is no survival for you after what you’ve done. You sometimes
wonder if the line has blurred. Are you the monster now? With
all the killing you’ve done, how could you not be? But no. You
hold your Vigil, a code of ethics that delineates them from you.
Hunter: The Vigil Second Edition is a roleplaying game
about people who are committed to saving a world overrun by
monsters. Once they light a candle and hold it up to the dark-
ness, they cannot turn back. They’ve taken their first step to
uphold the Vigil, despite knowing the costs. After they peer into
the shadows, they become so obsessed with the monsters lurking
there, every hunt pushes them further and further away from a
normal, humdrum life.
Hunters are underdogs who never stop feeling that chill
running up and down their spines. For every bloodsucker they
put down, for every haunted house they clear out, another hor-
ror lies waiting to strike. Sure, they might make sacrifices or suffer
losses along the way, but to them there’s never a time when they’re
not hunting. Either they stay sharp and focused, they become
hunted themselves, or worse: They become the monster.

The Gathering Dark


Hunter: The Vigil debuted in 2008 on the heels of sever-
al Chronicles of Darkness game lines including Vampire: The
Requiem, Changeling: The Lost, and Werewolf: The Forsaken.
Since that time, more game lines have emerged introducing new
monsters, such as Beast: The Primordial and Deviant: The
Renegades.
Hunter: The Vigil Second Edition takes note of these
new additions by introducing a premise: There are more mon-
sters today than ever before. The rules found in this book are
designed to give players and Storytellers new, flexible tools to “But these words people threw
identify, hunt, and capture monsters while enhancing the defini- around — humans, monsters,
tion of hunter. heroes, villains — to Victor
Hunter: The Vigil Second Edition is a standalone game that
it was all just a matter of
can be played by new or existing players. The lore has been updated
to not only reflect the uptick in monsters, but also the fact that semantics. Someone could call
hunting monsters is not exclusive to a location, group of people, themselves a hero and still
or time period. There may be more monsters than ever before, walk around killing dozens.
but there are more ways to fight them, too. Someone else could be labeled
Themes a villain for trying to stop
them. Plenty of humans were
Most people grow up believing monsters exist in fairy tales monstrous, and plenty of
and on television. The Thin Man is the product of conspiracy monsters knew how to play at
theorists on message boards. Bloody Mary is just an urban legend
cooked up by teenaged girls, and the Chupacabra is a rabid dog. being human.”
You’re not most people, because you know that monsters
— V.E. Schwab, Vicious
are real. You’ve seen one. Maybe it murdered your grandfather.
Maybe it targeted your dog. Whatever the reason, however you
encountered one, the truth shattered you. Instead of running
INTRODUCTION: HEED THE CALL

away or hiding in a bunker, you’ve decided to do something. Storytellers are encouraged to leverage what hunters
You’ve chosen to heed the call of the Vigil and become a don’t know as narrative tools to remind them they don’t and
hunter. can’t know everything, no matter how hard they try — and
How? By finding similarly minded people who will that’s what being mortal in the Chronicles of Darkness is
fight alongside you. You know you’re outmatched. You know all about.
you’re outgunned — but you don’t care. Sometimes you’ll
win. Sometimes you’ll lose. As long as you draw breath,
Sacrifice vs. Self-Preservation
you’ll never stop fighting, even if you go down screaming. Hunters are pushed to the edge, but they don’t have to
Or, at least, that’s what the Vigil requires. hunt alone. In a cell, they can rely on other hunters to pitch
in and get the job done. Compacts and conspiracies add to
Explained vs. Unknown a hunter’s community but, when push comes to shove, it’s a
To be a hunter is to linger in the dark. The character cell that’s doing the heavy lifting. Sometimes, however, hunt-
doesn’t know all there is to know about the supernatural ers are forced to make hard choices. They must choose be-
— even if player does. Hunters know the unnatural things tween taking down a monster or saving a victim. They must
go bump in the night aren’t regulated to nightmares. Cells decide if they’ll risk taking a perfect shot at a slasher when
understand they’re real — and those “things” can be hunted their buddy stands in the way.
provided they figure out how to track, capture, contain, or Sometimes, however, hunters don’t just sacrifice other
kill them. hunters or the victims they’re trying to save. They might be
The strange and unknowable are mysteries for the cell cornered or even kidnapped by a monster who wants to use
to figure out. A hunter encountering one flesh-eating hu- them to find other hunters. They might be the hunter guard-
manoid might assume they know exactly what’s feeding on ing an exit and, after all their cellmates have fallen, they’re
people, until another flesh eater comes along and doesn’t standing between the monster and freedom. When uphold-
fit the profile. When combined with mysterious places — ing the Vigil, hunters may say they’re willing to sacrifice ev-
haunted houses, monsters’ lairs, and roadside shrineswith erything — even their own safety — to fight the darkness. Only
statues that bleed — hunters have their hands full when piec- the hunt will prove whether there’s any truth to their claims,
ing together what’s happening in that area before moving because somewhere along the way, each hunter will face their
onto the next. darkest fears and be forced to confront their own mortality.

8
In Hunter: The Vigil Second Edition, thematic devices cleansing: A word hunters often use to describe the pro-
and rules governing a hunter’s place in the world remind cess of removing the supernatural from a physical location
them of what they stand to lose. Upholding the Vigil exacts or object.
a heavy toll, but it’s ultimately up to the hunter what they’re Code, the: The Code represents an individual hunter’s
comfortable sacrificing or preserving. pledge to fight the darkness. This has both a thematic and
mechanical effect in the game (p. XX).
Hope vs. Despair
compact: A regional organization to which multiple
Sometimes, hunters win. Sometimes they lose. cells belong. Compacts (p. XX) may be formed around hunt-
Eventually, however, hunters come to the realization that the ing a specific monster, a view of the Code, a method of hunt-
shadows won’t stop gathering and monsters won’t suddenly ing, etc. Each compact allows its members to earn status in
give up and remain in the darkness. This realization can hap- exchange for additional benefits or resources. Structurally,
pen during a hunt or investigation. It might occur before the compacts are represented in a tier-two chronicle.
cell starts fighting back. Once this terrifying truth is known, conspiracy: A global organization to which multiple
however, the hunter and their cell must find a way to keep cells belong; each conspiracy often holds many factions.
going — otherwise they’ll lose to utter despair. Conspiracies (p. XX) wield considerable resources to fulfill
While despair might be all-but guaranteed, hope is the their unique agenda in the fight against the supernatural.
only thing that can keep it confined. The candle hunters Each conspiracy allows its members to earn status in ex-
light is a representation of their burning desire to hold the change for additional benefits, resources, and Endowments.
line, but it’s also a visual way to show how important it is to Conspiracies are represented in tier-three chronicles.
feel hope even when the darkness is winning. As long as a cryptid: A strange and unusual animal that may or may
hunter has hope in their heart, the darkness can’t truly win. not exist. Examples of cryptids include the hodag, bunyip,
Providing ways for hunters to feel hope in a chronicle is wendigo, and yeti.
crucial to ensure the game isn’t so dark and depressing it’s cursed object: A dangerous mundane or well-crafted oc-
no longer enjoyable to play. Storytellers are encouraged to cult item that displays supernatural properties. In Hunter,
give cells opportunities to win, even if it’s small or tempo- these are also called Bygones (p. XX).
rary. These moments are fuel for the fire and will keep the
darkness, the: A term hunters use to describe the world
Vigil — and the players’ interest — burning bright.
of the supernatural or its denizens.
Will you pledge to uphold the Code? Will you light a
demon: An infernal monster. Hunters often use lan-
candle and stand against the gathering dark? If you do, don’t
guage to describe demons through their cultural or religious
worry. The flame you hold is not the only fire that burns.
lens, unaware of their true origins.
You’ll have help from your fellow cellmates, and together
you may burn bright enough to hold the line and keep the enemy, the: Anything that threatens a human or animal
darkness from swallowing you whole. life.
ghost: The spirit of a mortal who has passed.
Lexicon horror: Another word for monster. May also be used to
describe disembodied entities or spirits.
In the world of Hunter: The Vigil, cells do the best they monster: The primary term used to describe all of the
can with the knowledge they have. Often, they can’t find entities hunters fight.
the right words or don’t know a monster’s name — for good
mythic: Hunters often use the word “mythic” to identify
reason. As the underdogs, hunters possess varying degrees of
legendary monsters, locations, or relics that either don’t ex-
knowledge that may or may not be relevant.
ist (and therefore can’t be hunted) or are a once-in-a-lifetime
Though hunters may not understand what they’re in find. Examples include: the phoenix, the Lost Continent of
for, a common vocabulary is used in Hunter to present nar- Mu, and Poseidon’s Trident.
rative advice and relevant rules. These terms are setting-spe-
mysterious place: Phrase used to describe locations or
cific and, when appropriate, notable rules are mentioned in
areas that have had reports of supernatural activity (p. XX). A
the description.
nest is a monster’s lair, a tainted place displays supernatural
cell: A group of hunters who fight together. They share effects, and sentient places are monstrous locations.
the emotional, psychological, and physical burdens the hunt
nest: A common term used to describe a monster’s
requires, and often have similar views of the Code.
home. It is a type of mysterious place (p. XX).
cellmate: An individual hunter in a cell.
relic: A term some hunters use to describe a supernatu-
blessings: Hunters belonging to a conspiracy receive ral item that may, with time and study, be safe to handle
gifts from their organization that are imbued with the super- and provide further benefits. In game terms, a relic is a true
natural. They often refer to these gifts as “blessings.” In the Bygone (p. XX).
rules, these are represented by Endowments (p. XX).
rival cell: A competitive group of hunters that turns the
bloodsucker: A slang word used to describe a vampire or hunt into a contest, whether the other cell wants to compete
other monster who drinks human blood. or not.

9
INTRODUCTION: HEED THE CALL

rogue cell: A group of hunters who operate on their their core identities and beliefs. This chapter also contains
own. Rogue cells are also referred to as “cancer cells.” Endowments for tier-three hunters.
slasher: Serial killers and mass murderers who, for Chapter Four: Rules of the Hunt dives into the rules for
Hunter’s purposes, are treated as monsters (p. XX). A ripper gameplay. It also offers rules for specific aspects of Hunter
is still considered human, whereas a slasher is not. that includes investigation and socializing.
spirit: A ghost-like entity that may or may not have been Chapter Five: Monsters Around the World offers a
human at one time. Hunters refer to anything that isn’t a taste of the strange and unusual monsters hunters may come
ghost, but displays traits like one, as a spirit. across during the hunt. Sample monsters are presented ac-
supernatural: A term that refers to the strange and un- cording to the type of terrain from which they originate
explained; it is often used as a description for the darkness. along with notes for how these creatures may be modified.
Hunters often struggle with the definition and how it affects Additionally, monster-creation rules, ephemeral-entity rules,
their view of the Code. and Dread Powers are found in this chapter.
Twilight: A word a few hunters use to describe the Chapter Six: Mysterious Places takes another look at
world in which ghosts and spirits reside. Some hunters use the Hunter setting by introducing where monsters live, lo-
this term without fully understanding what it means. cations the supernatural has tainted, and which places are
Vigil, the: A hunter’s never-ending fight against the actually monsters themselves. It offers new rules to handle
darkness. each type of location, along with several examples.
warlock/witch: A term hunters use to loosely describe Chapter Seven: The Slasher Chronicle is a sample
occultists, summoners, necromancers, and other types of chronicle setting. Yanked from the slasher-movie genre, The
magic users treated as monsters. Slasher Chronicle is a horror movie-themed setting that in-
cludes rules for building slashers; customized approaches for
How to Use This Book tier-one, -two, and -three gameplay; new Storyteller charac-
ters; and more!
Welcome to Hunter: The Vigil Second Edition. Inside, Chapter Eight: Storytelling offers advice for Storytellers
you’ll find a complete game, ranging from core concepts of to help build and manage a chronicle while fleshing out
the world in which hunters live to descriptions of mysterious rules for Storyteller characters. Additional content includes
or haunted places around the globe. You’ll find complete advice for creating player-facing compacts and conspiracies.
rules for playing a hunter who investigates and eliminates su- Appendix 1: Equipment presents lists of equipment
pernatural threats at all costs. You’ll find out about Slashers, and rules for modifying and customizing gear. Equipment is
normal people who take up monstrous acts. covered in Chapter Four.
Hunts stand as a light in the darkness, holding back the Appendix 2: Tilts is a list of Tilts that may be used in
evils that prey on humanity. Their job is not glamorous and a Hunter game. Rules for handling Tilts are addressed in
is often dangerous. They gain no thanks for keeping their Chapter Four.
nightly Vigil, and few even know what they do save those
Appendix 3: Conditions is a list of Conditions provid-
who stand with them.
ed for ease of reference. Rules to use Conditions are found
The night is filled with threats to humanity. Monsters in Chapter Four.
are not only real; they are everywhere, and they are cunning.
Supernatural creatures populate all cities large and small,
Other Chronicles of
Darkness Games
and there are more of them now than ever before. Hunters
come from those few who have learned about them and sur-
vive to talk about it. They try to hold back the darkness as
Hunter is a standalone sourcebook that presents all
best they can, but their numbers are few compared to what
rules necessary to play the game. It is compatible with the
they fight against.
Chronicles of Darkness Rulebook, which acts as an intro-
Chapter One: Compacts and Conspiracies are special- ductory game for a player’s first brush with the supernatural.
ized hunter organizations that may be used for tier-two or The rulebook may be used to build a prequel for a group of
-three games. In this chapter, you’ll find write-ups for seven characters who haven’t committed to the Vigil or to expand
compacts and seven conspiracies. options for hunters and monsters. Additional rules found in
Chapter Two: Flickering Candles provides an overview that book range from specialized systems for ghosts to psy-
of a hunter’s world, the types of hunters you can play, and chic abilities, as well as the God-Machine Chronicle.
three, separate types of gameplay included in this book: tiers Dark Eras, the Dark Eras Companion, and Dark Eras 2
one, two, and three. You’ll also read more about Hunter lore are historical collections of chapters set during unique time
and the history of the compacts and conspiracies. periods. The line offers Storytellers a deeper look at each
Chapter Three: Character Creation allows you to build Chronicles of Darkness game line through a historic lens;
and customize a character. You’ll learn how hunters retain the Hunter chapters offer deeper options for roleplay while
one foot in an unsuspecting world and another in the Vigil. highlighting the rich lore of compacts and conspiracies such
Plus, you’ll discover more about the Code and how it shapes as The Cheiron Group.
10
Introduction to Roleplaying Games

Introduction
presenting fictional situations that challenge the other play-
ers’ characters. Think of these as the supporting cast of our
imagined TV series — both ongoing characters who help or

to Roleplaying oppose the core cast, and guest stars of the week who turn up
to cause unique kinds of trouble.

Games As for challenging the player characters, it’s the job of


the Storyteller to come up with scenes where the players must
Chances are, you know what a Storytelling — or roleplay- make decisions fraught with conflict and danger. In Hunter,
ing — game is already. But, just like hunters, we enjoy finding these scenes are often related to the hunt for the supernatu-
new people to uphold the Vigil. So if you’re new here, let’s ral. The Storyteller narrates a situation, then the other players
talk about the basics. say how their characters respond. The most important ques-
In Hunter: The Vigil, you play out stories following a tion a Storyteller can ask is: “What do you do now?”
core cast of characters as they fight their way through the When a character acts, the outcome of the action is
Chronicles of Darkness, a version of our own everyday world determined by rolling a handful of 10-sided dice. The ba-
filled with monsters. It’s a lot like a TV drama, something sics are simple. You add a few numbers on your character
like The Walking Dead or The X-Files. Individual gaming ses- sheet (a mini-dossier) and roll that many dice. You’ll find out
sions, generally running two-to-four hours, are like weekly whether your action works or fails. Failures affect your story
episodes. Secrets will be revealed, relationships will be tested, by getting your character into more trouble, while successes
and blood will be spilled. provide opportunities for your character to move forward as
Around two to five players take on the role of one cast they intended.
member each. You’ll make decisions for your character — While players other than the Storyteller will generally
and when her best friend falls to the monsters, you’ll plot be advocates for their characters’ success, planning ways in
and scheme her revenge. When supernatural beings ruin her which they can succeed, a lot of drama and fun comes from
day, you’ll decide if she runs, fights, or unleashes the fury those moments when an elaborate plan turns to ash. Again,
of her pent-up hatred for the creatures in a blaze of glory. think of a television series: The most interesting episodes are
Perhaps most importantly, you’ll tell the story of her ongoing often the ones where everything goes wrong for the charac-
efforts to uphold her vigil and her struggle to do what’s right. ters until they find a way to turn it around. That said, the
One player, the Storyteller, is responsible for portray- Storyteller should make sure characters have a way to bounce
ing characters who don’t belong to specific players and back rather than constantly dumping ways to suffer on them.

11
INTRODUCTION: HEED THE CALL

Player Responsibilities RESOURCES FOR THE


Each player is responsible for a different part of the
story. When combined, your group will weave an elaborative SLASHER CHRONICLE
narrative as you fight monsters together. The Slasher Chronicle (p. XX)
The Storyteller is responsible for… taps into the darkest recesses
…bringing the world to life through description. of the human soul, scoops out
…deciding where scenes start and what’s going on. whatever’s there, and exposes
…portraying characters who don’t belong to other
it for all to see. Slashers in
Hunter were first featured in
players. a standalone supplement titled
…involving each player and her character in the ongoing Slasher, published in 2008,
story. and are the titular monster for
…putting players’ characters in tough spots, encouraging this chronicle.
interesting decisions. Want great source material? Read
…facilitating the actions players’ characters take, while Goth by Otsuichi, Exquisite
making sure there are always complications. Corpse by Poppy Z. Brite, The
…making sure that poor dice rolls affect, but don’t stop, Shining Girls by Lauren Beukes,
the story. and A Killer’s Mind by Mike
The players are responsible for…
Omer. Watch It Follows, Bloody
Reunion, The Slit-Mouthed
…creating their own individual character as members of Woman, Nadja, and Session 9.
the cast. Serial killers can also be found
…deciding what actions their characters take. in the Japanese manga series
…making decisions that create drama and help keep the Death Note, Monster, Erased,
story moving. and several others.
…highlighting their characters’ strengths and weaknesses.
…confronting the problems the Storyteller introduces.
…developing their characters’ personalities and abilities The Science of Vampires by Katherine Ramsland, Ph. D is
over time, telling personal stories within the overall story of a deep dive into vampire lore from a scientific perspective.
the game. The techniques used in this book can be fuel for science-
minded characters and cells.
Everyone is responsible for…
Parasite Rex by Carl Zimmer is a compelling, easy-to-read
…giving other players chances to highlight their charac-
book about real parasites: worms, bacteria, and flies. They
ters’ abilities and personal stories, whether that’s by showing
bore into bellies, bloodstreams, and brains.
them at their strongest or weakest.
The Element Encyclopedia series, written by several au-
…making suggestions about the story and action, while keep-
thors, offers a wealth of knowledge that covers spirits, psy-
ing in mind the authority of players over their characters and the
chic phenomena, cults and secret societies, witchcraft, spells,
responsibility of the Storyteller to occasionally make trouble.
monsters — even birthdays that can be used to build compel-
ling and unique characters with their own personalities.

Sources & For urban legends, check out books by Jan Harold
Brunvald, who’s known for popularizing the term. London

Inspiration Urban Legends: The Corpse on the Tube and Other Stories by
Scott Wood, Urban Legends: The As-Complete-As-One-Could-Be
Hunter: The Vigil is a monster-hunting game where Guide to Modern Myths, by Ngaire E. Genge, and Encyclopedia
mortals form groups, called “cells” to take back the world of Beasts and Monsters in Myth, Legend and Folklore by Theresa
from the monsters that slither in the Chronicles of Darkness. Bane are also great materials to check out. Reference books
Gameplay can be gritty, downright terrifying, or both. on urban legends, often tied to myths and folklore, are also
Sources include materials drawn upon for the first edi- published by small presses and sold in museums. Some intro-
tion of Hunter: The Vigil and new books, movies, comics, ductory books, like Yokai Attack! The Japanese Monster Survival
and games to round out the list. Guide written by Hiroko Yoda and Matt Alt, may be found in
the comics section or in specialty bookstores, too.
Non-Fiction Lastly, several dictionaries can offer new tools to de-
Alien Dawn by Colin Wilson is a nonfiction look at all scribe strange phenomena. One such reference book is Weird
manner of bizarre phenomena and monstrous incursions Words: A Lovecraftian Lexicon, written by Dan Clore.
into our world. Folklore, ghosts, lost time, psychic weirdness,
aliens, and monsters all appear in some form or another.
12
Sources & Inspiration

Fiction while tightly focused on the Winchesters’ perspective, offers


story hooks and ways to shape a chronicle around a larger
Stories are a great way to dive into monster hunting mystery. The X-Files is like an ongoing Hunter chronicle, may-
through different perspectives. be even featuring a pair of Task Force: VALKYRIE hunters.
Modern fantasy and horror are rife with wonderful sto- Monster-hunting movies range from the serious to the
ries featuring characters who must deal with the supernatural comedic and everything in between. Fallen, directed by
in their own way. The Dresden Files series by Jim Butcher, the Gregory Hoblin, is about a detective in pursuit of a supernat-
Anita Blake: Vampire Hunter series by Laurel K. Hamilton, ural serial killer — a demon that jumps from body to body.
and The Mortal Instruments by Cassandra Clare each focus on Lake Effect is a movie about hunting the Yeti, perfect for
fighting the darkness in their own way. Additional books to cryptid-themed hunts. Dog Soldiers is a spectacular werewolf-
check out are Adventures of a Demon-Hunting Soccer Mom by hunting movie and The Babadook is about a strange, inexpli-
Julie Kenner, Trail of Lightning by Rebecca Roanhorse, The cable creature who terrifies a young, single mother.
Forest of Hands and Teeth by Carrie Ryan, The Good House by
Tananarive Due, and Hunting Monsters by S.L. Huang. Video Games
Hellblazer, from DC/Vertigo comics, spawned occult de- Yes indeed, games can inspire games. The number of
tective John Constantine and inspired a movie, Constantine, monster-hunting video games is limitless, but some bear spe-
and a TV series of the same name. Along those same lines, cial mention: Alone in the Dark, F.E.A.R., Half-Life 1 & 2,
the Lucifer TV show, a spin-off from the Sandman comics Silent Hill, The Witcher, and Monster Hunter can all serve as in-
by Neil Gaiman, dives into the L.A. scene with a touch of spiration for a cool, action-oriented Hunter: The Vigil game.
the infernal. S.P.O.O.K.S. from Rosarium Publishing is an in-
vestigative comic where the characters unravel modern con- Chronicles of
spiracy theories — perfect fodder to weave behind the scenes
of a chronicle while commenting on race. Darkness Books
The Walking Dead by Robert Kirkman is a stellar example You have everything you need to play within this book,
of humans trying like hell to win the unwinnable fight, and but we have printed other books that might be helpful or
the popular TV show of the same name highlights how nec- enhance your game.
essary it is to find something to hang on to in our darkest The Chronicles of Darkness Rulebook is a definitive
moments. handbook for the rules. While those rules were translated
Of course, no list of monster-hunting comics would here, for sake of brevity, some Merits and rules on super-
be complete without mentioning the Bureau for Paranormal natural creature types hunters are unlikely to have the tools
Research and Defense or B.P.R.D. from Dark Horse Comics. to deal with (such as spirits) were left out. You can find those
things in that book.
Films and TV Mortal Remains was written shortly after the rules up-
In addition to previously mentioned shows, Supernatural date presented in The God-Machine Chronicle book and
is an American monster-hunting series that aired 15 seasons have some basic rules updates to material from the first edi-
from 2005 to 2020. As the story swells, brothers Sam and tion game of Hunter.
Dean join forces with allied hunters at “The Roadhouse” for
several seasons until they join the Men of Letters. This show,

13
Every field agent has a story that not to seem creepy or out of place.
ends in a long pause followed by a I found a nice, sunny spot approxi-
heavy sigh. We’ve all lost someone: a mately 30 yards from the witness. To
father, fellow operative, best friend, blend in, I laid out my towel, grabbed
mentor, lover. We never forget. a small bottle of suntan lotion and a
My story? Our unit was taking a book, and secured my ear buds and tiny
little R&R near Prospect and Downer microphone.
when we got a call. An ENE had been “How’re you doing up there,
reported attacking civvies in broad Jennifer?” Miles asked me. “You have
daylight near Bradford Beach, and we line of sight?”
were asked to check out the scene and “For the moment. There’s a lot of
wait for further instructions. civvies around, sir. Timing’s off.”
I made the decision to go light on “I’m sure we’ll have to come back
munitions. HQ almost always ordered us later. For now, let’s make HQ happy and
not to engage the enemy in our first en- grab some intel for our initial report,
counter, and I suspected the beach was okay?”
filled with people. I was able to pop a few
grenades, knives, and traps in our back- “Yes, sir,” I mumbled. It’s just that—”
packs; I also wrapped a handgun in one That’s when I heard Theron yell, “I
of our beach towels, just in case, right didn’t mean to kill them!” Then, I heard
next to a beer bottle. Sharp glass wasn’t him scream followed by a loud crack-
a sanctioned weapon, but our unit knew ling noise.
that emergencies often called for unique “Jennifer! Theron’s feed went dark.”
solutions. Miles barked. “You need to—”
With all the civilians around, we Miles did not have to finish their
opted to wear shorts, tank tops, and command. Without thinking, I dropped
sandals instead of our approved gear. everything, and sprinted to where
ENEs were dangerous, sure, but nothing Theron once stood. I looked around, but
was scarier than a mob of angry drunk he wasn’t there. I saw his footprints,
people on a hot, sandy beach. Despite obvious signs of a scuffle, then…noth-
our casual appearances, each of us had ing. He simply disappeared.
roles to play: Miles sat at a nearby
restaurant overlooking the water to “What happened?” I asked the man
run ops, Theron interviewed witnesses, in the basketball shorts. Thankfully,
and I was there to back them up. I managed to avoid breaking cover. “I
heard a scream…”
Miles kicked off the mission by
revealing our target. “Theron, HQ says “Friend of yours?” the man asked,
you’re green to go. You’re looking for glaring at me. The man’s face was
a white man wearing blue basketball odd and angular, as if the skin was
shorts.” stretched too tight over his cheeks, and
his lips were so thin they were as white
Theron spoke up. “I see him. He’s as his teeth.
sunbathing next to a cooler down by the
lake.” “Just worried,” I replied. I opted
to play the concerned-citizen card.
So far, so good. I managed to keep “A scream like that? I hope no one got
Theron in my sights, but it was hard not hurt.”
to stand out. The beach wasn’t covered
with people, but there were just enough The man snorted. “Yeah, hurt. I
clusters of volleyball players, fami- guess you’d worry about them more than
lies, and sunbathers I had to be careful me.”
“Sorry?” I said, praying Miles gold-colored egg clusters were nestled
wouldn’t interrupt. I ripped my ear- together all along the shoreline, and
buds out just in case. “What did you their protector, whoever or whatever
say?” this human-seeing ENE was, watched
The man lowered his voice, then over them until they hatched. Theron
said: “Go ahead and call the cops. You must have unintentionally smashed
won’t find him.” them, and that’s what triggered a
confrontation.
My heart was pounding. Was this
the ENE we were supposed to locate? I could tell the ENE was waiting
“I-I-I don’t understand. Did someone for my next move. No doubt, Miles had
go missing? Here? In front of all these already called the police, and I was a
people?” witness. I had no weapons — all my gear
was stashed by my towel — and I was
I was telling the truth. How could facing an ENE who had already mur-
Theron vanish like that? I wasn’t that dered a member of my unit. My gut told
far away! me to scream, to cry, to run, to pum-
“If you are who I think you are,” the mel the ENE and smash all their eggs.
man hissed, his eyes flashing yellow. Instead, I let my training kick in.
“Take this as a warning. No hunter will I kept my voice steady and said,
ever take down our nests and attack our “Local police are probably on their
hatchlings. Never again.” way. You can either slip back into the
My heart was pounding. I didn’t water, retrieve the body, and be cele-
know what to do. I couldn’t risk expos- brated as a “hero” or you can be certain
ing my identity, unit, or VASCU to an my people will wage all-out war. What’s
ENE. I couldn’t ask Miles for guidance, it going to be?”
either, not without looking suspicious. “And the eggs?” the ENE asked.
Carefully, I said: “I’m just worried
about his safety. Can you tell me if he’s “Body first.”
still alive?” Wordlessly, the ENE dove into the
The man grabbed a water bottle from water and dragged Theron’s body to
the cooler beside him and exposed his shore just as the police and Miles ar-
forearm. There were gills flapping — rived. The ENE glared at me, nodding
no, gasping — in the summer heat. Then, slightly toward the sand, and I jumped
he poured the water on his forearm, to attention.
whistled, and pointed at Lake Michigan. “This man’s a hero!” I yelled, lying
“You’ll find the body in there, through my teeth. Getting the ENE on
human.” camera was more important than put-
ting the locals’ safety at risk. “But we
“Body?” I tried not to cry. Soldiers have to be careful. This area isn’t safe.
never did. “Why?” Theron,” I swallowed hard, “drowned.”
“A life for a life. You think that’s I barely remember what happened
sand you’re standing on right now? next, and I never saw that ENE again.
Where do you think we hide our eggs?” The next day, I led a team of agents
My body tensed and I felt a shiver down to the site and all the eggs — and
run up and down my spine. I looked at our perp — vanished. I will never for-
the sand — really looked — and real- get the hard lessons I learned that day,
ized the ENE wasn’t hostile because and those yellow, yellow eyes haunting
they hated humans. They were grieving my dreams.
for the loss of their kin. Thousands of
Hunters who’ve seen their fair share of pitchfork-wielding
scarecrows, green-skinned kappas, and spooky hitchhikers grimly
acknowledge a painful truth: There is no such thing as a world
without monsters. Tier-one hunters struggle with this knowl-
edge more than most because, deep down, they pay a higher
price to fight. Not only are they shouldering the emotional
and psychological burdens of the hunt in one cell, they aren’t
fighting alongside other hunters who could help tip the odds
in the cell’s favor.
While a tier-one hunter is capable, their hunts tend to
be tightly focused because they don’t have the luxury of time.
When a cell gets a whiff something’s wrong, they drop every-
thing to save an innocent life. The reasons a tier-one cell hunts
are often personal, and they’re not afraid to bloody their knuck-
les when they need to. Their willingness to do what needs to be
done costs them dearly, however, because guarding the Vigil’s
secrets requires them to tread carefully when dealing with their
coworkers, friends, family, and lovers.
Some hunters can’t balance the needs of the hunt with
their daily lives and withdraw from the people they love to pro-
tect them from getting hurt. Most, however, understand those
connections prevent hunters from falling into the darkness. Some
hunters become so bitter and jaded they avoid forming attachments
because it’s easier; these cells almost always forget what they’re
fighting for, and eventually turn into monsters themselves.
Often, a cell’s lack of connections and resources leads to
more challenging and often deadlier hunts. There’s been more
than a few tragic cases where two cells were hunting the same
monster and didn’t realize it, not until it was too late. The high
costs of hunting with a small group almost always means some-
one they know, at some point, will die. Some cells disband, some
throw themselves even harder into the hunt, and the rest? They
team up.

Tier Two:
Compacts
Compacts are regional groups filled with multiple cells who
swap intel, stories, even ammo. The difference between a tier-one
and tier-two group is scope: Compacts glimpse the bigger picture
and are just beginning to understand the extent of the hunt. Tier-
two hunters have a little breathing room, because they trust their
compact has their backs. In exchange for membership in the or-
ganization, cells gain access to knowledge and so much more.
Often, joining a compact is an act of validation, because a cell’s
instincts are finally confirmed: Monsters aren’t a new phenom-
enon, and all those bedtime stories they heard as a kid are prob- “Know your enemy and
ably real. know yourself, and you can
Hunting is dangerous, and while compacts provide hunters fight a hundred battles
with camaraderie, resources, information, and status, they can’t without disaster.”
guarantee their members will be safe. Compacts can, however, help
hunters shoulder the burden of loneliness by giving them a higher –Sun Tzu, The Art of War
purpose within their organizations. Compacts form for similar-but-
different reasons and are shaped by a common purpose, view of
the Code, or shared experience. These hunter organizations ensure
CHAPTER ONE: COMPACTS & CONSPIRACIES

IS THERE SUCH A THING


AS DUAL MEMBERSHIP?
While hunters may have enjoyed the benefits of joining more than one
compact or conspiracy in the past, the brutal demands of the hunt coupled
with a spreading paranoia have all but made dual membership impossible.
Hunter organizations are clamping down on outsiders who don’t fall in
line with their ideology in some fashion, and while this has caused a
lot of members to question their loyalties, it has decreased incidents
of rogue hunters, cancer cells, and supernatural infiltrators.
This approach, however, has also led to an unfortunate side effect:
While compacts and conspiracies want allied hunters to work with them,
they are also wary of divulging their secrets to unknown or new hunters
in their corner of society. Organizational leaders blame their anxiety
on past transgressions and the uptick in supernatural activity, but
most hunters understand why they’re distrustful. Anyone, at any time,
can become a hunter — and joining every group that approaches them is
a bad idea. Sure, some people need to find where they “fit” in hunter
society, but building trust requires a lot of time and commitment.

hunters remain grounded and offer them a sense of communi- • Nine Stars: A Hong Kong-based compact of police
ty. No longer do hunters track monsters whenever a cell’s leader officers and detectives, created for the Slasher
makes the call; compacts often shape and coordinate the hunt, Chronicle but available for any game, p. XX.
giving hunters a leg up in the fight.
When tier-two hunters want to learn more about the Vigil, • Null Mysteriis: Scientists who research the
they often turn to their compacts for guidance. Unfortunately, paranormal and selectively share their findings to
the history of compacts is filled with holes. As far as most hunt- combat the supernatural, p. XX.
ers can tell, most compacts fold within 100 years but can survive • SWORN: Indigenous hunters living in urban areas
for 200 to 300 if they’re lucky. Unlike many monsters, hunters who defend and help local communities from
are mortal and can only fight so long; when they stop hunt- predatory human and supernatural monsters, p. XX.
ing, if they’re still alive, they mentor and recruit — but it’s hard
to replenish their ranks. Some compacts, like Network Zero, • The Union: Blue-collar hunters who band together
struggle to stay on top of technology, while other organizations to stop the supernatural from infringing on their
are decimated by monsters or infiltrators. Other compacts such home turf, p. XX.
as the Keepers of the Weave, Les Voyageurs, and the Scarlet
In addition to these compacts, Storytellers can create
Watch were caught between hunting monsters and living their
new hunter organizations with the rules on p. XX, using the
lives in an uncertain, often turbulent world.
Scottish thrill-seeking Ashwood Abbey as an example.
In this chapter, several compacts are presented from
which hunters may choose. Each compact possesses differ-
ent layers of status for hunters; the higher the status, the
more ingrained in a compact’s structure a hunter is. These Tier Three:
compacts are:
• Long Night: Christian hunters who believe the surge
Conspiracies
in monster activity is a sign of the end times, and If cells are local and compacts are regional, conspiracies
they’re now fighting in the Tribulation War, p. XX. are globally active, complex organizations that provide hunt-
ers with a purpose. Unlike tier-two compacts, tier-three hunt-
• Loyalists of Thule: Occultists and German ers do more than hunt monsters; their roles aren’t always
descendants from the Thule Society who are in debt dedicated to capturing and eliminating threats. Conspiracies
to humanity and uphold the Vigil to serve others, p. can trace their members back decades, if not centuries, and
XX. they have an awareness of the supernatural tier-one and tier-
two hunters only dream of.
• Network Zero: Savvy hunters who use technology,
Hunter conspiracies represent an interconnected glob-
photographs, and film to warn people by revealing
al network of groups that not only know monsters are real
the truth that monsters are real, p. XX.
but have decided how they want to deal with them. These
18
Tier Three: Conspiracies

conspiracies range from legacy organizations like the Cheiron • Council of Bones: Scholars, archivists, and occultists who
Group to newer groups such as Task Force: VALKYRIE. serve the living by contacting ghosts and spirits, p. XX.
Hunters who join a conspiracy benefit from the well-doc-
umented experiences of hunters who preceded them, enjoy • The Lucifuge: Children of the Seventh Generation
more resources to use on the hunt, and often work toward a who claim to be descended from Lucifer, pledged to
clearly defined purpose. fight evil and drive the darkness back, p. XX.
Most conspiracies have smaller, regional factions that • Malleus Maleficarum: Devout Catholics, blessed by
function similarly to a compact. Due to most conspiracies’ the Pope, who serve the Church by upholding the
size, tier-three hunters often deal with more bureaucracy and Vigil, p. XX.
disagreements. While a conspiracy might claim their method
is the best way to deal with monsters, all the philosophies in • Task Force: VALKYRIE: U.S. government agents
the world don’t matter when a life is on the line. who use high-tech armaments to identify and kill
Motivated by a deeper desire, conspiracies add a layer monsters, p. XX.
of storytelling to a Hunter chronicle that intersects with
the advantages and disadvantages of not only knowing the • VASCU: The Vanguard Serial Crimes Unit, an
supernatural is real, but also understanding more about its international group of psychic agents and their staff,
denizens than most hunters. p. XX.
Conspiracies introduced in this chapter are: In addition to these conspiracies, Storytellers can create
• Ascending Ones: Spiritual and practical alchemists who new global organizations with the rules found on p. XX us-
use rare elixirs to deal with the supernatural, p. XX. ing the relic-wielding Aegis Kai Doru hunters as an example.
Each conspiracy also offers hunters the chance to wield the
• The Cheiron Group: Corporate-minded hunters powers and resources at their disposal to round out their
who experiment on monsters and modify their hunts. These special abilities, called Endowments, are in
bodies with supernatural flesh, p. XX. Chapter Three: Character Creation, p. XX.

19
CHAPTER ONE: COMPACTS & CONSPIRACIES

The signs of an impending apocalypse are clear. Markets than ever before, because they can no longer count the loss-
crash, entire governments fall, and horrors gather in the es they’ve experienced. Some monsters have dared to wear
shadows waiting to strike. The world isn’t just going to end the skin of their members and profess to uphold God’s will
soon — for members of the Long Night, the slide into de- while punishing “those wicked liberals.” This tactic worked
cay has already begun. Some cling to a shred of be- right up until some hunters started realizing they’d devoted
lief that, one day, God will pluck His true believers their energy to fighting other people and were forget-
and carry them to heaven. A few acknowledge the ting how to battle the true monsters.
Rapture may have already happened. Most hunt- Many Long Night members
ers, however, don’t have the luxury of hope be- agree their faith is being examined
cause they’re too busy fighting the oldest battle through the lens of the Code.
between doing what is right and what is neces- After all, the Vigil isn’t about
sary. This is the Tribulation. This is the war, helping “some” people, it’s
and prayers aren’t enough. Good Christians about saving human lives —
can’t rely on a promise they even if they don’t agree with
might be saved; they must or like them. To set aside their
save themselves from the hubris, the compact has an
forces of darkness that open-door policy; all hunters
have come to prey on are welcome, even if they don’t
us all. necessarily ascribe to conserva-
The roots of the Long tive ideals, provided they share
Night are tied to American Christian beliefs and the fear a
survivalist movements that biblical apocalypse is nigh.
gained traction in the mid-1970s. When hunting, the Long
Members cannot pinpoint any one Night views the war against the
specific founder and take issue with anyone supernatural as their God-given
pointing out similarities to any other group. duty. Though some members are
Its past is murkier than other compacts, for convinced the Tribulation must
its former members have included Branch- happen before humanity can
Davidian-style, gun-worshipping cults and an- spiritually evolve, they fear the
ti-government doomsday preppers that have costs of the war more than
fought alongside ultra-conservative “family they’d care to admit. To end
values” campaigners, affluent Southern fun- the current crisis, members
damentalists, and middle-class Midwestern are given the support and
evangelicals. encouragement to step
Now, members of the Long Night up and fight. Some turn
have spread beyond the southern United to their churches, to take
States. They tend to cluster around nota- comfort in sermons that preach
ble preachers in states like California and every person has the power to
Texas, but may be found in Northern prepare the way to bring about
Ireland, New Zealand, Australia, and the Second Coming. Others
England. What they share is a belief recruit their families to fight, knowing a
in God and the grim philosophy that painless victory cannot be guaranteed, and
Satan is winning — and it will take more keeping the Vigil a secret does more harm
than guns and their tight-knit commu- than good.
nities to drive the devil back to hell.
Hunters in the Long Night do not The Enemy
share one nationality, one belief in
God, or one view of the Code. What More monsters prowl, feed, and ma-
they do have in common, however, is nipulate the innocent than in decades
the realization that mortals are living past. The Long Night struggles to catego-
in desperate times. The Long Night rize these creatures neatly. as the Bible doesn’t
knows there are more monsters mention them. Some hunters are convinced all

20
Compact — The Long Night

new monsters are infernal. They point to the seven deadly a tranquilizer gun, and you managed to help subdue him.
sins — wrath, lust, sloth, pride, gluttony, envy, and greed — as When you asked her what he was on, she told you the truth:
proof that demons are not a figment of a good Christian’s vampire blood. At first you didn’t believe her, not until you
imagination, and they could be to blame for the creation of helped cleanse him of his addiction. Then, you realized oth-
new monsters. er people need help, too. Now, you save others from the taint
Most members agree that the cause of supernatural ac- of the supernatural.

Doctrines
tivity isn’t as important as saving the souls upon whom mon-
sters prey. Many hunters are convinced that wicked or cursed
mortals, namely warlocks, witches, mediums, fae-touched
victims, and some slashers can be saved, if not redeemed. Of The Long Night contains several factions and religious
course, the Long Night isn’t naïve. They understand a spiri- denominations. They all are unified on one major idea —
tually compromised person will lie when desperate. After all, Armageddon is here. Despite this, there are particular doc-
reformation takes time and a willingness to renounce the trines of how and why they fight for God that divide them.
darkness that has already seeped into their souls. The Hopeless are sinners who hunt to redeem them-
The Long Night’s members work tirelessly to hunt and selves. Maybe they tasted a bloodsucker’s blood and killed
convert. The damned, whether they are vampires, were- for more. Maybe they were a powerful warlock and used
wolves, demons, or other abominations, must be dealt with spells on the innocent. Or, maybe they stole, carjacked,
swiftly lest they tempt or feed on the living. Wayward souls, dealt drugs, or trafficked people. Whatever the cause, the
however, must be carefully approached and brought into the Hopeless feel the weight of their sins, acknowledge the stains
fold slowly and considerately. In both cases, vigilance is re- on their souls, and fight the darkness to absolve themselves
quired for the compact understands their hunters aren’t free of their past or prevent others from falling like they did.
from sin either, and their members can fall to the darkness The Faithful believe they are ordained by God to fight
just as easily as the lambs they’re trying to save. in the Tribulation Army and are convinced their actions are
justified in the eyes of God. They see everyday life as a battle
Hunters between “them” and “us,” and people who get in the way
are casualties of war. To them, the apocalypse is God’s last
You hit rock bottom, reached out, and no one was there warning that the monsters must be wiped out by any means
to catch you. You have reveled in your sins even though you necessary — and they’re the only hunters blessed with this
knew every heinous crime was wrong. The taint spread so understanding. The Vigil is God’s will.
deep inside your soul that you convinced yourself you were The Merciful use compassion and empathy to redeem
beyond redemption, but just after you knocked that thing un- mortals who’ve been tainted, used, or manipulated by the
conscious in the alleyway you had a moment of clarity. Sure, supernatural. They believe that God loves all His children
you peered into the darkness and it stared back at you with and it is their job to save souls when possible. While they will
beady yellow eyes, but you were saved. There can be only use violence when necessary, the Merciful seek ways to reha-
one explanation: The Lord smiled upon you and gave you bilitate the fallen, awaken victims to God’s will and service,
a chance for redemption. Now, you atone for your misdeeds and bring warlocks and witches back into the fold.
by putting the monsters to the torch, cleansing your sins one
screaming demon at a time.
You see the truth. You see how others turn their backs
Status
and ignore the headlines. Destabilized governments, mass Hunters in the Long Night gain status by serving the
protests, acts of terrorism, falling markets. The signs of the compact’s evangelical needs.
apocalypse are everywhere, and they’re getting worse. You’ve • You understand why the Long Night must fight,
spent decades filling scrapbooks and journals with evidence, and effectively argue its theological beliefs with ease to re-
and years trawling forums and chat rooms. Other people cruit other likeminded hunters. Gain Evangelism as a free
laugh at you, call you paranoid, crazy, a conspiracy nut. Specialty of either the Persuasion or Expression Skills.
Before, you could only shake your head, but the signs are ••• Your growing reputation has impressed other
unmistakable. The apocalypse is here. You’re going to save members of the Long Night, and they’ve entrusted you with
them even if they won’t save themselves. secrets of the hunt. Take two dots in the Merit: Allies (Long
You are a Good Samaritan. You saw a woman cor- Night).
nered in the parking lot just after midnight. At the time, ••••• You’ve established yourself as a popular inter-
you weren’t one of the faithful; you just didn’t want to see net evangelist who uses colorful metaphors to spread the
another woman get mugged. When you stepped up to help Good Word and talk about the hunt. Gain three interns who
her, she told you the man cornering her was her brother. work for you; this is equivalent to three, one-dot Retainer or
You had a choice: Fight or run. You stayed. She tossed you Staff Merits.

The End Times are upon us,


and we must stand against the darkness.

21
CHAPTER ONE: COMPACTS & CONSPIRACIES

In the early 20th century, German occultists of the Thule For many years, the Loyalists of Thule fed valuable intel
Gesselshaft believed that the Aryan race, the inhabitants of to other hunters. The organization’s founders, three former
Lost Thule, planted the roots of modern society. In time, the members of the Thule Gesselshaft, orchestrated assistance
Thule Gesselshaft’s belief that Germans were descended from a from Munich. The elusive founders met weekly to prioritize the
master race spread like a cancerous plague. Two of their mem- Indebted’s activities and spent hours arguing with a spiteful bit-
bers helped establish the German Workers’ Party that led to the terness that grew into deep hatred. Despite their lack of cama-
formation of the Nazi Party. raderie, the founders decided what information to act on, what
While many of Thule’s early members were Nazi sympa- data to share, and which secrets to keep.
thizers, most left after Hitler severed ties with the group in Largely, the organization’s secretive nature and tightly con-
1920. The group slowly fell into decline and Loyalists studied trolled modus operandi have remained static for over 50 years.
privately until after World War II. Some Loyalists remained ob- Members are descended from one of the Indebted, recruited
sessed with finding the Aryan race and left Germany to explore aggressively, or blackmailed into joining. Intel is doled out to
hidden cities, sunken ruins, and ancient necropoli. Eventually members using antiquated equipment and World War II-era
the scattered members realized the truth: they were wrong. ciphers, and hunters are expected to carry out orders with-
There was no such thing as a master race. out question. Unfortunately, no one has met or talked to the
In the aftermath of WWII, disbanded members regrouped Munich-based founders for a few years, and Loyalists who’ve
in Germany to discuss their next steps. Most were shocked to done the math have realized the elders, if they’re still alive,
learn how the Thule Gesselshaft’s beliefs had been weapon- would be well over 100 years old. So who’s issuing orders now?
ized by the Nazis to justify attempted genocide. Some higher-ranking members are threatening to break proto-
Recognizing the role they played, hunters aided col and fly to Munich to find out what’s happening, but thus
Allied forces by pointing out supernatural far the Loyalists have yet to do so.
creatures, facilitating reparations, and iden- Now, the Loyalists of Thule remain suspicious, if not wor-
tifying Nazi survivors they once knew. ried, that their organization is compromised. Its members can-
Despite their earnestness, the once- not deny the growing threat of fascism spreading across the world
revered professors, archaeologists, and yet struggle to understand why supernatural activity is clearly on
philosophers of the Thule Gesselshaft the rise. While the Loyalists are not naive enough to be-
were largely ignored or forgotten. The lieve that real world atrocities should be blamed on the
Allied forces were more interested in occult, every act of fascism reminds them of their or-
German technology and scientific dis- ganization’s dark past. Most Indebted believe that
coveries than the occult. Devastated by hate-filled atrocities caused by mortals are just as
the lukewarm reception, the Thule oc- bad — if not worse — than the soulless creatures
cultists spent the next decade form- who prey on humankind and
ing the Loyalists of Thule. Their mis- help where they can.
sion: Use their occult
knowledge to
save lives.

22
Compact — The Loyalists of Thule

The Enemy
at night, bilking millions out of the elderly. Unfortunately, you
hustled the wrong grandpa, and he came knocking on your of-
fice door with a pair of bodyguards and a dossier filled with
While the Loyalists of Thule are trained to defend them-
proof of your illicit activities. You asked him what he wanted,
selves, they pride themselves on their intellectual prowess.
and he gave you a choice: Serve “time” by putting your skills to
Members are academics, investigators, reporters, antiquarians,
good use, or he’ll hand over all the evidence he’s collected —
auctioneers, bibliophiles, occultists, ritual magicians, archaeolo-
and more — to the feds. Now, you work for him.
gists, and curators. As scholars, first and foremost, the Indebted
seek to understand the true nature of monsters by identifying,
monitoring, and studying them for the benefit of others.
Philosophies
As an organization, most of the Indebted understand the The Loyalists of Thule study the supernatural by research-
importance of studying the supernatural but are anxious they’ll ing its denizens to death, both literally and figuratively. Most of
lose sight of the people they’re trying to save. Members deal the time, the Indebted agree how to hunt, capture, and kill mon-
with this plight in different ways by adding charitable works to sters based on communications received from Munich. Beyond
their day-to-day studies. Some volunteer in their communities this, the Indebted tend to follow one of three approaches.
to prevent hate crimes, bring transgressors to justice, and help Many Loyalists are Scholars who feel the best way to save
victims; others study cold cases to track down serial killers and humanity is by quietly gathering intel, sharing valuable informa-
mortal predators; and a third group has started a mentorship tion, and forming better connections with well-armed hunters
program to replenish the organization’s numbers with eager who can act on their findings. Scholars hold differing views on
proteges and talented, college-aged intellectuals. their personal stake in the fight but agree they have a job to do
Ideally, the astute Loyalist passes the information they’ve and will take orders from other Loyalists when needed.
learned (or have received) to the best equipped hunters. The Some academics, called the Penitent, refuse to sit on the
Indebted have traditionally viewed themselves as supportive of other sidelines. These hunters raid haunted tombs, track down mys-
hunters in The Union and SWORN but actively seek contact with tical artifacts, and dig up mausoleums to “cleanse” the super-
other groups. Despite their scholarly reputation, many Loyalists are natural taint from ancient, hidden places. While the Penitent
training to become more physically capable in response to their do work with other hunters, their methods are often dangerous
recent findings. Of all the compacts, the Indebted have their finger and highly illegal. They believe that getting their hands dirty is
on the pulse of supernatural activity, and they have proof that the the only way to atone for the sins of the past.
creatures of the night are more aggressive than ever before. The Advance loudly proclaim they, of all the Loyalists, are

Hunters
“true” members of the organization. Not only do these hunters
pledge to atone for all the Indebted’s sins, they prefer to be the
first hunters called to help. Other Loyalists worry their grand
You are a data analyst who recently lost your wife in a car
speeches will attract new members who want to join the Indebted
accident. At the funeral, you met the German side of her family,
for all the wrong reasons. Still, though members of the Advance
and noticed how they kept exchanging looks whenever a certain
lack humility, they are effective recruiters and spokespeople who
uncle tried to get your attention. You were grieving too much to
shed the organization’s veil of secrecy when Munich asks them to.
deal with family drama, so you let him corner you and tell you
the truth: Your wife was murdered by a poltergeist. After everyone
else left, you read old letters and discovered your wife’s other life Status
and why she felt compelled to keep secrets from you. Your wife’s Status within the Indebted is earned by repaying the orga-
uncle then asked you to honor her memory by joining them. nization’s debt to humanity.
You are studying to be a naturalist at the Free University of • You have to atone for past atrocities and understand the
Berlin. While reviewing the works of Elisabeth Schmid, the world- knowledge you gain will save lives. When risking Willpower on
renowned author of the Atlas of Animal Bones, you found an odd an Academics- or Occult-based roll, gain two Willpower instead
folio filled with fantastic anatomical sketches of no known animal. of one regardless of your current rating.
You were tersely informed Schmid had an overactive imagination, ••• You have reached out to other Loyalists and formed a
but you couldn’t let the academic’s findings go. Eventually, you bond with an experienced member to whom you report. Gain a
were approached by the head of your department who asked you two-dot Mentor: Loyalist of Thule Merit.
to return the folio. You refused and told her you had a hunch the
••••• You were summoned to Munich and “spoke” to
sketches were based on real bones. She quietly asked if you’d con-
the founders hidden behind a screen. You’ve been given the
tinue her work by studying live subjects in the field.
names and addresses of three expert scholars in the occult. Pick
Your ability to skate that line between good and downright three, one-dot Contacts who study a specific monster type such
evil worked for years — until you were caught. You are a father as vampire, werewolf, ghost, demon, etc.
of five who traded securities by day and sold fake mutual funds

Our debts can never be repaid,


but we have no choice: we try or we die trying.

23
CHAPTER ONE: COMPACTS & CONSPIRACIES

Almost everybody’s seen that grainy video of two glowing engulfed by a never-ending stream of disinformation and inter-
orbs taken in a haunted Romanian castle. There’s also a popu- net trolls debunking his reveals.
lar clip of a tall, thin man dressed in a neat black suit hovering At first, Harrison responded by putting out an SOS to mem-
behind two kids camping in the Appalachian Mountains. Oh, bers for help, but eventually succumbed to paranoia and became
and who could forget that viral, eight-second gif of pitch-black, a shut-in. Unfortunately, Jim’s erratic behavior deterred mod-
red-eyed lions lunging at a tourist’s jeep in the savannah. The ern viewers, and ad revenue plummeted despite boasting active
videos are unsettling, they’re shared across social-media plat- members in places like Helsinki, New Delhi, Cape Town, Rio de
forms, and most of them are fake. A few, however, are very real Janeiro, Dallas, San Francisco, and Shanghai. Fortunately, one
— thanks to Network Zero. of Harrison’s former friends, Tony Pizzelli, returned to help him
An “ancient” group by internet standards, members of get his life back in order.
Network Zero also call themselves the Secret Frequency. This or- Now, Network Zero is officially “rebuilding” its operation
ganization has been using its members’ camera phones, tablets, by recruiting members with backgrounds in programming, tele-
handheld video cameras, and expensive production equipment communications, and computer networking. Several online per-
to capture and broadcast occult secrets for almost 30 years. Their sonalities, including social-media darling Gracie Jefferson, have
mission is simple: They know the supernatural is real, and they stepped up to organize crowdfunding campaigns to help pay for
believe the best way to save humanity is to show them the truth. private proxy servers and encryption software. Most members,
Network Zero was founded by an however, are focused on combating disinformation
independent filmmaker, Jim Harrison, by sharing the truth, one video at a time.
who aired anonymous footage from
the 1970s on a public-access
cable show in Dallas, Texas on
The Enemy
Sunday, September 22, 1991. Members of Network Zero know mon-
Each clip showed the impos- sters are real, and want everyone — the police,
sible: a giant black dog with the mayor, local reporters — to come to the
red eyes, a man with horns, and a same conclusion. Despite their efforts, most
building-sized mass of writhing, trans- people either don’t listen or laugh off their
lucent tentacles. Not long afterward, warnings, but that hasn’t stopped the Secret
Harrison received letters and addition- Frequency from trying. With Jim’s health in
al reels from other people who’d seen the decline, members worry the future of their organization
impossible. is in jeopardy.
Whenever Harrison received footage he While most Network Zero members aren’t out to
could verify as authentic, he publicly shared it kill monsters, they do understand the enemies they
on his show. Over time, other people chipped digitally capture must be dealt with. Still, members
in to review clips. As Jim’s web of have conflicting views on what to do next. Some feel
contacts grew, he noticed pat- they should observe and remain neutral, while oth-
terns he could not ignore. The more ers hunt with a live feed. Even when that’s the
Harrison saw, the more he became ob- case, members are more likely to partner with
sessed with the hidden world of the su- seasoned hunters than go off on their own.
pernatural. Eventually, his obsession cost Members of the Secret Frequency split
him his job, marriage, and his friend- their time between scouring the web for
ships, too. misinformation, uploading new content,
Not to be deterred, Harrison managing their communities, and net-
kept pushing his videos and even- working with other hunters. They are
tually his cable show’s popular- acutely aware of a change in hunter
ity exploded thanks to the internet. society. Serious hunters are not as ap-
In 1999, Jim launched the Secret proachable as they were in the past, and
Frequency online and set up Network many avoid the spotlight. Instead of
Zero as a fully-fledged hunter orga- agreeing to being on film, hunters in
nization accessible by anyone with an the field often refuse or wear disguises
internet connection. Just when Jim to avoid being recognized. Still,
thought people were starting to that doesn’t stop Network Zero’s
believe him, his real footage was hunters from filming the hunt
24
Compact — Network Zero

Crews
despite their struggles
to find funds and tra-
ditional avenues of
distribution. “The truth will set humanity free” may
be Network Zero’s overarching ideology, but
Despite the volume
members of the Secret Frequency don’t al-
of evidence at their dis-
ways agree on how the facts should be treat-
posal, members simply
ed. Among its crews, three notable groups
want to capture the super-
stand out.
natural on film and don’t
want to be considered The Record Keepers are the largest, and
experts. While they know most conflicted group. Members are citizen
what lens to use and which journalists, vloggers, and amateur filmmakers
equipment to manage, they’re who take an objective stance when filming the
not academics. Members of supernatural. They try not to judge the scene
Network Zero are desperate to or a hunter’s methods to ensure their footage
share what they know because is authentic, but often do — especially when
they believe it’s their duty to open a victim’s life is in danger. Several Record
people’s eyes. Unfortunately, this can Keepers have taken a more active approach
and does lead to unwanted attention from monsters by wearing a wire and live cameras for a first-
who want the truth to remain hidden. person perspective of the hunt.
Soldiers in the Army of Truth are activists
Hunters who use more aggressive tactics. Members thrust
the truth into the public eye and will hack web-
They ridicule you at school for being a quiet nerd sites, news feeds, and broadcasts to insert their clips.
who prefers a camera to people. You’ve never told Unlike other members, the Army of Truth doesn’t rely
them why you hide in your dorm’s stairwells at on other hunters outside the organization; they form cells
night, what you’ve captured on film, or why you with clearly defined responsibilities to find leads, verify ac-
spend hours online. You’re too busy to care about tivity, and confront the supernatural on their own terms.
all their petty bullshit. You’ve had the veil ripped Lastly, the Secret Keepers believe assaulting the
from your eyes and know what really matters. If public with proof won’t gain their trust. Members are
your parents only knew half the things you’ve done convinced the harder Network Zero fights the constant
and seen they’d shut down your internet access. But they stream of misinformation and internet trolls, the more
don’t. No one suspects you’re a hunter documenting their organization is at risk of being compromised. Instead,
the supernatural, and a damn good members vet contacts who might listen to them and scour
one, too. through videos, digital photographs, and other forms of evidence
You were prone to blackouts to piece together supernatural activities.
and woke up with strange bruises
on your wrists and neck. Your
doctors couldn’t figure out what
Status
was causing them and accused you of taking drugs. Desperate for Members in Network Zero gain status by smartly extending
answers, you set up a hidden camera in your bedroom, and even- their influence or reach without causing harm to themselves or
tually it captured a flickering image that turned your blood to ice. the organization.
While you were sleeping, the footage captured something crawling • You’re a talented filmmaker who’s been given access to a
through your window to suck on your flesh. You found help on- private network and has mastered how to encrypt and decrypt
line in a chatroom, set a trap for it, and you killed that thing. Now, files. Gain a free Skill Specialty in Computers or Crafts reflect-
you hunt with your new friends. ing your technological prowess or skill with filmmaking.
You’re a detective who’s always prided yourself on being ra- ••• You know how to blend in with other influencers
tional; you’ve never bought into those viral videos you see online. online and network with other, higher-ranked personalities in
At least, not until you uncovered a web of lies covering up a rash Network Zero. Take two dots in Contacts that represent popular
of John Doe victims that suddenly disappeared from the morgue. social-media icons who’ll spread the word when you need them to.
You dug a little deeper, and your boss told you to forget the case. ••••• You believe in the Secret Frequency and know
When you wouldn’t, you were reassigned to a new precinct and how to share vital intel while protecting yourself. You’ve ac-
given a job issuing parking permits. You can’t let that case go, but quired a free dot in the Safehouse Merit; if you don’t already
know you’re being watched. Now, you’ve carefully rebuilt your have it, you gain the Merit for free.
contacts and hunt down the truth.

The truth about the supernatural will set humanity


free, and it’s our job to make sure that happens.

25
CHAPTER ONE: COMPACTS & CONSPIRACIES

Like a rising tide, slashers crawl from the margins in Strung out across the departments of the Hong Kong
ever-greater numbers, indulging their monstrous appetites Police Force as an informal network, members share informa-
upon Hong Kong’s unwitting populace. Blood pools in tion and evidence, use their leverage to promote other com-
the gutters of Hong Kong. The city’s lights are ever bright, pact agents, and shift cases featuring supernatural or anoma-
bathing its streets in a neon glow through the deep- lous elements onto the laps of their own people. Agents are
est hours of night, throwing the shadows into well-equipped, highly motivated, and backed by colleagues
even starker contrast. The growing epidemic willing to cover up their trails and make
throws officers of the Hong Kong Police problematic paperwork go away. They are
Force face to face with relentless killers, often skeptical of outsiders, however, and
weird phenomena, and stomach-churning don’t always treat visiting hunters as al-
crime scenes caused by the supernatural. In lies until they’ve proven they can be
this roiling crucible of horror and carnage, trusted. Members worry they have
Nine Stars is forged. more to lose because their careers
Nine Stars is a recently formed com- are a tangled mess of pursuing jus-
pact founded out of necessity following tice while upholding the Vigil.
the plague of slashers terrorizing Hong The closest Nine Stars has to a
Kong. The compact is almost entirely leader is Chief Superintendent Annie
embedded within the city’s police force, Kin-Lau, one of its founding members.
drawn from among officers who have She’s a tough-as-nails hunter who’s will-
witnessed a slasher’s anomalous capabili- ing to go toe to toe with any slasher, but
ties or experienced the terrifying wake of a also has the political instincts the compact needs
rampage — but held their nerve and asked the to survive. Under Kin-Lau’s oversight, Nine Stars
questions no one else dared to. It’s convenient has gone from a last-ditch effort to wielding con-
for the administration to treat slashers as noth- siderable power behind the scenes. Now, though,
ing more than serial killers, brushed under the Nine Stars risks becoming a victim of its own suc-
carpet of the yearly violent-crime figures, but cess; it’s drawn the attention of the Complaints and
Nine Stars members know how dire the situ- Internal Investigations Branch. After all, from the
ation truly is. They know the supernatural is outside Nine Stars looks like any other conspirato-
real and acknowledge its existence when other rial network of supposedly crooked cops. Rules, when
officers don’t. broken, tend to draw interest and hunters need to bal-
The compact principally values investiga- ance the weight of the Code against the demands of
tive skill in its members and prioritizes the safety being a police officer.

The Enemy
of Hong Kong’s citizens even if their decisions
puts their jobs at risk. Members know that, at
any point, they could be fired for taking the law
Nine Stars members hold the line fearing no
into their own hands and disobeying orders.
one else will. They know something’s wrong, deep
Ultimately, members join Nine Stars because
in the city’s bones. It’s a hunger, a ravening ap-
they want to save the city from the supernatu-
petite that seethes in Hong Kong’s shadows and
ral and believe the best way to do that is as a
twists citizens into monsters. Nine Stars may
cop. Other hunters believe that the sooner
not know the source of this malign presence,
an individual slasher can be studied, pre-
but they do recognize the fruits of its human
dicted, and brought to a halt, the lower
corruption — the slashers plaguing the city. The
the cost in innocent lives will be. The
compact focuses its efforts to end the corruption
compact craves a greater understanding
that threats the safety of all and is slowly piecing
of the slasher epidemic; discovering the
together ways to capture, detain, and find
cause might let them strike at the root of
new slashers before they strike.
the problem, rather than always chasing
after the gore-spattered symptoms.
26
Compact — Nine Stars

Despite this focus, Nine Stars’ members do not inten- a meeting, more interested in what you’d been leaving out
tionally shy away from dealing with other supernatural pred- than what you’d been keeping in.
ators. At its core, the compact is served by retired veterans
who were traumatized by overseeing cases in areas that now Fellowships
spawn urban legends, such as Sau Mau Ping in the Kwun
Tong district in Kowloon, the Lake Ad Excellentiam (or Compact members are awarded stars following their ser-
Lotus Pond) at Chung Chi College at the Chinese University vice to the people of Hong Kong. A case or incident where
of Hong Kong, and Bride’s Pool Road. The compact has an officer successfully saves any lives wins them one star —
learned the hard way that spirits of vengeance may be more with nine stars being the highest grade that can be achieved.
dangerous than a cold-blooded slasher but has its hands full. Additionally, Nine Stars is roughly divided among three
Until the slasher epidemic subsides, its primary focus will be fellowships.
figuring out how to keep Hong Kong safe. Those officers under the umbrella of Special Response
focus on the slasher epidemic troubling Hong Kong. Forming
Hunters the bulk of the compact, Special Response coordinates the
analysis of slasher outbreaks and helps reassign members to
You literally stumbled onto The Glutton as he was cases involving suspected or confirmed slasher activity.
hunched over a victim, plucking out viscera and feeding it By comparison, Five and Nine is a smaller, informal net-
into his wide mouth as if each gobbet was a delicacy. You wel- work of retired officers. Five and Nine is assigned to inves-
comed the Hong Kong Police Force’s counseling afterward, tigating other supernatural phenomena the Hong Kong po-
until they kept trying to convince you your memory was lice stumble upon and includes the compact’s most learned
faulty, that the slasher hadn’t shrugged off bullets or picked occultists and experienced agents. When a breath-drinking
you up with one hand. You were there later, in that dimly lit vampire or shapeshifting demon rears its head, Nine Stars
room, with the other officers who were too disgusted, scared, looks to these grizzled veterans for guidance.
and anxious to do something. You swore the oath that forged Most Nine Stars members are officers on active duty in
Nine Stars. the Hong Kong Police Force, but the Friendly Hands are
No one could figure out how the Cardboard Killer got outsiders who’ve been temporarily welcomed into the fold.
into her victims’ homes, but something in your gut told you Used as a sarcastic term, the Friendly Hands are kept at a
Mrs. Fang was next on the list. You broke the rules, broke safe-but-useful distance, for its members are a motley group
into Mrs. Fang’s home, and saw the stomach-churning way of gang members, ex-cons, petty thieves, and dirty politicians
the Cardboard Killer entered the apartment. You were disci- who’d rather work with police to end the slasher epidemic
plined for your actions — but you also saved Mrs. Fang. The than flee the city. Though many members believe this branch
superintendent pressed a single gleaming star into your lapel will fold following the arrest or capture of the last remaining
and told you to come meet him in the bar that night. slasher, for now the officers begrudgingly accept their help
You’re on the Serial & Spree Killer Special Response to save Hong Kong.
Task Force, a hotshot young officer armed to the teeth with
the best gear your precinct could provide. The veterans keep
muttering about killers who are inhumanly strong or tough.
Status
You haven’t yet gone on your first dispatchment, but you’ll Members of Nine Stars earn recognition by perform-
show the timid old timers you’ve got what it takes. You’re ing a service to their community. Exemplary deeds are also
not afraid of anything and scoff at urban legends about bul- awarded with the gift of a star-shaped pin.
letproof murderers and hungry ghosts. • You’ve saved a family’s life from a slasher through
You never caused trouble. You spent months methodi- your savvy investigation. You gain a free Skill Specialty in the
cally putting together the villain-hitting case; the woman Investigation or Occult Skill.
practicing da siu yun who made sure her petty “curses” always ••• You know success doesn’t come from being a loose
worked because she brutally murdered the targets. You care- cannon, but from working together as a team. When you par-
fully cracked the mysterious Cure Murderer cases and dis- ticipate in a Tactic, your successes gain the 8-again quality.
covered a doctor who was injecting a deadly cocktail of drugs ••••• You’re a founding member of Nine Stars, or
and viruses that drove his patients mad. You dutifully excised you’ve reached the full nine stars on your lapel and just kept
every part from the reports that would upset your senior of- going. You gain the three-dot Trained Observer Merit, even
ficers. One day, Chief Superintendent Kin-Lau called you to if you don’t meet the usual prerequisites.

We will not let slashers


destroy the people of Hong Kong.

27
CHAPTER ONE: COMPACTS & CONSPIRACIES

The Members of the Null Mysteriis do not believe in magic was decimated, with only a few clusters surviving, and the
or the paranormal. They often quote Arthur C. Clarke’s third law: Organization for the Rational Assessment of the Supernatural
“Any sufficiently advanced technology is indistinguishable from was largely forgotten — along with the once-popular Theosophic
magic.” Thus, there are only natural phenomena that mortals have Society.
yet to observe, study, and experiment on long enough to under- One Null Mysteriis group managed to survive post-WWII
stand what they are, how they work, and where they fit in nature. by privately selling their services to interested parties without
Despite its modern, rational leanings, the origins of Null any bureaucratic entanglements or police interest. Though
Mysteriis sit at the intersection between the occult, many European governments turned them down, a few eccen-
religion, psychology, and science. In 1893, Jean- tric collectors and intellectuals funded their London-based
Pierre Brattel attended a few Theosophical Society operation until the 1970s. Then, following advances in
meetings and was eventually inspired to create a quantum theory and particle physics alongside a growing
group of his own. The first members included interest in science fiction, the organization replenished
Jean-Pierre’s lover, Michel Pouget; his sister, its numbers by claiming they would prove the super-
Mireille Brattel; and his mentor, Sophie Lisowski, natural was not “super” after all.
who was rumored to be good friends with Over time, Null Mysteriis expanded its
Madame Blavatsky. Despite his kinship with fellow base of operations from London to other
Theosophists, Brattel felt his approach was more metropolises including technology-rich
scientific. A true scientist, in Jean-Pierre’s mind, cities like Tel Aviv, Dublin, and Osaka.
would approach the supernatural as a skeptic. Despite this, the organization’s mem-
Brattel established the na- bership remains small and focused.
scent beginnings of the Null Mysteriis isn’t a corporate, govern-
Null Mysteriis to study the ment, or academic entity buffered by lay-
paranormal. Eventually, ers of red tape and funding; its members
Jean-Pierre’s group took are hobbyists who pay membership fees
on a life of its own; mem- to cover administrative salaries, newslet-
bers swore by the Latin ters, and some supplies. While this loose
phrase “Nullum Mysteriis structure has attracted experts in physics,
Processit” which trans- zoology, biology, chemistry, psychiatry,
lates loosely to “out of the etc., it has also drawn a lot of marginally
unexplained comes nothing.” skilled hobbyists who practice more pseu-
Alongside Theosophy, Brattel’s doscience than science.
group gained momentum across Currently, the organization is disar-
Europe. By the time the Great War ray. The former general secretary, Scottish
began, the Null Mysteriis grew to astrophysicist Alexander Watt, and his
1,000 members. During WWI, the rumored replacement, Watt’s charis-
organization spread to the Americas matic rival and eccentric psychologist,
through academic and military circles. Vincent Fielding, have both gone
Unfortunately, human losses missing. Until their absences can be
eclipsed the organization’s lofty goal. Not satisfactorily explained by a mem-
only did the Great War claim millions of ber of Null Mysteriis, their positions
lives, many great minds died, research won’t be filled.
funds were swallowed, and the pub-
lic turned its back on anything that
didn’t help them cope, survive, and
The Enemy
rebuild. Following WWII, Null Members of Null Mysteriis
Mysteriis are savvy investigators who don’t
usually care about killing monsters
28
Compact — Null Mysteriis

or cleansing tainted places. To them, the paranormal is normal, You were camping at a state park with your family one
and predators are neither good nor evil: they’re merely a dif- night. When you came back from your beer run, you found your
ferent species, if not genus. This approach gives them an edge family slaughtered, their tents covered with acid burns. How was
when tracking predators, because members spot details others that possible? You sent email after email to every scientist you
might overlook. Most Null Mysteriis hunters can be difficult to could find until you got a response. Their rational reply didn’t sit
work with, however, because its members are a tight-knit group well with you. Now, you realize the close-mindedness of a hyper-
who know each other by name — or at least by reputation. rational scientific community is hiding behind their facts. You
While other hunters are convinced the supernatural is real intend to correct their ignorance at all costs, before it’s too late.

Theories
and the Vigil is a call to action, Null Mysteriis hunters want to
disprove its existence using math and science. Then, after years
— perhaps centuries — of scientific discoveries, no one will have
to sacrifice their lives upholding the Vigil any longer. Thus, crea- Null Mysteriis prides itself on being open to new theo-
tures, humanoid monsters, relics, weather events, and places ries until they can be disproven. The theories that have stuck
that register as anomalous will draw the group’s attention. This around the longest can be categorized into one of three groups.
includes psychic phenomena, ghosts, UFOs, ancient civiliza- The Rationalists, who’ve sided with Alexander Watt in
tions, cryptozoology, etc. the past, make up half of the organization. Hunters believe
Unlike other groups, Null Mysteriis hunters are not told anything can be proven (or disproven) given enough time and
what to do, where to hunt, and how to handle a situation; data. Members have recently started to apply their expertise to
they’re expected to investigate, experiment, and report back forensic investigations to find Watt, and some hunters have
— but that’s about it. Still, newer hunters romanticize the idea concluded the astrophysicist may have staged his disappearance.
that their findings could “cure” vampirism or lycanthropy, even The second largest group is the Cataclysmicists, who cur-
though there is no cure to be found. Others are convinced the rently follow Zane Abara, a naturalist working at the Beaty
right formula, released as a gas, could stop ghosts from manifest- Biodiversity Museum in Vancouver. Once passed off as “loud-
ing. This cultural shift could yield new results or spell disaster mouthed doomsayers,” Abara boosted the Cataclysmicists
for its members, and veterans are becoming more selective with reputation after discovering several, new invasive avian species
their investigations and choice of friends. that could not be explained by climate change. Other tenured
When it comes to the hunt, members of the Null Mysteriis scientists have shared similar findings, and they’ve concluded a
aren’t known for their physical acumen. They excel at sub- cataclysmic event is nigh.
terfuge, stealth, and analysis, and prefer avoiding one-on-one The smallest, and often socially ostracized, group is called
confrontations whenever possible. As such, members of the the Open Minds. These hunters, who followed Vincent
Organization for the Rational Assessment of the Supernatural Fielding, argue that each case must have a plausible explanation
will voluntarily work with other hunters, provided they get to and their methods aren’t as important as the conclusion. Other
use their EVP recorders, Kirlian cameras, and petri dishes in the members might shy away from the Open Minds because they
field to collect data and samples while their cellmates eliminate believe their push for results is unscientific and don’t always
threats. Of course, hunters are discouraged from sharing their trust their findings. Currently, the Open Minds have theorized
findings, but until Null Mysteriis gets its house in order the that Fielding has evolved to become a higher being, and this is
group cannot dictate what its members can and cannot do. the reason no one can find him.

Hunters Status
You’re a professor of earth science who doesn’t buy into all Status within Null Mysteriis is gained by finding and shar-
that fringe crap. You’ve witnessed anomalous events firsthand, ing scientific revelations with other members.
have seen demons speaking in tongues, and even managed to • You are an academic who’s welcome to attend any Null
translate a word: “machine.” If you can’t give a rational expla- Mysteriis meeting you wish. You gain a free Paranormal Skill
nation, you return to the scene and investigate it even more Specialty in either Academics, Occult, or Science.
thoroughly. Then, perhaps you’ll publish your findings in the ••• You maintain regular contact with several Null
next newsletter. Mysteriis members hailing from different scientific backgrounds
You live to wonder, and your imagination is captured by and know many of them personally. Gain a free dot in Contacts,
the fringe stuff. The Lunar effect. Megalithic geometry. Orgone representing a Null Mysteriis hunter who specializes in a different
and ley lines. Unfortunately, not everyone shares your passions, field of science than you do, and a dot in Allies (Null Mysteriis).
and you barely graduated. Now, you can’t land an academic po- ••••• You’ve been in the field a long time, and you’re
sition — but that doesn’t stop you. You’re on the verge of iden- considered a veteran member of the organization. You may
tifying the chemical composition of ectoplasm and, thanks to raise Academics, Occult, or Science to five dots to reflect your
your new friends, you’ll one day reveal it to the world. expertise.

There’s no such thing as supernatural.


Want an explanation? Try science.

29
CHAPTER ONE: COMPACTS & CONSPIRACIES

The Indian Termination and Indian Relocation Acts of though Michelle knew that couldn’t be true. To her, it
1956 pulled many Native Americans away from their homes seemed Native resistance groups were so focused on fighting
on reservations, forcing them to relocate to urban areas un- oppression they had little time to wage war in the shadows.
der the pretense of rehabilitation—and sometimes, the mon- When Michelle investigated deeper, she not only dis-
sters they often encountered, called “cryptids”, covered Eddie had been attacked by a cryptid called the
moved along with them. The public was told Hairy Man, the police had covered up the incident, too.
indigenous families were encouraged to Turning back to her community for help, several members
move to find vocational skills necessary threw their hands up and said the problem was be-
for employment, but the government’s yond them. Michelle was determined to bring Eddie
end goal was to depopulate the reservations home — dead or alive. Many people told her to give up
in the wake of decreasing subsidies and in- because they didn’t feel safe; forced out of their homes
creasing urbanization. due to the Relocation Act, they were frightened by
Relocated Native Americans what Michelle was telling them. Worse: the Native
struggled to navigate their new envi- community was aware monsters were real but
rons and social circles, and natural- since their traditions to deal with the monsters
ly connected with other Natives had been lost, their response was to look away.
to form new communities. The Ultimately, the community decided they had
more stories they swapped, the to deal with bigger threats. Eddie TwoCrow
more they realized how unsafe was disposable and not worth the fight.
their cities were. They’d talk Michelle disagreed and managed to
about how they never walk find help by drawing on the other commu-
down a certain dark alley or nities of which she was a part. Because of
how they ignore a strange man her determination and the things they’d
who doesn’t feel right. While seen, Michelle sought help from Angie
some did report their sight- Decora, a lesbian biker; Ida Miller, a mixed
ings to local authorities, Native black and Lakota bartender; Danny Romero,
Americans were either ignored or a LagunaChicano man who worked as a gang
patronized, so they turned back to intervention social worker; Kara Dittami, a
their own. They found Native circles Pequot literacy worker; and Derrick Moser, an
gave these stories more attention than Ojibwa homeless man to form a cell.
other groups would. When people were The hunters found Eddie, but unfortunate-
afraid, they listened. When they started ly it was too late. After hunting and killing the
to disappear, they sought answers. Hairy Man responsible for his death, the Native
The roots of SWORN, or Strong hunters swore an oath to never give up, no mat-
Warriors of All Red Nations, grew from ter how intimidated they were, to keep fight-
tragedy. Chicagoan Michelle TwoCrow, ing. Soon afterward, the cell broke up and each
a member of WARN (Women of All Red member formed a new cell of their own to cre-
Nations) and AIM (American Indian ate SWORN.
Movement), was desperate to find her son
Eddie, who never came home from work
one fateful night. At first, Michelle sought
The Enemy
help from the police, but after hitting a There are countless stories circulated
dead end she turned to her local Native through hundreds of tribes warning others
community for assistance. Unfortunately, about strange spirits and predatory
they didn’t help Michelle either, because creatures. The little tree-dwellers,
they claimed Eddie had been spotted hang- Canoti, from Lakota and Dakota
ing around with a known drinker and drug nations. The humanoid tricksters
user; some community members assumed Mannegishi from Cree folklore. The
Eddie was probably still out partying — even half-human, half-animal cannibalistic Kee-
wakw from the Abenaki tribe. For thousands
30
Compact — Sworn

of years, tribes and Native nations had their own ways of found out why the woods were that way and what lived in
dealing with the supernatural and bands of warriors and war- those waters. You knew it should never be set free. Now you
rior societies devoted to slaying them. make sure the sacred creatures are left alone and help main-
As the forces of colonization swept across the land and tain their domains.

Factions
survivors were compelled to adopt Christian religions and
erase their cultural knowledge, more and more of these
groups — and their secrets — were wiped out and the mon-
sters they kept at bay were better able to operate and propa- Members of SWORN are broken up into three groups
gate. Now, SWORN operates in large cities and keeps an who help communities in different ways.
eye out for creatures that hunt in their members’ shadows. Most follow the path of Cante Glonice (chan-TAY glow-
Initially, their focus was geared toward protecting the mar- NEE-chay) or Unyielding Hearts Society. These hunters
ginalized Native population, due to the uncertain, if not focus on their local Native communities and quietly inves-
dangerous, sociopolitical climate that forced intertribal com- tigate reports. Cells work hard to extend their protection to
munities together, creating fresh opportunities for predators all people who claim Native blood or traditions, regardless
to hunt vulnerable people. As time passed, their approach of identity. Additionally, some hunters in Norway, the Ivory
has broadened to be more aggressive rather than defensive. Coast, Nigeria, and New Zealand have adopted some of
SWORN reframes supernatural denizens and their cat- SWORN’s monster classifications. Now, they actively estab-
egorizations often shape what they’re members do next. lish protected zones while maintaining boundaries between
Hunters identify two primary types: natural monsters and people and monsters.
predators. Natural monsters have a place in the ecological sys- A modest-sized faction is called Lugh’s Fist. Founded by
tem much like a bear or wolf, whereas predators are intelligent ethnobotanist Choctaw Kathy Owens, this group teaches out-
creatures that harm. Among natural monsters, Native hunters siders Native ways in emergency situations. While she was in
may further distinguish between an invasive or hybrid species. Ireland presenting a talk about how Natives helped the Irish
Today’s members benefit from Michelle TwoCrow’s ef- survive the potato famine, Kathy learned famine threatened
forts to catalogue and cross reference strange phenomena a Ghaeltacht area near the western coastline. After identify-
and known monsters across Native urban environments, res- ing that hungry grass was to blame, Kathy established a new
ervations, and folklore. With this information, hunters work faction and taught the people in the area her ways.
to contain natural monsters, manage their numbers, and The smallest group is the Tribal Investigation and
eradicate predators when they can. While SWORN is not Protection Initiative (TIPI), a militant, sexist organization
opposed to helping or working with other hunters, members that emerged in the early 1980s. The initiative is a male-dom-
tend to avoid outsiders who try to roll in and “take charge” inated faction that only hunts monsters threatening Native
of their hunt. people on reservations; they also only recruit Native people
who can present their tribal registration. Other SWORN
Hunters members knock heads with them due to TIPI’s lack of mul-
ticulturalism and their attitudes toward women and queer-
You’re a Native daughter who has seen the ugly side identifying Natives.
of the world. You’ve got a long history of activism in your
family. You weren’t much for protesting, but eventually you
spoke up their way — even though you knew something was
Status
wrong. That time, that protest, was different and something Members of SWORN gain status by helping members of
was more wrong than anyone knew. Then, you lost some sis- their community stay safe using the lessons they’ve learned.
ters. When you started fighting back, you brought the fire • You’ve been taught how to deal with monsters accord-
with you, and you’ll never be the same. ing to your Native traditions and know how to apply les-
You joined a gang for safety. Running the streets, sons to the hunt. Gain a free Skill Specialty in Investigation,
you saw somebody get jumped and had to run. What you Streetwise, or Stealth.
thought were rival gangbangers turned out to be something ••• You are a respected member of your community
far worse. You had nowhere else to go, so you begged the and other SWORN hunters look up to you. You gain two
Indian Center to let you stay. The janitor let you in, asked dots in the Mentor Merit to reflect the SWORN elder who
you what was going on, and taught you how to fight. Now teaches you how to lead.
you’ve got a new posse and a real enemy to take down. ••••• You’ve applied the lessons you’ve learned,
You’re an ecologist focused on water rights. You didn’t taught others, and saved the lives of many grateful people.
see why everyone made such a big fuss about developing that Now, you can call in favors when needed. Distribute three
bad area. You assumed a little urban development could help dots among Resources, Allies, or Contacts to help you con-
clear the waters and reclaim the woods around it. Then, you tinue your great work.

There’s no such thing as supernatural.


Want an explanation? Try science.

31
CHAPTER ONE: COMPACTS & CONSPIRACIES

At the dawn of the 20th century, the Labor Movement burn down or a company would suddenly go out of business.
thrust socioeconomic inequality into the spotlight. Other times, laborers would move around to find work or
Unions organized in response to the growing divide to forget what they’d seen. Most workers were happy to
between greedy capitalists who preyed on everyday forget what they’d done and preferred the pretense of
workers struggling to put food on the table, not a normal life for them and their families.
fully realizing their members were battling more Officially, The Union didn’t form as a hunter or-
than one type of monster. In Pennsylvania, people ganization until Holly Ramirez, an active “work party”
scoffed when coal miners told them they heard member, started connecting cells to-
someone scraping the gether in 1999. Having survived her
ceilings above them and own encounters, she began to reach
ignored their warnings out using the internet and noticed
even after the mine col- how similar other stories were to hers.
lapsed. In Chicago, no one Of course, hunters used colorful met-
batted an eye when a strange aphors to disguise their fear and what
“disease” swept through a they knew, but Holly knew what was re-
shoe factory manned by chil- ally being said and was confident they
dren. In New York, shirtwaist could help each other. In March 2000,
makers shouted, telling their Holly set up a public bulletin board online
bosses something was preying to help coordinate and connect other mem-
on them from the rafters, but bers around the globe. Less than four months
no one listened — not even after later, the board was gone and several of its more
the factory burned down. Every industrialized visible members were reported missing or dead.
country around the globe, from England to Devastated but not defeated, Holly and her
Australia, is filled with stories of common labor- trusted associates learned their lesson and ad-
ers fighting for their lives, both figuratively and opted anonymous profiles on a private forum
literally. they moderate. Each time they upgraded the
Though skilled laborers continued to pro- forum, they changed addresses, passwords,
test and organize throughout the 20th century, even web hosts to secure their communica-
some workers noticed that, despite their con- tion. Now, members use a private-message
ditions slowly growing better, people were still service that’s invite only. Still, that doesn’t
dying. As stories spread, the common worker stop the occasional spy from stumbling onto
began to understand they weren’t as powerless their turf, but Holly developed a rigorous
as they believed. Alone, each worker was weak method to test and deal with what she re-
and vulnerable. Together? They were unstop- ferred to as “the enemy.” Occasionally,
pable. Over time, casual conversations led to she’d release false intel using herself as
local investigations and coordinated hunts. bait; other members believe that’s what
As workers developed a common lexicon got her killed back in 2005.
to name monsters and identify where they Now, The Union has taken on a life
slept, hunters organized “work parties” to of its own. New and secure forms of com-
deal with the problem, clean up the after- munication allow members to talk face to
math, and then disband. face, and several micro-communities
For decades, most “work have branched off the main net-
parties” were small, localized, work. Holly Ramirez’ commu-
and short-lived. Unlike other nity is stronger than ever to
hunting organizations, mem- defend their home turf. New
bers dealt with monsters only community managers, like Bob
when they had to. Sometimes, groups would Saltzman and Jefferson Willis,
disband because a certain warehouse would have emerged to help coordinate
32
Compact — The Union

the hunt and, if necessary, funerals and fundraising for hos- obsessed with ensuring that others do, too.
pital bills. You’re a traffic cop who monitors the street cameras all
The Union’s “work parties” are typically composed of over town. Every so often, you catch a blurry glimpse of a
skilled laborers and everyday people who don’t work a nine- creature that gives you nightmares. You take images when
to-five job. Often, hunters step up because there’s a need for you can and share them with local hunters. The only thing
a warm body, an improvised trap, an electric fence — or bait. keeping you upright is knowing that every time you find one
Sewer workers and cable-service people know unseen, less- of those monsters, you are saving somebody’s life. Watching
trafficked routes, beat cops know the crime hot spots and them through your cameras is the only way you can stay one
have access to weapons, and ambulance drivers and emer- step ahead of them.
gency responders have access to medicine. Though most of
its members are blue-collar workers, The Union is inclusive
and pragmatic because to them? There are enough problems
Factions
in the world without monsters. The Regular Schmoes will Alliances in The Union tend to form out of shared in-
take all the help it can get — and that includes migrant work- terests as opposed to bigger, philosophical ideas. There are
ers, homeless, and sex workers, too. three such groups.
Most people within The Union advocate for a simple,
The Enemy defensive approach: Home First. Hunters look after their
own friends, lovers, families in their neighborhoods, fac-
The thing about The Union is that they don’t care what tories, and schools, and they never bring the fight to the
makes a monster tick, what its powers are, or what kind it is. monsters.
Vampire, werewolf, ghost, demon, or the occasional slasher Hunters who claim membership in The General Strike
— they’re all just targets. Members aren’t obsessed with the take a more aggressive stance. They believe it is their duty to
hunt; they focus on getting through the day, living their lives, fight monsters, because they are the worst kind of oppres-
and raising their families. As such, they don’t become ob- sors. There aren’t many members left, however, and most are
sessed with myths or legends or conspiracy theories. If they either missing or dead. A few have even “come back” to prey
catch wind of a monster who might be in the area, they don’t on their cellmates, right before they were lit on fire.
make a move until a sighting has been confirmed. Politicals, on the other hand, hunt and organize to en-
Unfortunately, their lack of organization is also a sure their people are free to live the life they choose, in the
weakness. While they can respond quickly, they don’t have way they want to live it, despite their fear of the supernatu-
the resources or knowledge other groups do. Members ral. Though their members used to be extremists living on
chip in where they can, but they’re not rolling in dough. the fringes of society, their numbers have grown in response
Unfortunately, other compacts know it, too. Often, when to a general anxiety about the future. Most Politicals range
Regular Schmoes partner with other cells they provide man- from protestors fighting for gun rights to doomsday prep-
ual labor or muscle — and that sets their teeth on edge. The pers. These hunters join other demonstrators and protestors,
Union knows there’s a storm coming. When and if they get moving from city to city, hunting enemies under cover.
their numbers up, maybe then they’ll finally organize. Until
then, if you’re a hunter who can aim and fire, The Union
will gladly take you.
Status
When the shadows grow longer, and people are reported
Hunters missing — The Union swings into action. Something, some-
where, needs to die and they gain status when it does.
You fight fires and saw the flickering shape of a child- • You’ve been invited to join The Union, and your ex-
sized shadow right before the mayor’s house burned down. pertise has helped you on the hunt. You may use the 8-again
You were told not to say anything, but you can’t get that quality when performing Teamwork or Tactics relevant to
image out of your mind. Every time you ride your truck, you your trade.
pay close attention to the scenery, and you’ve managed to
••• You’ve managed to develop several friendships
put your buddies on high alert, too. Now, your chief calls
with other Union members, and they’re ready to pitch in
you a “human smoke detector,” because you’ve stopped a few
when needed. Gain two dots in Allies (The Union) repre-
fires well before they’ve had a changed to spread — by killing
senting individuals who specialize in killing two, separate
the thing that caused them.
types of monsters.
You’re a streets-and-sanitation worker who made a grue-
••••• You’ve saved lives, raised funds to help survi-
some discovery: piles of skeletal bodies deep in the sewers,
vors rebuild their homes, and bailed somebody out of a tight
their bones gnawed on and the marrow sucked out. You’ve
spot from time to time. Your efforts have paid off, and your
stumbled across larders filled with harvested organs, and
reward is two dots of Resources you can use to help yourself
underpasses where dark rituals were being performed. You
or your cellmates.
know what happens beneath the city’s notice and you’re

Not here. Not today. You’re on our turf now.

33
CHAPTER ONE: COMPACTS & CONSPIRACIES

According to legend, by the time Upper and Lower alchemists built a stable of
Egypt unified around 3150 BCE, the Cult of the Phoenix potions that yielded predict-
and the Cult of Set were already ancient. Both sects of able results, their methodol-
soldiers fought the darkness in a time beyond memory, one ogy remained stable for 1,000
by day and one by night. The Cult of Set lit their fires, stayed years. The Ascending Ones
near the people, and protected their villages during spread their influence from Egypt
the long nights. The other sect, the Cult of the into other parts of North Africa,
Phoenix, hunted the shadows by day and slayed the Middle East, and into Roman-
the monsters they found with righteous fury. occupied territories; they courted
Unfortunately, no mortal group of hunters members who hailed from dif-
is infallible, and the Cult of Set slowly fell to ferent faiths, incorporating the
corruption. Nightmares wormed their way into followers of Christ, Muhammad,
the night warriors’ ranks, and infiltrated the Hermes, Horus, Ashoka and others.
sect forcing the hunters to fall. Over time, As cultural traditions, laws, and
the two sects grew more and more distant. boundaries continued to change,
The compromised Cult of Set faded away, the Ascending Ones shifted tac-
absorbed by the shadows with tics and applied their alchemical
which they unwittingly com- knowledge to a mercantile craft.
ingled, leaving the Cult of the Their potion-brewing skills cre-
Phoenix to hunt on its own. ated a sustainable trade to sell legal and illicit me-
The burden of an endless dicinal powders, tonics, drugs, and spirits which
hunt quickly overwhelmed the in turn funded their operations, allowing them
remaining hunters in the Cult to follow trade routes and extend their reach —
of the Phoenix. Their leaders and their hunt — globally.
sought answers by brewing po- While the Ascending Ones thrive in the
tions to bolster their soldiers’ re- modern era, many of them are conflicted.
solve and tonics that enhanced their They no longer possess the freedoms they
physical prowess in battle. The first elixir once enjoyed in ancient times to distribute
was successful and gave the soldiers an narcotics, alcohol, and illicit herbs. Some
edge; its formula required constant members have turned to organized crime
consumption, however, and the in- to sell drugs while others sell formulas
gredients were toxic. Eventually, and rare plants to pharmaceutical com-
the elixir proved fatal and their panies. Most members apply their al-
numbers fell. chemical knowledge to a trade of some
For several years, the Cult of kind; this allows them to remain vigilant
the Phoenix devoted itself to the art of alchemy while earning a living.
experimenting with wondrous herbs and mystical In recent months, leaders have grown
components to concoct the perfect formula. Over concerned that their organization is at great
time, they also realized how certain ingredients de- risk of falling prey to the same forces that
stabilized their essences, and had to be neutralized claimed the Cult of Set so long ago. Not only
in the body. By developing a metaphysical train- have they tasked the Ascending Ones to walk a
ing regimen that blended alchemy with their faith, righteous path, they’ve also been keen to check in
members learned how to metabolize poisonous con- with members more frequently by conducting face-to-
coctions after ingestion. face meetings. Alchemists whisper that their leaders
Elixirs gave the Cult of the Phoenix power to rise are up to something, but don’t possess the means to
from the ashes as the Ascending Ones, restore their unlock their secrets — yet.
membership, and renew their pledge to fight. Once the

34
Conspiracy — Ascending Ones

The Enemy
hooded heroes to let you help, to save others from the hor-
rors you experienced. Now, you hunt from the shadows, too.
The Ascending Ones protect people by keeping the su-
pernatural a secret, dealing with threats, and putting the lives
Factions
of others before their own. Stopping monsters often means The lineage of the Ascended order is ancient and its
the hunters kill them, but not always. As one of the oldest branches are varied. Sometimes, individual cells may not
(and most secretive) surviving hunter organizations, the al- recognize each other because they practice their alchemical
chemists have a reputation and are known to the elder deni- arts through the lens of their specific faith, culture, or com-
zens of the supernatural. Time and experience have taught munity. Within the order, most groups are connected to one
members that monsters don’t always have to be slayed; some of three main factions.
can be reasoned with, others can be calmed or convinced The militaristic, faith-based Knife of Paradise can trace
that murdering people is not in its best interests. its roots back to the Cult of the Phoenix. While some al-
Most of the Ascending Ones lean heavily on their faith chemists still follow Ma’at, members also include Christians,
for answers. The Cult of the Phoenix has many legends, and Muslims, and Jews. Members hold the belief they are Shurat,
the alchemists know several of them are true. One such leg- which translates to “having sold their souls to god.” The
end is the idea that monsters live in communities of their Knife does not denounce Egyptian or Gnostic mysticism and
own. When war is brewing, a designated alchemist acts as avoids petty squabbles about religion. Instead, they prioritize
an intermediary and engages in diplomacy to broker a peace the needs of the hunt and seek common ground among the
between monster factions in an Arabic tradition called Sulha. faithful to ensure they remain on task.
Much like a cop trying to mediate a fight between rival mob- The Order of the Southern Temple emerged as the in-
sters, the Ascending Ones know neither side is without sin, fluence of western mystical traditions spread and settled on
but they also know a battle would claim innocent lives. Hermeticism as the foundation for their beliefs. Members
Despite the organization’s history, the Ascending Ones have embraced the writings of Hermes Trismegistus and prac-
do not possess an encyclopedic knowledge of monsters or tice the Hermetic traditions to live by example and explore
their societies. In part, this lack of understanding is because new formulas for elixirs. Unlike other alchemists, the Order
most cells operate independently of one another, and it is does not recognize any Egyptian gods, such as Thoth, Seshet,
very rare that the organization gives a top-down order. Isis, Neter, or Heka, and considers Hermes Trismegistus to

Hunters
be the inventor of all occult knowledge.
The Jagged Crescent is the most modern faction of the
three. Located in urban areas, many alchemists focus on
You’re an imam who serves an Islamic community in
survival. The Jagged Crescent spurred interest in mercantile
the inner city. You’ve heard the cries of the faithful and want
trade and has profited from drug trafficking and organized
to protect them as best you can. When you visited Egypt, you
crime. While many alchemists have been selling formulas to
were approached by an alchemist who told you about the an-
pharmaceutical companies and government agents, mem-
cient ways. You were skeptical but agreed to a strict training
bers are often moles planted deep within society’s underbelly
regimen. Now, you’ve found a few likeminded members of
where monsters thrive.
the faithful and together you keep the peace.
You watched a new type of drug being brought into your
neighborhoods, and immediately knew something was off.
Status
You saw how the people controlling them were not what they To be an alchemist is to practice discipline of body and
appeared to be. You played the game, joined a gang, even mind. Status is gained by applying the knowledge you’ve
wound up in jail. After you got out, you were approached learned to endure the hunt.
by someone who told you the truth: You weren’t crazy, and • You’ve completed the intellectual, spiritual, and physi-
the skills you learned could help people. Now, you’re back cal tests required to become an alchemist. You may use the
on the streets but playing an altogether different game and 8-again quality when attempting to regain Willpower once
keeping the peace. per session.
You follow the seven Hermetic Principles for Self- ••• You have devoted time, energy, and knowledge to
Mastery and uphold the traditions of Hermes Trismegistus. raise funds for your fellow alchemists. You now possess two
A practicing Gnostic, you walked a spiritual path in deed extra dots of Resources you can use to help you hunt.
and word — but that didn’t stop you from being kidnapped ••••• You are considered a “master alchemist” and
by a creature beyond your understanding. For several days have obtained the services of an initiate, represented by a
you were trapped in a sewer, until a group of mysterious three-dot Retainer.
people rescued you. After you were freed, you begged the

Our war is eternal. Our sacrifices, endless.


Our draughts, prepare us.

35
CHAPTER ONE: COMPACTS & CONSPIRACIES

The European-based Cheiron Group (TCG) is one of and why she reports solely to the board of directors. What
the few organizations whose origins remain unclear. they don’t realize is that Sweetwater’s appointment is tied to
The name “Cheiron” was first used in 1905, the corporation’s true interest: the supernatural. In recent
but the Cheiron Group is far older and may months, Sweetwater has emerged in the field to oversee
have formed in antiquity. No one — not even investigations, containment areas, experiments, and sur-
its own members — is certain, because the or- geries carried out in the Field Projects Division of TCG.
ganization has used many names including the Despite her presence, most TCG employees don’t know
Acheron Shipping & Trading Co., the House anything about her, because she has yet to act on her
of Katz, the Helios Society for the Infirmed, observations. Often, she’ll pop in and out of a
and the Octavian Apothecary. The one constant scene without saying more than two words
found throughout its history is the Cheiron and never takes notes. The going theory
Group’s logo — the head of a horned, bearded is that Sweetwater is the first of several
man wearing a laurel wreath superimposed brand managers who’ll be assigned to dif-
on a caduceus. This symbol has been found ferent regions in the coming months.
engraved on a 15th-century Bavarian suit of On the books, the Field Projects
armor, a third-century Roman centurion’s Division (FPD) is the so-called ex-
short sword, a 2,400-year-old Greek ship, on perimental arm of TCG that deals
cuneiform tablets describing the location of with cutting-edge science — if you
Mardaman, and in the Temple of the Flayed can call capturing, dissecting, and
Lord in Mexico. experimenting with monster parts
Only the board of directors — whose science. In exchange for their
identities have yet to be revealed — know service, FPD employees sign an
the truth. In fact, only one director ironclad contract to receive a hefty
has ever been listed: founder Edward salary, full health benefits, and
Barrett, who retired in 1921 and died a pension. The legalese is hard to
in 1983. Portfolio managers who’ve read, and agents often don’t realize
paid attention to the company’s what they’re signing up for. In addi-
inner workings often wonder how tion to extensive surgery, implants,
TCG has managed to maintain a and body modifications, FPD employees
high profile, stable stock prices, also sign the rights away to their bodies be-
and ever-increasing profitability for fore and after death. While their enhance-
so long by avoiding the public eye. In fact, ments help them face down the supernatu-
the Cheiron Group’s public face is far less ral, employees aren’t always happy with the
enigmatic than its history. To the average terms of their deal.
citizen, TCG is a progressive, philanthropic Over the past decade, reports of
corporation that globally distributes afford- “rogue agents” have skyrocketed, and it’s
able drugs and treatments covering a wide rumored more than a few new recruits
range of ailments and diseases. Its growing have been forced to sign contracts sim-
list of partners manufactures prosthetics, ra- ply because they knew a missing FPD
diation technology, and monitoring equipment employee. Many fear what will happen
— even pacemakers and artificial hearts. if TCG decides to renegotiate their con-
Now, of course, the newly-appointed tracts, and assume Sweetwater is pooling
brand manager, Melanie Sweetwater, appears data to making suggestions.
so often in the news and online some broadcast-
ers have jokingly wondered if she’s been cloned.
The Cheiron Group’s salaried employees
The Enemy
can’t always explain how Sweetwater The Cheiron Group doesn’t view
seems to be in three places at once, the supernatural as a threat. They think

36
Conspiracy — The Cheiron Group

of them as “assets” and their victims as “casualties.” Most of talents. You started taking odd jobs and one of them landed
the time, members speak in code using words like “poten- you in jail. That’s where the Cheiron Group found you. They
tial asset” or “PA” to describe a monster they haven’t cap- paid your bail, gave you a lawyer, and you signed a contract.
tured yet, and agents as “field resources.” Each agent is given Now, you have new nightmares.
the power to conduct their operation the way they see fit, You worked in Human Resources. You liked your job.
provided they meet their PA quota. When a field resource You loved crushing candidate’s dreams and enjoyed watch-
has identified and captured a PA, they call in a Dedicated ing your fellow employees squirm when you denied their
Pickup Team (DPT) to retrieve and remove it. Dedicated raises. You thought no one was watching. Unfortunately,
Pickup Teams are glorified security guards who’ll only trans- someone was. At first, you thought your boss was going to
port a PA if it is secured and neutralized; they won’t assist in fire you. Then, you were offered a promotion to work with
the field under any circumstance. Many agents learned how the Field Projects Division. You took the job. When you told
unhelpful the DPT is the hard way — because they didn’t your coworkers, one of them started laughing. The irony was
decode or read the handbook. lost on you then. It isn’t now.
Most agents think the current edition of their field re-
source manual is a joke; it’s an encrypted book of “first-per- Field Projects
son accounts” given to agents after their contract has been
signed and delivered to HR. It has no TCG identifiers, never Divisions
actually names the company, lists no authors, and has no TCG is a global corporation with satellite offices in
ISBN or other book coding. The previous edition, a plain dozens of countries. In the Field Projects Division there are
brown book that was billed to be a comprehensive guide, three sub-divisions to which field resources are assigned.
was far more official-looking than its successor. While that Most agents report to the Retrieval Division. Field re-
handbook contained a great deal of information, most of the sources take a file, hunt down a target, and neutralize them
data was either useless or severely outdated. Unfortunately, — or die trying. Then, they call in a DPT, which consists of
that bad intel led to “the incident” — an event so horrifying, two agents and a driver or pilot who’ll transport their catch
management is forbidden to speak of it. to a secure location.
While recruits don’t always feel prepared for field work, The Recruitment Division agents focus on finding po-
they have memorized three rules: Directives 53, 68, and 99. tential new hires. Often, these agents infiltrate the competi-
Directive 53, which refers to Safety Phrase 53 in an old EEC tion by feigning victimhood to watch other cells work. They
Council Directive (67/548/EEC), instructs companies to also visit prisons, high schools, colleges, and mercenary units
avoid public exposure to dangerous substances and to obtain to broaden their search and replenish lost field resources.
special instructions before using them. Directive 68, on the
Lastly, the Field Research Division represents FPD’s
other hand, states that field resources must ensure no mem-
information-gathering and retrieval arm. Agents masquerade
ber of the public believes a threat exists. Lastly, Directive 99
as other hunters to spy on conspiracies who have access to
demands its field agents comport themselves as exemplary
supernatural powers or equipment. FRD spies infiltrate cells
employees both on duty and off.
and lend assistance until it’s time to disappear — often taking
Most field resources don’t have time to worry about the files, relics, elixirs, formulas, and anything else they can get
details, because they’re too busy working to fulfill their quo- their hands on.
tas — which are often moving targets. Sometimes, field re-
sources will work with the competition (e.g. other hunters),
to bag and tag a PA, while others will intentionally mislead Status
their peers. The competition is fierce, the requests are piling To earn status in the Field Projects Division, you must
up, and bonuses are being paid…for now. know when to use flattery, when to keep your mouth shut,

Hunters
and how to get results.
• You’ve been given an encrypted handbook and man-
aged to break the code. Gain a free Skill Specialty reflecting
You were a top salesman who was told your skills were
your talent in Academics, Computers, or Investigation.
wasted and then offered a top, commission-based position at
the Cheiron Group. You jumped at the opportunity to work ••• You’ve allied with other agents and can call in
for them and believed in their politics. Now, you miss your backup when needed. Gain two dots in Allies (the Cheiron
phone and wish you could surrender the new ears you got Group) representing hunters who’ll lend a hand.
after you signed up. ••••• You’ve earned several bonuses and well-
You trained as a special forces agent and toured all over deserved raises. Add three dots in the Resources Merit to
the world. When you were finished, your country thanked spend how you see fit. Oh, and one more thing. Sweetwater
you, but you couldn’t find a job for someone with your is watching.

Let me tell you about our benefits package.


The perks are out of this world.

37
CHAPTER ONE: COMPACTS & CONSPIRACIES

For centuries, the Council of Bones has attracted hunt- on survivors. Members feel its their duty step in and offer aid,
ers who believe the denizens of the supernatural are sub- comfort, and closure when they can.
verting the natural order. The Marked view the undead as Members who are initiated into the Council of Bones
abominations that should not exist, and work with ghosts to are told their organization is the oldest among hunters.
set things right. Members include wise elders, occultists, During the ceremony, they learn the Council was formed
religious seers, post-war spiritualists, and television after the first monster’s victim suffered an untimely
mediums who hide in plain sight to investigate death and became a ghost. That unfortunate soul
the supernatural in a crowd of pretenders and became so desperate for justice, they begged Death
novice hunters, keeping mostly to themselves and for help. Death responded by gifting a living hunter
their cellmates. with a unique mark enabling them to communicate
Most hunters do not realize the Council of with the dead. This symbol, called the Mark of the
Bones is one of the few conspiracies that continues to Scythe, is made from pure ectoplasm. Of course,
resurface through the ages. Throughout its long most members don’t believe the Mark of the
and uneven history, membership has waxed Scythe is real — though it very much is.
and waned in different parts of the world. The Council of Bones is organized
Following the end of the Cold War, as into independent chapters. Unlike its
many as 3,000 hunters reported to the past incarnations, the Council does
Council before its untimely collapse. not have a headquarters that oversees
Every time the Council falls, more all. Chapter headquarters are now led
than half of its members disappear by an elected president and can
or die. Veterans believe communicat- be found in Mexico City, New
ing with ghosts and seeing into the Orleans, Karachi, Manila,
spirit world, which few members rec- and other cities across the
ognize as Twilight, puts all members globe. Presidents use code
at risk. Whole chapters have been words to keep their identity
wiped out after the undead targeted secret; the Mexican president
councilmembers who unwittingly prefers to be called Calavera, for
crossed paths with ancient, dangerous example, while the New Orleans chief
foes aided by a ghost; other chapter- is Monsieur Os. Whatever secrets the
houses have collapsed because they conspiracy possesses are found in a
couldn’t physically defend them- chapterhouse — if a president is willing
selves from a major attack. to release them.
The current incarnation While the Council of Bones heav-
of the Council of Bones has ily recruits scholars, archivists, mediums,
formed in response to a grow- and diviners to investigate the supernatu-
ing number of incidents, ral, the conspiracy doesn’t dictate a hunt-
wars, and natural disasters er’s spiritual, religious, or cultural beliefs
occurring over the past 40 or require its hunters to possess certain
years. The conspiracy recog- skills. Of all hunter organizations, the
nized that the supernatural Council of Bones is perhaps the most
was intentionally making egalitarian because they know death
these events worse, and want- does not discriminate. Eventually, ev-
ed to leverage their resources erything dies (or at least, in their eyes,
to help survivors find closure. everything should).
Local chapters stepped in after
the 1985 earthquake in Mexico
City that claimed over 10,000
The Enemy
lives, the wars in Iraq, Afghanistan, The Council of Bones is pain-
Somalia, the earthquakes in Gujarat, fully aware the supernatural is real
India, and following Hurricane Katrina. and the ambulatory dead threat-
Where there is fear, the Council of ens the natural order. When
Bones knows the supernatural will prey living beings are murdered
38
Conspiracy — Council of Bones

before their time, the Council of Bones steps in to investi- in ghosts, but you’ve never been a believer — not until you
gate potential threats. helped bury an elderly gentleman. During the wake, his
The Council’s approach to the supernatural prioritizes friends spoke to him as if he was still in the room. When you
dead creatures over living threats. Vampires, zombies, and asked to whom they were talking, they showed you. Now, you
ghosts are much higher priority than a sorcerer. If a witch or serve the living in other ways.

Chapters
member of the fae isn’t killing anyone, the Council won’t pur-
sue them, putting them at odds with other hunters. Slashers,
rogue hunters, and cryptids are also considered dangerous,
but aren’t typically found until after they’ve killed. The modern incarnation of the Council of Bones is
organized into regional chapters and local chapterhouses
In its current incarnation, the Council of Bones is re-
formed around three primary approaches to the hunt:
forming its ranks to brush up on lore, spy on the dead, and
help other hunters deal with vengeful ghosts. Most council- Councilmembers in the Mediums Chapter solve cases
members agree that communicating with the spirit world of- by conversing with spirits to find answers. The method of
fers a mutual exchange of information to help both parties. communication is not as important as getting results. The
As such, the Council of Bones prohibits using spirits and Marked’s goal is to identify and work with certain ghosts to
their knowledge for personal gain and forbids its members help them bring justice, find survivors, etc. Most members
from working as mediums or spiritualists. belong to this chapter, and often compare notes with one an-
other to ensure they’re not being manipulated by the ghost.
The Marked favor a secretive approach to the Vigil and
avoid any unnecessary attention. As such, other hunter or- The Academics Chapter takes a scholarly approach to
ganizations stereotype the Council of Bones as a needlessly the hunt. They treat occult texts as investigative tools and
cryptic, snobbish organization. In turn, the Marked often won’t discount a manuscript’s age as readily as other hunter
feel they’re operating behind the scenes, because they don’t organizations might. Councilmembers are convinced that no
treat the supernatural as a tool as the Cheiron Group or monster is “new” to this world, and the secrets to trapping,
Ascending Ones do. The Council views the darkness as a confining, and killing them are found in a book or scroll.
deadly infection that will worsen in time, and are wary of Academics spend hours poring through stacks of books refer-
other hunters who use potions, relics, augmentations, and ring to a specific subject or monster type, scrutinizing them
the like to hunt. Of course, councilmembers don’t regard for answers.
themselves as tainted; their natural gifts serve Death. The smallest group forms the Diviners Chapter. They
believe ghosts and spirits are no longer human and should
Hunters be treated as threats. Instead of talking to ghosts for answers,
councilmembers rely on divinatory tools such as crystal balls,
The last time you spoke to your kidnapped mother, you tarot cards, runes, marked bones, pendulums, tea cups, scry-
had a fight about your then-fiancé. You regret not picking ing mirrors, etc. for answers. Members are savvy enough to
her up after her car broke down, but you needed time to cool know when a spirit is “pestering” them but can’t always tell
off. Three weeks later, after you’d reported her missing, she the difference between friend or foe. They will often attempt
spoke to you in a dream. She showed you a gray house with to cleanse or exorcise a spirit, even when it’s benign, to put
a red window. You woke up in a sweat. The next morning, the ghost to rest.
you drove around for hours — and you found it. You snuck
inside, discovered your mother’s body, and found a creature
sleeping. Then, you remembered the rest of your dream, and
Status
you killed it. You’ve been listening ever since. Status in the Council of Bones is earned whenever a
You were a tarot-card reader at a renaissance faire. You councilmember upholds the organization’s traditions with-
liked meeting people and reading the cards, but you never out being forced or prompted.
really believed in the symbols. At the end of the faire, a man • Your expertise helped you solve a case no one else
asked you to read his fortune. You rambled off some gener- could. Gain a free Skill Specialty in Occult or Investigation
alities. Then, he showed you a technique to read the cards, relating to the case you brought to a satisfying close.
and asked you to try again. You did what he asked, and pos- ••• You’ve successfully navigated hunter society and
sibilities appeared in your mind. You told him what you saw. have made friends in unique places. Gain two dots in Allies
Afterward, he invited you back to his “club.” Your world has (Hunter Conspiracies) representing other hunters who be-
never been the same. long to different conspiracies.
You were a mortician who’s always been dedicated to ••••• You’ve kept secrets, saved victims, and have
bringing your clients peace. Your colleagues said you could unraveled enigmas while maintaining the Council’s ideals.
calm a grieving heart just by being in the same room with Gain a three-dot Retainer (Ghost) with which you can inter-
them. Your family has always wanted to know if you believe act to retrieve information or spy on targets.

Death is not the enemy you should fear.

39
CHAPTER ONE: COMPACTS & CONSPIRACIES

For millennia, humankind has sought undeniable its heritage became clear, the Lady’s messengers would ap-
proof of evil. The Great Adversary is referred to by many proach them with an offer: renounce Satan and his wiles,
names in religious and cultural traditions in both the east and fight hell’s forces instead. Those who refused were ei-
and west including Little Horn, Lucifer, Set, Shaitan, Yen- ther killed or kidnapped and forced to
Lo Wang, Baal, etc. Some people believe the comply.
embodiment of evil is not one entity, but Now, over 1,000 years later, the
myriad lesser creatures, while others are Lady of Milan and her team
convinced there is one Deceiver at work. of occultists, genealogists, and
In the western world, some believers have messengers remain ever vigi-
identified this Accuser as a single figure: lant. Headquartered in Milan,
Satan. To the agents of the Lucifuge, the Lady only answers to one
however, they know the Devil by another name — the Lucifuge — and her
name: patriarch. statuesque appearance has not
Once or twice a century, Lucifer changed since the ninth centu-
and his companions seduce mortals for ry. Unlike other hunter organi-
pleasure, producing sons and daughters zations, the Lucifuge is the only
prone to evil, greatness, and guilt. These authority, and only she can is-
children then grow up and have children sue commands to the Children
of their own, spawning an infernal lineage of of the Seventh Generation —
people who move around, intermarry, adopt, whether they want her to or not.
and create their own families. Over time, the
mark of the Devil is naught but memory, and
falls dormant. Every seven generations, how-
The Enemy
ever, the mark flares back to life. Suddenly, a When facing a creature of
woman dreams of a fiery throne and an imp darkness, most agents of the Lucifuge
begs her to sit upon it. A man hears cryptic will investigate the monster, its pur-
whispers in the shadows, begging him to re- pose, and its nature. By taking a
veal the names of his enemies. All, however, careful approach, agents can accu-
feel the infernal power burning in their minds rately assess whether their target is
and hearts, whether they want it to or not. connected to the Devil, either as an
Some of the Devil’s children suc- enemy or ally, and deal with it accord-
cumb to their dark heritage and ingly to stave off destruction. Agents take
deceive, betray, and harm unwit- special interest whenever a monster claims demonic heri-
ting victims. Other Children of the Seventh tage and alert their allies when such a creature reveals them-
Generation recognize the darkness lingering in selves as infernal. Some vampires believe they’re descended
their veins and fight against the urge to hurt. from Baal. Certain werewolves are devoted to the spirits of
The progeny who reject their heritage find vice, and some warlocks traffic souls with demons.
the Lucifuge in Milan — or she discovers The Children of the Seventh Generation possess a
them. great deal of lore referring to angels and demons, and this
The Lucifuge is a mysterious noble- knowledge is not limited to Christian, Jewish, and Muslim
woman whose actions can be traced back religions. Recently, agents have expanded their studies to in-
to 853 CE. Using the resources at her clude cryptids, and have become convinced they do
disposal, the Lady employed a group not commonly exist in nature, but are mutated ani-
of genealogists and occultists to track mals tainted by a supernatural or alien power. This
down the awakening bloodlines has led some agents to question their heritage and
of Lucifer found in Europe. After beliefs, while others have renewed their commitment
watching the families for many to the hunt and avoid thinking too deeply about the nature
years, after a child was born and of good and evil.

40
Conspiracy — The Lucifuge

Factions
Agents of the Lucifuge regard demons as beings to hate
and angels as entities to fear. Unfortunately, some agents
are stuck with small, demonic companions, attract the occa-
sional devil, or possess the ability to summon, command, or The Lucifuge’s team in Milan acts as the head of a large
banish them. Most of the time, agents only address demons “family,” and monitors genealogies and global news using
as a last resort — especially since most angels aren’t as for- modern technology. Individual agents are given free rein
giving as the Lucifuge and have been known to destroy the to work with other hunters and are unaware who their fel-
Children of the Seventh Generation before an exchange of low agents are — save for 13 other Children of the Seventh
words. Agents are also wary of working with demons, because Generation who are geographically close to their location.
the forces of evil often treat the Children of the Seventh Despite this, some philosophies have emerged among agents.
Generation as royal celebrities and follow them around hop- The Denial believes anyone connected to the Devil,
ing they’ll issue a command to do harm. who’s the source of all evil, must renounce him and their
Despite the leniency agents show other creatures of infernal nature. Those who relish and embrace the Devil,
darkness, when crossing paths with other descendants of however, cannot be saved and must be destroyed. If a mon-
Lucifer they go for blood. Satan’s children who revel in their ster displays signs of guilt or remorse, agents will either leave
infernal powers have either slipped through the Lucifuge’s them alone or help them find the path to redemption in
fingers or can no longer be redeemed. Though many tools rare cases.
exist, records aren’t infallible, and many Children of the The Reconciliation believes the steps they take to de-
Seventh Generation remain undiscovered for years before stroy evil in the world create an opportunity for Lucifer’s
their dark deeds are noticed. redemption. According to them, if Lucifer is redeemed, then
Hell will cease to exist, and humanity’s suffering ends for-
Hunters ever. The followers of this ideal believe this is the Lucifuge’s
destiny, and they are tasked with reversing the Fall.
You didn’t join the Lucifuge, you were born into it. You The Truth represents the smallest number of agents,
have always been aware of your lineage as a Child of the and those who hold this philosophy don’t express their be-
Seventh Generation and hold the names of your ancestors liefs openly. Members of The Truth are skeptics who are sus-
close to your heart. You are descended from former agents picious of the Lucifuge, her motivations, and the secrets she
of the Lucifuge and know there are many others who share keeps from them. They want to know who she is, why she’s
your burden. Satan spread his seed far and wide, and your so old, and what her real connection to Satan is. Though
“relatives” are diverse indeed. Despite your differences, you they’ll continue to fight the forces of evil, The Truth is wor-
are committed to fighting evil. Some might say it’s your ried they’re mere pawns in a greater game.
birthright.
You’ve had invisible friends since you were a child.
Strange little imps whose whispers landed you into more and
Status
more trouble. They asked you to do worse and worse things. The Lucifuge operates at the head of the organization
One day, you were kidnapped by agents of the Lucifuge, and is the only one who can grant status. Typically, status is
dragged to Milan, and thrown into a cell where they brain- earned when an agent successfully fights a monster, recruits
washed you to repent your evil ways. Now you force your a target, or fosters trust with other Children of the Seventh
imps to “be good” and they hate you for it. Sometimes, you Generation.
fear you hate yourself. • You have just joined the Lucifuge and now have ac-
You’ve never believed in the Christian God or Devil. cess to answers. Choose a free Skill Specialty that reflects a
Then, you were approached by a shadow in the dark who supernatural creature, such as angels, demons, or witches,
begged you to command them — but you resisted. You’ll nev- about which you wish to know more.
er forget what happened next: the Lucifuge found you and ••• You have developed a reputation among your kind
revealed the identity of your ancestor. Her story went against for being trustworthy. You’ve visited Milan and may consult
everything you were taught, but it was the only answer you the library upon request. You’ve been granted access to two
had. Now, you fear the idea of Satan is a distraction and a extra dots of Resources, which can only be used to uphold
colonization of an older idea of which your people spoke. the Vigil.
Your truth can only be found by battling the darkness. ••••• You’ve met with the Lucifuge and she has
personally tasked you with secret missions. You suspect her
agenda and may have guessed her identity — of course, you’d
never tell. Gain the Lucifuge as a four-dot Mentor.

Our souls may be damned,


but we still have free will.

41
CHAPTER ONE: COMPACTS & CONSPIRACIES

The persecution of witches and warlocks predates mod- pope was being manipulated by dark forces, and the formation
ern history, and remnants of ancient, anti-sorcery laws such as of the Malleus Maleficarum allowed the Church’s enemies to
the Babylonian Code of Hammurabi’s description of a infiltrate and expose witch-hunters to discredit the orga-
trial by water are still ingrained in superstitious belief. nization. Unfortunately, few people alive today know
Throughout history, witches were hunted during the true founder of the Malleus Maleficarum was a
eras of great socio-political change and devastation man named Ambrogio Baudolino, a savvy political
caused by plagues, wars, and environmental catas- influencer who inspired the pope to formally rec-
trophes. The words “witch hunter” conjure im- ognize the Shadow Congregation for his purposes:
ages of a black-clad Inquisitor recruited, trained, to hunt vampires.
and commanded by the guiding hand of the Baudolino was a slave to a vampire for
west’s oldest institution: the Catholic Church. many years, until he managed to break free of
During the Middle Ages, grim-faced the creature’s power and slay it. Following
Inquisitors throughout Europe were grant- this, Baudolino pledged to hunt Satan’s
ed power to arrest and torture anyone ilk so no one else would suffer as he had.
deemed a heretic, whether they wielded While others believed witches were to
magic or not, to force their confession blame for society’s ills, Baudolino not
whether they were guilty or innocent only knew vampires were real, he was
using scourges, brands, thumbscrews, convinced they were manipulating po-
and chains. Then, in 1487, Heinrich litical and religious leaders. Following
Kramer and Jakob Sprenger published the formation of the Malleus Maleficarum,
the Malleus Maleficarum, a witch- Baudolino quietly asserted control and
hunting book whose popularity was taught witch hunters how to redirect their ef-
only eclipsed by the Bible. This tome, forts to hunt vampires, instead, forcing many
which primarily targeted women, was so bloodsuckers to go into hiding.
influential it whipped the populace into In modern times, the Malleus
a frenzy resulting in the deaths of thou- Maleficarum is in danger of losing
sands. Within a few years, the pope con- their war against vampires. Not only
demned the Malleus Maleficarum as hereti- has the Church’s political influence
cal, but that did not stop the hysteria or waned over the years, previously colo-
the witch hunters from abandoning their nized groups that were forced to welcome
interrogations. members of the Shadow Congregation
Officially, Church records show that are now declining help and dealing with
Pope Paul III did not form the Shadow the supernatural in their own way.
Congregation to fight the forces of Satan until Recent talks among interfaith organi-
1567. Modern archivists have pieced together zations have encouraged the Malleus
an unconfirmed secret history of the conspir- Maleficarum to share its knowledge
acy drawing on letters and journals written with other religious groups and par-
by Mother Mary Margaret, High Inquisitor ticipate in group hunts. Strangely,
Matteo Napolitano, and others who were this has resulted in the addition
charged by the Church to fight Satan’s of new members who are loosely
forces. According to Isabella Calderon, connected to the Church, and the
these firsthand accounts prove the Shadow Shadow Congregation has been recruit-
Congregation operated in secret, without ing lay people in greater and greater numbers.
the pope’s formal blessing, for several Despite their outreach, the Malleus
years prior to the 16th century. Maleficarum’s methods haven’t changed much
To date, no evidence of Pope Paul since its inception. Members know evil is real and
III’s true goals has been found. Some find strength in their devotion to prayer and meditation
Church scholars believe he needed to slay Satan’s forces brutally and viciously. Sure, inno-
to officially recognize the Malleus cents sometimes get caught in the crossfire, but the needs of
Maleficarum. Others are convinced the the many always outweigh the soul of one.

42
Conspiracy — Malleus Maleficarium

The Enemy
confessed what happened to your local priest. Not long after-
ward, the Malleus Maleficarum approached you and asked
you for help.
The Malleus Maleficarum specializes in hunting vam-
You were in a gang, but you were still a good Catholic
pires, and studies the living dead as much as possible. While
at heart. When you heard Father Gutierrez had gone miss-
their knowledge is impressive, members have only skimmed
ing, you went to look for him. Eventually, you found him
the surface of vampiric lore. The Shadow Congregation is
trapped by a possessed parishioner and freed him. Then,
aware that vampires congregate in societies and have their
Father Gutierrez taught you evil was real, and showed you
own traditional and radical factions but avoid focusing on
how you can help keep the streets safe. Now you’ve got a new
politics to concentrate on how to isolate, locate, trap, and kill
gang, and you do God’s work.
them. Members might catch wind that vampires are meeting
in an abandoned warehouse or high-security office building,
for example, but will avoid groups of vampires. Hunters are Brotherhoods and
much more likely to set fire traps or attack vampires during
the day.
Orders
The Shadow Congregation also knows vampiric blood is Within the Malleus Maleficarum, unofficial sub-groups
addictive, and mortals who drink it fall prey to the vampire’s have formed, each operating with their own focus and
influence. They aren’t aware this blood can grant immortal- methodology.
ity to humans under the right circumstances, because this The Order of St. Longinus was named to honor the
secret has been kept from them by Baudolino, himself, who Holy Lance’s original bearer. Strangely enough, the Malleus
is still alive. Maleficarum found some vampires venerate Longinus, but
Officially, Ambrogio Baudolino died in 1601. In truth, don’t understand why. The order is filled with ruthless and
Baudolino, who doesn’t look a day over 60, maintains his dedicated vampire hunters who give no quarter to vampires
immortality by sipping vampire blood sourced from different or their servants, however innocent they may seem.
vampires before they die. There is a handful of people within The Order of Saint Ambrose welcomes scholars, ar-
the Shadow Congregation who know about Ambrogio and chivists, occultists, and investigators who take a careful and
were charged to keep his secret, and even fewer know he measured approach. Members rely heavily on their cunning
meets secretly with the Lucifuge in Milan, who’s even older strategies to take down foes. Often, their desire to increase
than he is. their occult knowledge forces them to cross paths with sor-
While vampires are its specialty, the Shadow cerers who want the same thing, and the two groups compete
Congregation also investigates witches, warlocks, demons, for rare tomes and magical artifacts.
and anything that smacks of infernalism. Their libraries, Working alongside the Order of Saint Ambrose is the
many of which have been digitized, contain investigations Brotherhood of St. Athanasius, a militant wing that delivers
into the world of warlocks and witches, which led to them swift and violent resolution to supernatural threats. Usually,
pulling together a rather complete and somewhat accu- the Brotherhood waits for Ambrosians to uncover enough
rate bestiary of demons and devils. Though the Malleus evidence pinpointing a creature’s identity and locations, and
Maleficarum concentrates on hunting Satan’s forces, mem- then goes in guns blazing. Though the two groups need each
bers will participate in hunts to address other threats if nec- other, they bicker over minutia and the need for caution.

Status
essary. Most often, however, they’ll follow the pope’s orders,
never realizing Baudolino is still issuing commands.

Hunters Though the Malleus Maleficarum is a religious organiza-


tion, status is granted to members who defeat and destroy
You were a priest trained as an exorcist. Your parish the forces of Satan.
thought you were an embarrassment and begged the bishop • You have been initiated into the Shadow Congregation
to send a replacement. The Shadow Congregation stepped and have been taught how to identify and hunt vampires.
in and recruited you, confirming your belief that evil was Add a free Skill Specialty to either the Occult, Investigation,
real. You agreed to join them and are proud to take your or Streetwise Skills to reflect this knowledge.
orders from Rome. Now you are kept so busy you don’t have ••• You’ve gained respect among faithful Catholics for
time to think about the weird rumors you hear while hunt- your loyalty to the conspiracy, without saying who you are.
ing vampires and demons. Gain one extra dot in Status (Malleus Maleficarum).
You were a devout believer whose mother fell gravely ill. ••••• You have access to Rome’s ample coffers.
You attended to her every need but knew something wasn’t Forces within the Vatican have gifted you with additional
right. When she died and came back, you were forced to resources. Take three dots in Resources to help you fight the
hunt her down to put her to rest. You were horrified and forces of evil.

Show no mercy to heretics and evil-doers,


no matter how human they seem.

43
CHAPTER ONE: COMPACTS & CONSPIRACIES

America is the land of the free, home of the brave, and modern conspiracy — that’s just what they want
a conspiracy theorist’s playground. Fact: in December 1927, people to believe.
the U.S. Army raided several coastal towns in Massachusetts Despite lost funding, scandals, and
for reasons unknown. Fact: in 1947, an unidentified political upheaval, TFV is a little-known gov-
object crashed near a USAF base in Roswell, New ernment agency that suffers
Mexico. Fact: in the 1960s and 70s, the Zodiac from the same bureaucra-
Killer stalked northern California. Though no one cies and nepotism rampant
caught him, the killings stopped. in Washington, D.C. With the
If Roswell was just about a weather balloon agency on high alert, intelligence
crash, why the smoke and mirrors? What hap- gatherers are generating miles of red
pened to the Zodiac Killer? Ultimately, conspiracy tape to ensure they’re giving field operatives the right
theorists want to prove a secret government orga- information. Unfortunately, every TFV agent
nization is behind every mystery. Enter Task knows intel doesn’t matter if they’re staring
Force: VALKYRIE. Sure they know who killed down an ENE. Sometimes, they need an ad-
Kennedy, but they also know the truth about dress right now. The delays in information
demons, vampires, and werewolves, are compounded by a tiny budget.
too. Now, Task Force: VALKYRIE opera-
Though Task Force: VALKYRIE tives have stopped griping and wonder if
was a rumor for years, modern re- a mole — or several — has infiltrated their
cords date back to World War II. ranks. If they’ve been charged to protect
After learning the Nazis had recruited the U.S., why are there so many restrictions
the supernatural to fight alongside them, when it comes to killing highly dangerous
TFV allied with US and British forces to ENEs? If they’re a task force, why have they
invade Europe from June 1944 to April been discouraged from working with foreign or-
1945. Together, they eliminated threats with ganizations? Why is there an underground prison
naught but their fists and guns. In fact, they filled with captured ENEs? Why is it that, when
were so good at taking down ENEs, the gov- an agent asks too many questions, the operative is
ernment kept assigning them to fight ENEs reassigned or disappears?
right up until Roswell. Task Force: VALKYRIE has always
After Task Force: VALKYRIE success- been a shadow organization, but
fully employed a disinformation campaign their new specialty is to create
following the Roswell incident, the agency illusions. Unfortunately, their
covered their tracks and disappeared. Their operatives can’t always tell the dif-
new mission? Secretly protect the U.S. from ference between fact and fiction — even
extra-normal forces. For decades, only a when a civilian’s life is on the line.
handful of government officials — exclud-
ing the president — knew TFV existed. All
that changed, however, after the identities of
The Enemy
several TFV agents were leaked online in 2013. Despite its problems, Task Force: VALKYRIE is a
Since then, TFV has refocused its efforts to well-oiled machine that uses strict procedures to deal
ensure its operatives’ safety remains a priority and with ENEs. Every operative is trained to report, ob-
spends considerable resources to spread misinfor- serve, assess, report again, then neutralize or call for
mation. The average conspiracy theorist will point to backup.
tales of “Agents in Black,” special-forces units forcing Most agents can’t apply internal procedures in the
entire towns to disappear, alien cover ups, strange field but will file reports making it seem like they’ve
black ops, and aliens in Congress as proof of followed orders. Somebody at HQ is clamping down
TFV’s existence. It’s no accident that Task on agents who don’t have the authority to take com-
Force: VALKYRIE seems to be behind every mand, however, and cells that don’t follow orders tend
44
Conspiracy — Task Force: Valkyrie

to disappear. While there is a strict cell structure in place, op- ENEs classified as P (Para-human) and S (Social). These
eratives know layers of red tape prevent them from acquiring ENEs tend to operate in groups and infiltrate covens, tribes,
immediate resources to hunt that rampaging beast tearing cabals, conspiracies, and other hidden societies. Field agents
down 6th Avenue. Often, agents refer to the rules as “guide- are often told to avoid wasting resources to take down one
lines,” and actively reach out to other hunters and cells with SP/ENE and are directed to track their movements and
whom they cross paths. gather intel instead. Agents assigned to Project TWILIGHT
Most TFV operatives do what they can to survive in the are not afraid to go deep under cover in enemy territory to
field. However, any agent who gets comfortable bending the find the truth, even if that means infiltrating a friendly cell
rules might find themselves dragged to an offshore prison of civilian hunters.
complex or worse. In general, TFV agents hunt because Agents assigned to Operation FORT specialize in ED
they love their country, know their skills are needed, and (extra-dimensional) and ET (extra-terrestrial) ENEs and phe-
are uniquely poised to use the advanced weaponry at their nomena that includes aliens, fairies, ghosts, demons, and
disposal. Unfortunately, the push to keep their identities, ac- so-called gods who hail from another plane of existence.
tivities, and locations secret often leaves agents feeling more While some technology exists to track ED and ET ENEs,
isolated and at risk of being exposed. FORT agents don’t have the funds or the scientific resources
to back up their findings. Often, they rely on info gleaned
Hunters from folklore, mythology, and urban legends to identify
their targets as well as unsolved cases and missing persons re-
You were once an FBI agent. You started digging into ports. Despite their reputation for being cranky, most FORT
the archives and suspected aliens were real. Curious, you dug agents are up to date on gossip and conspiracy theories and
deeper and found another conspiracy. All that alien info you will share rumors in exchange for better resources.
read? Not only was it fake, the “evidence” was covering up a Operation ADAMSKI agents fabricate and spread dis-
stranger truth: Demons are real. You started keeping your information to cloak TFV missions and prevent the truth
own files and added data when you found it. Then, one day, from leaking to civilians. This department was named after
your files disappeared. That same day you got a call and were a notorious hoaxer who convinced many people he com-
transferred. Now, you wish you never learned the truth. municated regularly with advanced beings from Venus.
You were a children’s librarian who specialized in folk ADAMSKI agents intentionally leak falsified documents,
and faerie tales. The kids used to tell you their own stories of faked photographs, doctored videos of alien autopsies, etc.
the weird things they’d seen and you were inspired to write to self-righteous conspiracy theorists and “truthers” hungry
about them. One day a strange, intense, suit-wearing man ap- for proof that the government is keeping secrets from them.
proached you at the library; he wanted to talk to you about
your new book on cryptozoology. The problem was you hadn’t
told anyone about it. The next day you had a new job at TFV.
Status
You’re a former member of a special-forces unit. One Status in Task Force: VALKYRIE is nebulous, and
night an op went bad, real bad. Your target, a weapons deal- agents are promoted for a variety of reasons ranging from
er, shrugged off your bullets then turned into a hairy beast nepotism to merit-based rewards.
with teeth. Your team freaked, but you kept your cool. You • You’re a new recruit and have a small chip implanted
fought all night but managed to kill it and made it to the ren- in your shoulder or thigh, enabling you to access and oper-
dezvous point on time. Your extraction team was filled with ate TFV’s high-tech resources. Gain a free Skill Specialty in
unfamiliar faces, and when your helicopter rose into the sky Weaponry reflecting your armament of choice.
you knew you’d never see your squad again. ••• You’ve survived several missions, and someone

Departments
back at HQ was paying attention. You’ve earned two dots in
Allies (TFV Backup) you can call on for help. Better use the
backup when you really need it, though.
Task Force: VALKRYIE is a conglomeration of special
••••• You have your pick of missions and, when you
units and departments that, for the most part, operate inde-
go out in the field, you’re provided the best equipment and
pendently of one another. Most units have their own lead-
vehicles TFV has on hand. You keep trusted secrets, know
ership, funding, and miles of paperwork that are routinely
who really killed Kennedy, and have the ear of several gov-
audited by HQ. Once an agent is recruited to TFV, they may
ernment officials. Assign a different government agency to
list their unit preferences for assignment.
three dots in Contacts representing these relationships.
Many field agents work with Project TWILIGHT. This
department oversees missions targeting human-seeming

We’ll save your life,


but you’ll never know our names.

41
CHAPTER ONE: COMPACTS & CONSPIRACIES

The Vanguard Serial Crimes Unit (VASCU) discreetly serves and administration, and allowed them to move in and resume op-
an international portfolio of clients that includes a mixture of erations on a freelance basis. To date, rumor has it no one inside
governmental bureaus, law-enforcement agencies, and wealthy VASCU is certain who’s footing the bill for their expenses — which
magnates. Officially, VASCU’s specialists aid with is extremely odd for a group that prides itself on its psychic abili-
the investigation and profiling of serial and ties. Most members believe VASCU is being
spree killers on a freelance basis through secretly funded by a bipartisan
a corporate front called the Vanguard committee in Congress but is
Initiative; the Unit also produces re- largely left alone to avoid un-
ports and writes papers tracking rates of due scrutiny.
mass murders and violent crime on an Using a bioen-
international scale. Due to the dramat- gineering research
ic rise in monster activity, VASCU group called the Vanguard
has branched out to include hunting Initiative as a front, VASCU re-
true monsters as well slashers. mains headquartered in
Most of VASCU’s clients Philadelphia, and continues
know their agents possess un- to work with US government
usual talents — every operative interests as a contractor —
is a psychic — and they specifi- including, upon occasion,
cally hire the conspiracy for this with the few VASCU agents
reason. Only certain retirees who who remained in the FBI. However, as word
once worked at the Federal Bureau of the institute’s talents worm their way
of Investigation know the full truth, be- through the dark underside of internation-
cause they were part of VASCU’s creation al law enforcement, VASCU increasingly
and oversaw the group’s efforts through sees profitable opportunities overseas.
its final reorganization in 1982. For most VASCU psychics now operate on ev-
of the 1980s, despite a dramatic rise in ery continent, whether in long-term part-
violent crimes, the FBI allowed VASCU nerships with law enforcement branches
to lead the charge, expecting their newly and wealthy private citizens, or short-term
reconstructed arm to step up where oth- deployments for emergency situations.
er agents could not. For over 30 years, Thankfully, the group is profitable and can
VASCU agents doggedly tracked serial refuse services when required. Some
killers and mass murderers all over the VASCU agents are rumored to aban-
country, informing FBI agents when don their duties, however, and take on
they could of a suspect’s hideout or a vic- extra work themselves.
tim’s location. In fact, VASCU’s success VASCU’s secret weapon is the
rate was a little too high for some FBI Wintergreen Process, a drug-based
agents, who began to distrust their psy- therapy that inductees undergo in or-
chic abilities and favor data, hard scienc- der to overclock the informa-
es, and cutting-edge technology instead of tion-processing centers in the
what some agents called “an artifact of the brain to preternatural heights.
Cold War.” The process is dark fruit born
Following yet another change in from the sinister tree of the MK-
leadership, VASCU eventually lost ULTRA psychic research
enough funding it could no longer program run by the CIA,
maintain its core function and was and VASCU’s posses-
officially shut down in 2008. Then, a few years later, an anony- sion of this classified informa-
mous private citizen broke ground on the Vanguard Institute tion is one of the key sources of
in Philadelphia, collected what remained of VASCU’s agents contention between them and FBI.
42
Conspiracy — VASCU

The Enemy Departments


Much like its previous incarnations, VASCU is under attack. Most of VASCU’s staff are professionals who are not gifted
Someone — or something — fears its psychic agents and will stop at with psychic abilities. Candidates suitable for the Wintergreen
nothing to destroy the agency despite the fact that its existence is Process are rare, and VASCU treats every agent as a valued asset.
well-cloaked within the Vanguard Initiative. Reports of slasher at- By far the largest department is the Operations Department,
tacks against agents and support staff, uncannily timed warnings to consisting of agents deployed to clients in order to profile, investi-
slashers, and political sabotage have forced VASCU agents to face gate and, when necessary, aid in bringing down serial killers and
the possibility they’ve been compromised. Worse, many VASCU slashers. Ops agents deal with the vicissitudes of the conspiracy’s
agents are starting to think the only reason they’re still around is rather mercenary approach to clients, and sometimes compete
because the FBI wants them to find Doctor Wintergreen, the miss- with one another for the choicest assignments.
ing pioneer who championed the Wintergreen Process. Agents are assigned to Field Liaison based on operational
Modern VASCU agents share a burden with their predeces- need or prior experience with the supernatural. This depart-
sors — their actions are restricted by the laws and regulations of the ment deals with other organizations like its front, the Vanguard
countries in which they operate. “I know he did it because I read Institute. Liaison’s agents build contact networks among other
his mind” won’t pass as evidence in most courts. This fosters an hunters to work with local cells in areas VASCU visits. These
atmosphere of cynicism mixed with frustration, as VASCU agents agents also trawl through such communities for potential recruits;
often believe themselves to be superior to other hunters. After all, the conspiracy is not above poaching conspirators suitable for the
they’ve managed to do what other conspiracies could not: tap into Wintergreen Process.
the power of the mind. Finally, the innocuously named Synergies & Market Growth
Of course, when it comes to dealing with monsters, the rules Potential takes up the darkest corner of VASCU’s organizational
don’t apply. New VASCU recruits are even taking their cues from chart. The name’s just another veneer; this department is dedicat-
other agencies such as Task Force: VALKYRIE or the Cheiron Group. ed to exploiting psychic potential for more than just tracking down
slashers in the wild. Synergies agents use their Teleinformatic
Hunters Endowments to conduct industrial espionage, sway politicians,
You were part of VASCU before the conspiracy went free- and dig out blackmail material VASCU can use to protect itself.
lance. So many dark secrets, so many cold truths you can’t tell The department justifies its operations through its outrageous
anyone after you signed all those ink-smeared documents. At the claims: Plenty of inhuman monsters dwell in the upper echelons
end of your first term of service, you signed on to work or you were of government and corporate power, and until mortals are back in
packed off to the bright new Vanguard Institute, with its sterile charge they’ll do what it takes to stop them.
Philadelphia headquarters and its new, international remit. You
remember your old buddies in the FBI, though, and the price Status
VASCU paid in blood, sweat, and tears. Status in VASCU is earned when the conspiracy’s goals are
The college recruiter had a funny look on her face when she met. For the time being, the conspiracy is less concerned about
read through your test results. Next thing you know, you were be- personal glory and is more focused on bigger initiatives — at least
ing offered a chance to join some hotshot bioengineering group until the Slasher epidemic ends.
with a serious pay package. Once you got to the Vanguard Institute, • When you signed up for VASCU, you didn’t know they’d
you were put through even weirder tests, and apparently, you’re run you through a series of tests for psychic aptitude you’d pass
psychic. Things can’t possibly get any stranger than this, right? with flying colors. Your new job scares the shit out of you, but
You’re an angry ex-pat who left your country after losing ev- you know this is the best place for you to hunt. Gain a free psychic-
erything you loved. It’s a cold rage, burning in your guts, and it related Skill Specialty in Occult.
won’t ever go away. You can’t get them back, not after the killer ••• You’ve been doing this for a while. You’ve traveled the
finished with them. VASCU offered a way to take that fury and world, worked with law enforcement and investigators across the
harness it, to steal something back from the killer and make it your globe, and have seen how the horrors of human atrocities are re-
own. You keep an eye on VASCU’s reports to glean news from peated time and time again. You’re hardened by what you’ve expe-
your homeland. One day, you’re going to tear that bastard’s mind rienced, and you’ve earned respect among those who matter. You
apart, thought by agonizing thought. gain a bonus dot of the Status Merit with the government or law
A career in law enforcement left you disillusioned. It was cor- enforcement agency of your choice.
ruption and brutality from top to bottom; you joined to serve and ••••• Few hunters understand what it’s like to get a bird’s-
protect, and instead you found out that bad apples filled the whole eye view of the Vigil on a global scale. You’ve seen and stopped in-
fucking barrel. Thing is, you were a damn good investigator — so numerable killers in more countries than you can count. You gain
good that VASCU’s recruiters were waiting to pounce when you the Tactical Insight Merit, whether you would normally qualify for
handed in your notice to the police chief. Retirement’s going to it or not. If you already have the Merit, you may reroll your dice
have to wait a little longer. pool when performing a Tactic once per session.

There is no mind we can’t unlock.


No secret we can’t find.

43
August 25, 2001, 3:55 P.M. The increasing commonality of high-speed
That dark day was the last time we saw internet let us talk easier, find each
Victor Cheng. He’d been one of us. Great other. The cybercafes became hubs, spokes
guy. Excellent with numbers. You’d be radiating outwards, that let us connect to
surprised how useful that is. Big data other hunters calling out in the dark. We
matters. With the right tools, you can tax- developed a system: 20-somethings in cor-
onomize anomalies, divine the correlation porate wear and teenagers in sweats, old
between disappearances in two counties, men with bleeding hearts, all slouching
even triangulate hot zones with only a behind encrypted VPNs, anonymous amid
0.0.25% margin of error. Our cell wasn’t — the cacophony of LAN games. Calling into
isn’t — very big, but with Victor’s help, we the worldwide void: Can anyone hear me?
made do. We kept Kuala Lumpur safe. Are you there?

But then Victor vanished. Throughout that time, I kept Victor’s


servers alive. There were reams of data
It should have been a routine hit. Like spooled tight as family secrets, acres
always, it was Victor who’d flagged the of untapped knowledge. I didn’t have the
first occurrence for investigation: a skir- knowledge to unravel them. Victor was the
mish in Petaling Street that ended with a computer whiz; I was the homebrew demoli-
mamak owner being bitten. The local rags tionist. But I might one day.
joked about zombies, but we knew better.
We’d seen this before. August 25, 2006, 3:55 P.M.

Twenty-five confirmed incidents over I sat down at Victor’s computer and


a two-week period. Five sightings of a trudged through his archives, hoping I’d
bipedal rat thing skulking in the back al- find something, anything. An explanation
leys. Our cell was discreet. We didn’t go in as to what happened to my brother, a lode
guns blazing. Instead, we tightened a slow of information, a string of cryptographed
noose, applying cunning and poison where jokes. Anything that might offer a sense
necessary, thinning food supplies. A month of connection.
later, we were ready, having pushed our And I did.
quarry into Lok Ann Hotel. J-O-H-N, my name spelled in ASCII
It should have been cut and dry. Nine drawings.
fully equipped hunters, with a back-up F-I-N-D M-E.
team of recruits. Clearance to investigate
the building without interference from •••
civilians. The enemies went down quick in August 28, 2011, 12:05 P.M.
spumes of gore and gristle. They were rats
Alone, I went to the coordinates Victor
the length of your forearm. Chimerical
provided, arms laden with what he’d asked
monstrosities. Wet and squirming new-
for: the polished femur of a werewolf we’d
borns, toothless but still ravenous.
saved from a hunt, frangipani petals,
It should have ended there. But as we slivers and squares of gleaming metal. It
made a final sweep of the perimeter, the was a risk. I knew that. Nine out of ten
air sharpened with the reek of salt, and chance it was a trap. But it could also have
reality became a muzzle flash at point- been Victor and I wasn’t about to throw
blank range. When the incandescence that away.
burned itself into an afterimage, Victor
I set the stash down at the mouth of the
was gone.
river, the sun transforming the jungle to
••• emerald, and waited. Fifteen minutes af-
In the five years following Victor’s ter noon, he said.
disappearance, our numbers exploded. Right on schedule, the air flashed
Kuala Lumpur was sectioned into quad- white. When I reopened my eyes, my offer-
rants, each monitored by multiple cells. ings were gone.
••• later that year. It was amiable, a mutual
I married a civilian earlier this year: decision negotiated over several nights of
Anita Lau, an anesthesiologist I’d met by cheap wine. I gave her the house but kept
while recovering from a botched sting. the car. An aging hunter needs to stay
Things were getting bad in Kuala Lumpur. mobile. When she moved out, Anita asked me
Bad everywhere. There were more hunters if I had anything to add, a eulogy for what
every year, more dead bodies, more amber- we’d had.
eyed girls with hair that hissed and whis- I said nothing.
pered, more toyols, more stories of people But the truth was that I wanted to tell
dead, dying, and dismembered. her I was grateful, that I was thankful
Maybe that’s why I married her so she’d walk away. The Vigil is a promise. To
quickly. She was kind, quiet, competent. uphold the Vigil is to uphold the promise
Not once did she ask me about the scars you’ll fight the supernatural. Even if it
intaglioed on my skin, or why my arm had costs you everything.
been broken so many times, or who were the Having said that, I’d sooner die than
people who’d sometimes come to our door, see her name on a headstone.
smelling of coal and blood. Anita under-
stood I had a responsibility. She never •••
asked what. August 25, 2016, 3:55 P.M.
August 25, 2011, 3:55 P.M. I knew before Victor wrote the words
I sat down at the desk Victor once that something was coming. Something big.
ruled, its surface still littered with junk. Something that smelled like the monsoon
As I dug into the repositories of his hard boiling over the city, warm, wet, reeking
drive, the screen flickered: of burnt ozone. The forums teemed with ru-
mors. Indonesia and Australia, both over-
J-O-H-N, my name written again in run with ghost stories, myths that bled
quivering block letters. over into the cities. Coyotes with human
A-G-A-I-N. eyes, men and women who chittered like
••• spiders, smiling. Always smiling. No one
knew if any of it was real, or if it was just
This time, his directions led me to the result of living our lives on subforums
Mount Tahan. At the top the highest peak haunted by fuckers who couldn’t tell fic-
of the peninsula, I set down the items he’d tion from fact.
asked for: bottles of bone dust, petrified
entrails, the victuals of necromancy. Coming back, Victor wrote across my
search bar. So many things to show you.
Again, the air roared white.
Fifteen years, I kept the secret of
And again, my offerings vanished. Victor’s messages. Waiting, hoping that it
Somewhere, my brother was fighting was my brother and not some ghost in the
something I could not see. machine, praying that I hadn’t outfitted a
demon for escape. Next year, we’ll find out
•••
if my gamble paid off. There was still time
August 25, 2014, 3:55 P.M. to tell someone, prepare contingencies,
His message was different this time, but even if something that looked, talked,
more refined. No more ASCII text. Instead, and walked like Victor Cheng emerged into
he wrote two words in a Google document I the light on the next anniversary, I knew
had open: Be ready. precisely what my peers would do.
There were no coordinates this time, So, heart banging against my ribs, I
no list to fulfill. Be ready. That was all wrote instead: Where?
he had to tell me. Anita would divorce me
A hunter stands between the people they want to protect and
the monsters threatening their safety. You toe the line, knowing
your life is at risk, because you made a vow. Night after night, you
step into the darkness to track down the enemy. If you are very
lucky, you deal with the threat and tie up loose ends before the
sun rises. If you’re still in one piece, you’ll patch yourself up,
get some rest, and prepare for your next hunt — tomorrow, the
next night, or the night after that.
You call yourself a “hunter” because you’ve pledged to up-
hold the Vigil. You don’t get the luxury of a vacation or a day
off. The Vigil is a commitment that requires dedication, sheer
willpower, and bravery. You, along with your fellow hunters,
are taking a stand against the supernatural. Maybe you’re con-
vinced one day you’ll win the fight. Maybe you’re aware you
won’t. The Vigil doesn’t care about how you feel, what you
know, or what you stand to lose.
Every secret you glean is another bullet in your gun. Every
mystery you unravel makes the enemy vulnerable. It’s your job,
after all. You are a hunter. You will not back down from a
fight, not even when you’re staring into the cold, soulless eyes
of death itself.
Will you light a candle? Will you be the hunter your friends
need you to be? Will you help battle the encroaching darkness and
force the shadows to retreat?
Time to find out.

Preparing
to Hunt
The Chronicles of Darkness are filled with horrors that lunge
at mortals from the shadows, kidnap victims in broad daylight,
and plot elaborate schemes to wield power over human societ-
ies. Hunters know this to be true, because they’ve had an en-
counter with the supernatural and somehow, in some way, sur-
vived. Now, they’ve pledged to uphold the Vigil by committing
themselves — in body, mind, and heart — to the hunt.
In Hunter: The Vigil Second Edition, hunters are as-
sumed to be competent hunters with a few hunts under their
belt. Hunters have also figured out how to team up with others
by forming a cell, joining a compact, or pledging membership to a
conspiracy. Some hunters might hold status in their hunter orga-
nization or have figured out how to balance the demands of their
day job with those of the hunt. “Light thinks it travels
Hunters are different from other mortal characters because faster than anything but
the needs of the Vigil often eclipse their foothold in society. The it is wrong. No matter how
choices a player makes when they create a hunter will reflect fast light travels, it finds
how they’ve dealt with changing priorities while retaining one
the darkness has always
foot in their day-to-day life. A priest who joins the Long Night
might switch parishes to accommodate their erratic schedule. A got there first, and is
former celebrity might avoid the limelight until they can figure waiting for it.”
out how to use their fame to their advantage. A teacher might
take a sabbatical, transfer schools, or switch jobs altogether. —Terry Pratchett, Reaper Man
CHAPTER TWO: FLICKERING CANDLES

protect don’t believe monsters are real. Most hunters know


that upholding the Vigil is often costly. Sometimes, even a
FOR THE PLAYER: “thank you” can be hard to come by.
A HUNTER’S PRELUDE Many hunters join a compact or conspiracy to collect a
paycheck or benefit from a pool of shared resources. Despite
Every hunter remembers what it this, most hunters still have day jobs where they collect a sal-
was like before they made a ary and remain tied to the people they’re trying like hell to
commitment to uphold the Vigil. protect. Listed here are 10 sample recommendations you can
This, in game terms, is called a use to create a hunter. Each job offers a way to make money
“prelude.” If this is something
you or your group wants to do, and a potential benefit that can be used to study, track, or
you have two options. First, capture the enemy.
you can play through your When reviewing professions, think about what type of
prelude by building characters character and game you want to play. Your hunter’s day job
and playing a chronicle with might influence which hunter organization you choose. A
the Chronicles of Darkness core compact like The Union, for example, would be thrilled to
rulebook. Second, you can play have a mechanic on hand, whereas the conspiracy Council
a prelude in Hunter as a tier- of Bones may be more inclined to welcome a freelancer or
one hunter in a cell. Some rules occultist into their ranks.
adjustments may be required
if you prefer to use this • Academic: People who work in academia often have
book instead of Chronicles of access to papers, books, peer research, and relics
Darkness, so be sure to discuss others may not. Depending upon what job the hunter
options with your Storyteller has, they may be able to spend time away acquiring
before your chronicle begins. new materials for an archive or take a sabbatical.

• Business Professional: White-collar workers


While your hunter could pack up and abandon their old who show up from nine to five may not have the
life, their ties to other people keep them grounded and re- flexibility other jobs do but can be great for a steady
mind them what they’re fighting for. Sacrificing everything paycheck and office gossip. Often, stellar business
to hunt the enemy has a drastic impact on a hunter’s psyche, professionals are chosen by compacts because of their
and the fewer connections they have, the harder it is for ability to navigate office politics and their expertise
them to make the right choices. in their chosen field.
As you read about hunter society and the types of hunt- • Criminal: From gang members to petty thugs, con
ers you can play, think about what life your character led artists, and thieves, hunters sometimes begrudgingly
before they encountered the supernatural. Were they a pro- look to criminals to help them out in a pinch. Being
grammer who blogged at night about urban legends? Were a criminal in Hunter can be challenging in a cell of
they a stay-at-home parent who volunteered at the local fire do-gooders, however, so be sure to talk to your group
department? What types of hobbies did they have? Did they beforehand.
go to church regularly? Volunteer at an animal shelter? Most
people aren’t defined by their day job; they are shaped by • Detective: Investigative skills are crucial to the hunt,
their actions and role in their community. You’ll also be and detectives have a knack for tracking down leads
required to identify their connection to the world they’re and opening cold cases for information. Police
trying to save, so think about who your hunter loves and detectives also have an “in” with law enforcement,
trusts, too. while independent detectives have more freedom to
Who your character was prior to becoming a hunter get the job done.
doesn’t negatively impact their ability to uphold the Vigil. In
Hunter: The Vigil Second Edition, anyone can be a hunter • Doctor: Medical professionals are crucial in Hunter,
— there are no barriers or entrance exams preventing some- because they can provide medical treatment without
one from tracking down the supernatural. All you need to forcing hunters to fill out paperwork that might
become a hunter is the willingness to take a stand knowing raise eyebrows. Doctors are also familiar with what
your fight never ends. it means to pledge their lives to the greater good, via
the Hippocratic Oath.
Hunter Backgrounds • Freelancer: The benefit of being a freelancer is
Hunters are people who pay their bills, buy groceries, a flexible schedule and the ability to work from
and maintain their apartments. The Vigil is expensive to anywhere, at any time. The downsides range from
maintain, because most hunters aren’t being rewarded for getting paid on time to finding fulfilling assignments.
eliminating a threat. After all, the people they’re fighting to Freelancers can be great hunters because networking
48
Preparing to Hunt

is part of their day job, so they know how to ask the • Religious Leader: Faith is important in the world of
right questions when needed. Hunter. All hunters, whether they’re religious, spiritual,
or atheist, believe in something. The religious leader has a
• Journalist: Journalists come in a variety of shapes deep connection to their faith and the community they
and sizes and write everything from gut-wrenching serve. Practitioners include imams, ministers, priests,
feel-good articles to hard-hitting features. Some may shamans, rabbis, shepherds, and many more.
work at newspapers, while others blog from home to
cover the news from day to day. Their value is often • Scientist: Scientists are familiar with the unexplained.
measured by how many connections they have — and Their purpose is to test, research, hypothesize, and study
how much they can spin the truth. what they don’t know in their field, whether that’s
figuring out ways to increase the production of grain or
• Mechanic: Every hunter has equipment that will identifying the reason why a cryptid’s blood was green.
break down sooner or later. A gun gets jammed, a Scientists also ground the hunt in analysis and, often,
car’s brakes go bad, a two-way radio is on the fritz. find inventive weaknesses a monster might possess.
Mechanics can operate out of a garage or vehicle
they own or rent. Some mechanics might even work Want to get started playing Hunter? If you prefer to play
at an old junkyard — the perfect place to set up a in a tierone chronicle, flip to Chapter 3: Character Creation
command center when needed or find dated parts. on p. XX. Additional professional backgrounds are listed on
p. XX.
• Occultist: Modern occultists, in a post-new-age world, Not sure just yet? Read on for a brief overview of equip-
tend to linger on forums and in private channels ment followed by cells, compacts, and conspiracies. Then,
discussing auspicious signs, strange phenomena, check out tier-two and tier-three hunter organizations in
and tools of the trade. Usually, occultists don’t Chapter 1: Compacts and Conspiracies on p. XX.
“just” uncover the secrets of the supernatural; this,
however, is the exception rather than the rule. When Tools and Equipment
choosing an occultist, think of them as an “expert”
in their area of study. Combat-heavy Hunter chronicles force hunters to think
creatively and improvise with the tools and equipment they
have on hand. Whether they’re stocking up on tripwires or
49
CHAPTER TWO: FLICKERING CANDLES

not, hunters typically have an array of weapons they’ll use to an exorcism, then it’s just a matter of time before a cell finds
threaten or kill the enemy. the right one.
Hunters require access to weapons to uphold the Vigil.

Hunter Society
How many guns, knives, and bullets they acquire from night
to night will depend upon what resources they can safely
tap into without fear of being caught or arrested. A hunter
who owns a gun range will have more armaments than some- Hunters often start fighting monsters because someone
one who works part time at one, for example. If that part they knew got hurt and they want payback. At some point,
timer gets reported, a cop isn’t going to buy a wild story that they’ll decide whether they can commit to the Vigil. Once
they’re only trying to kill a thing with glistening fangs and they do, there’s no going back. Once you pledge to uphold
sharp claws. the Vigil, you will always be a hunter.
Many hunters join a compact or conspiracy because they Hunters often whisper that the Vigil isn’t just a promise
realize hunter organizations have more weapons than they — it’s a curse that tears you up inside and spits your heart
could acquire or maintain on their own. Often, members out. If you’re not careful, if you don’t remember to celebrate
don’t realize that the access to greater resources comes with the small wins and forget your losses as best you can, you
a price: Hunters are expected to perform according to the could lose yourself to the hunt. Every back alley, basement,
needs of their group. When they do, they gain status. When or cemetery you see becomes a potential battleground where
they don’t? Every move they make is put under scrutiny. For you’ll fight the enemy. If not this night, you grimly think, it’ll
this reason, some hunters avoid having anyone look over only be a matter of time before you will.
their shoulder, and partner with other cells or individual The emotional burden of upholding the Vigil is not
hunters who have what they need. something hunters can easily bear, because they must keep
Savvy hunters partner with others to improvise equip- their job a secret. Humankind is either unaware or inten-
ment, build traps, and scope out sites to locate the entranc- tionally ignorant of the horrors that surround, threaten, and
es and exits. Some rely heavily on their professional back- prey upon them. What’s more, hunters are often the first
ground — especially if they’re a member of law enforcement, suspects in a sketchy murder investigation. That unusual bite
freelance security, or the military — to plan an ambush. mark? Can’t be supernatural. There must be an explanation,
Others possess encyclopedic knowledge of the supernatural after all.
and help pinpoint a monster’s strengths and weaknesses. Most people either won’t believe monsters are real or
Lone hunters who favor a gun over a book often find they’re don’t want to know they are. At least, not until they encoun-
not as effective as groups of hunters who share knowledge, ter the supernatural and they’re willing to accept the truth.
resources, and tactics. Groups of hunters, called “cells” in Hunters don’t have the luxury of being skeptics. They know
hunter society, excel because their burdens and costs are the enemy is real, they understand most people won’t call
shared among members. them heroes or realize somebody saved their lives, and they
Experienced hunters know the difference between win- hunt monsters anyway. Often, hunters feel more comfort-
ning and losing isn’t a well-timed bullet — it’s information. able in the company of other hunters because they don’t
Data, firsthand accounts, and lore can be gleaned from books have to hide this part of their lives.
in the library or online, but also through a hunter’s social The global community of hunters forms a society that is
network. Sometimes, having a friend in an unusual place, like split into three types of groups: cells, compacts, and conspir-
an independent bookstore, university department, or even a acies. In Hunter terms, each aspect of society is its own tier
church rectory, helps a hunter cover their bases and ensure or distinct style of gameplay. As a rule of thumb, the higher
they’re not just searching for intel on the internet all day, the tier, the more resources and knowledge of the supernatu-
every day. Other times, these networks aren’t tucked away in ral the players will have — in addition to a greater emphasis
a business, university, or house of worship. Regular custom- on conspiracy-related politics and a higher threat level.

Tier One: Hunter Cells


ers in a coffee house might know more than they’re letting
on about a businessman who never takes off his sunglasses.
A knitting circle might gossip about what really happened A hunter cell is a small unit of like-minded hunters
to the mayor that fateful night. A co-ed basketball team that who fight together night after night. Typically, three to five
plays in the park might shiver whenever that human-seeming hunters pool their resources and expertise for the benefit
creature walks by. of the cell.
In addition to weapons and information, hunters often All hunters fight in a cell, but not every cell is consid-
work with occultists and collectors who specialize in the su- ered a tier-one group. A tier-one cell operates on a local level
pernatural. This aspect of the hunt can generate more frus- with limited knowledge of the supernatural. Usually, a cell
tration than facts, because occult materials are often rife with watches out for other people in their neighborhood and
dated perspectives, myths and folklore, conspiracy theories, patrols each night to ensure no monsters infringe on their
and disinformation. If a hunter can get past the 27 different turf. That does not mean cells are restricted to hunting the
versions of how to perform an exorcism, they might find the enemy in a small area. A cell might investigate a sighting in a
one that works. Once they know a demon can be affected by
50
Hunter Society

different town, track a monster from their suburb to a bigger


city, or take a road trip to research a cold case.
Forming a Cell
At tier one, chronicles tend to be grittier and more im- A typical hunter cell is composed of three to five people.
mediate. One cell can’t possibly possess the resources re- New cells often draw less-experienced hunters who are just
quired to eliminate every monster. What they do have, how- starting to learn about the supernatural. Cell creation typi-
ever, is the mobility to deal with emergencies and immediate cally occurs when:
threats. Their view of hunter society, the supernatural, and • A veteran hunter is actively recruiting other hunters
the Vigil is limited by what they encounter firsthand as a to fight a specific threat.
group. Sometimes, this means a cell will be forced to make
the tough call no one else wants to. Do they set a trapped • One or more veteran hunters have left an existing
monster on fire knowing there are witnesses nearby? Or, cell.
do they let that human-seeming fake go free until nobody’s
watching? • A worried neighbor, friend, or loved one asks for
help without realizing what they’re up against.
With no one to answer to, a tier-one cell calls the shots.
If hunters have a falling out, then the cell falls apart, and • A hunter seeks peers to replace fallen or missing
they must look for a new one or abandon the Vigil knowing friends and rebuild their cell.
what’s out there. Most well-populated cities contain dozens
of hunter cells that protect the streets when no one else is • A member of law enforcement seeks outside help to
watching. A cell can become so fixated on dealing with “its” close a case.
problem, it often operates without knowing another cell is
tracking a different monster just one block over. • A family who lost a loved one decides to hunt
Each cell’s mobility is hampered by the larger pattern of together.
supernatural activity they cannot see. Their lack of knowl- • A hunter (or cell) wants to pass on what they’ve
edge and resources hurts them where it counts. Many cells learned.
form, fight, and then fall apart within months if they’re not
careful. The physical risks hunters take pale in comparison • An existing group (gang, patrol, team, etc.)
to the psychological and emotional toll on their psyche, accidentally crosses paths with the enemy.
which often results in behavioral quirks or unhealthy hab-
The size and composition of a cell can fluctuate over
its that, if left untended, can lead to trauma and self-harm.
time for multiple reasons. Some hunters have obligations
Some hunters are aware of the risks and become obsessed
to their family or career they can’t ignore. Other members
with self-discipline to reduce the Vigil’s heavy toll.
leave after they’re seriously injured to piece themselves back
While outsiders may not notice why a hunter always sits together. More than a few hunters have unfinished business
near an exit or why they make sure their phone is charged they must deal with before it’s too late. Absences in a cell
and handy, those closest to them will eventually notice any used to operating with four people can be catastrophic; one
change in their behavior. Unless hunters are extremely care- fewer expert shot, driver, or medic leaves a hole the cell must
ful, their personal relationships may become strained or try to fill. Most cells are always on the lookout for other like-
even broken. Some worried family members might even call ly recruits.
a doctor or therapist on their behalf, and unwittingly share
details hunters prefer to keep secret. Sometimes, cells can Strengths and Weaknesses
also draw unwanted attention from local law enforcement, The primary strength of a hunter cell is its size — with
rival cells, or rogue hunters just by scoping out a haunt, too. only a handful of members, the team is stealthy and agile,
Hunters who survive multiple confrontations with the able to react to changing situations quickly, take action, then
enemy will sometimes take a break and put the Vigil on blend back into the crowd. If they are careful and keep their
pause. They know what novice hunters don’t: When you’re numbers small, cells can operate invisibly for a very long
always fighting, you sometimes forget who you’re fighting time, avoiding notice until they are ready to strike. By draw-
for. Hunters who return to their everyday lives, hoping to ing on the individual skills and resources of their members
forget what horrors they’ve faced, have a hard time readjust- and using their wits, the cell is self-contained, self-reliant
ing simply because they know that peace is an illusion. There and, with time and experience, can become extremely ef-
are more monsters emerging from the shadows than hunters fective. Some cells can survive for years simply because they
realize, and their ignorance is not bliss — it’s deadly. The learned how to pick the right people, plan their hunts, and
Vigil once required dedicated hunters, but now? When the when to walk away.
stakes are higher? Every hunter has a part to play in the fight A cell’s small size is also its number one drawback.
against the supernatural. Members of tier-one cells know Its operations are limited to the availability, resources and
that better than most, because when a fight breaks out on skills of its members, and it’s difficult to replace losses
their turf, they’re the first hunters at the scene. quickly. The members of the cell have no one to turn to in
a crisis except one another, and no safety net in the event

51
CHAPTER TWO: FLICKERING CANDLES

things go catastrophically wrong. These shortcomings are more success on the streets. Before long, multiple cells are
the primary factor in driving hunters to band together given orders to ensure they’re not tripping over each other
when possible by taking on hunts with other cells, or by and they’re more effective on the hunt. Together, these cells
joining a compact or conspiracy. form a compact.

Tier Two: Hunter


A tier-two chronicle broadens the scope of the hunt
to cover more ground, offer more resources, and explore a
Compacts greater view of the supernatural to reveal patterns or predict
the enemy’s behavior. Hunter compacts are more capable
Many hunter compacts take shape by starting out as a than a single cell because they have a longer reach; a com-
collection of isolated cells that come together to pursue the pact tends to operate in a major metropolitan area or entire
Vigil on a larger scale. Cells facing a common enemy or an region and has the means to keep their operations running
increased threat level across vast distances often pool their smoothly and their hunters well-equipped. Most compacts,
knowledge and resources for a shared purpose. Over time, like SWORN, the Union, and Null Mysteriis, have set up
an elaborate network of contacts forms to support their goal. localized chapters in different parts of the world, as well as
Greater numbers and more resources often lead hunters to private forums and chatrooms to facilitate communication.
Larger cities and metropolitan areas offer many op-
portunities for compacts to set up shop. Most compacts
place a representative or cell in a city that doesn’t have a
KEEPING THE VIGIL satellite office to ensure they’re receiving reports of super-
SECRET IN AN natural activity in that area. These hunters are free to form
alliances with other compact members and chip in when
INTERNET AGE necessary. Sometimes, a compact member might even lend
Chat rooms, private work a hand to a cell without ever revealing which organization
groups, email, forums, etc. they’re working for.
have proven to be effective While rivalries, turf wars, and bitter feuds do affect
tools for cells, compacts, and hunters in their communities, most compacts discourage
conspiracies. Not only do they disagreements. Hunters understand this in theory, but have
help facilitate communication, a hard time wrapping their minds around conflicting orders
privacy-related apps can help during a hunt. Null Mysteriis wants to keep that werecroco-
hunters retain some peace of dile alive, while The Union doesn’t. The Loyalists of Thule
mind. Unfortunately, some
steer clear of that person who seems possessed, while The
hunters forget that. An email
can be copied and posted. A file Long Night wants to perform an exorcism they’re not sure
can be downloaded and shared. An will work. When the stakes are high and tension increases,
anonymous query from a worried hunters often bicker. If they’re not very, very careful, the
victim could have been sent by enemy will pick up on their differences and use them to
the enemy. their advantage.
Despite the likelihood that a Philosophical disagreements aside, hunter compacts
hunter’s data will be leaked, have what many new hunters need: resources, lore, and
most groups don’t worry about skilled veterans who’ve spent more time in the field than
the occasional file share. their other members have. Experienced hunters prefer the
Fortunately, the internet is rife camaraderie of other hunters, and compact sub-groups pro-
with misinformation and hunters vide a framework to connect with other, likeminded hunt-
often joke that undeniable ers. Though cells don’t always have to be compact-centric,
proof of the supernatural is many hunters find it’s easier to hunt monsters when your
just a few search terms away. cellmates have the same view of the Code or answer to the
Savvy hunters are extremely same authority. Cells don’t get to make decisions the same
careful not to share anything
they wouldn’t want repeated way a tier-two group might. Sometimes, a cell is ordered to
online, while others are too grab extra supplies, free a kidnapped hunter, help another
paranoid to conduct hunter friendly cell, retrieve a Bygone, etc.
business in a public forum. Still, hunters know organization leaders have a plan to
Most groups ensure that at which they’re not always privy. Tier-two hunters are far less
least one member of their cell, concerned about hidden agendas than tier-three hunters,
compact, or conspiracy knows however. Compacts might want to explore a new area or
how to protect their identities expose a group of monsters, but they’re not big or power-
and data lest they fall into ful enough to treat the supernatural as their plaything. For
the enemy’s claws.
security reasons, most compacts prefer their agendas to re-
main secret, and sometimes that doesn’t sit well with other
52
Hunter Society

hunters — but not because they’ve changed their minds Unlike cells, compacts typically recruit members with a
about the enemy. Though hunters treat the monsters as few hunts under their belt. While new hunters can join a
“them” and people as “us,” people still abuse power, com- compact, they don’t have a grip on how they feel about other
mit crimes, and hurt others. When someone steps out of hunters. After all, there’s nothing worse than joining a com-
line, leaves, or is thrown out of the compact, members want pact and getting stuck hunting with people you can’t stand.
to know what happened — especially if that someone turns Compacts form when:
out to be the enemy.
• A group of hunters from different cells band together
Hunter compacts don’t have the same longevity con- to fight a specific threat.
spiracies do, but last far longer than an individual cell or
alliance. The main reason they don’t stick around is because • A group of hunters splits off from another compact
compacts aren’t thinking long term. Most tier-two groups for ideological reasons.
don’t plan their futures, simply because they don’t have time
to. For every enemy they put down, two more pop up. For • A community or organization needs more hunters
every hunter they lose, more time must be spent recruiting than it currently has.
and training their replacement. Additionally, they must deal
with group politics, cell dynamics, economic downturns, and • Tier-one cells hunt together on a regular basis.
a host of other problems. • Tier-one cells start pooling their resources together.
Forming a Compact • Hunters in an existing organization or community
Hunter compacts are often formed out of necessity. decide to formalize their activities.
There is no minimum or maximum number of cells required
to form or maintain a compact. If a new compact is created • Hunters attracted to a specific philosophy or spiritual
with two cells, however, the hunters should be expected to belief want to apply those precepts to the Vigil.
handle threats in a larger region while recruiting more cells The compact’s approach to the Vigil is often a decid-
to join their ranks. Compacts typically boast between 50 and ing factor for new members, and it’s one that shouldn’t
200 members. be ignored. Compact leaders are aware of this, too, and

53
CHAPTER TWO: FLICKERING CANDLES

occasionally allow hunters to shadow existing cells for the these problems combine, they can expose a compact’s exis-
purposes of recruitment. Sometimes, the more secretive tence and get it mislabeled as a threat to the very people
compacts, like the Loyalists of Thule and Null Mysteriis, will they’re trying to save. Every time a cell gets arrested or dis-
help in a fight to gauge whether or not hunters have what it bands because their loved ones were slaughtered by the en-
takes to join them. emy, Network Zero sends out a reminder: Yes, we still be-
lieve the supernatural should be exposed. Just don’t forget to
Strengths and Weaknesses watch your back, too.
The strengths of joining a compact are the money, infor- Though compacts don’t suffer the same bureaucratic
mation, and ammunition it provides and the hunters who’ll nightmares conspiracies do, they are run by people who
pitch in when needed. While compacts don’t have infinite often disagree. Those arguments often start small. Maybe
resources, they give gear, finances, medical assistance, and a cell shouldn’t have been given that much ammo. Maybe
lore to their hunters. Some have deep connections to law they should’ve told a hunter more about the slasher they
enforcement and political figures and will leverage those re- were tracking down. Maybe they should close ranks and stop
lationships should a hunter face jail time. Most own or rent recruiting members for a while. If they’re not careful, bick-
a safe house hunters can use when they’re on the run, and ering can negatively impact the group. Some hunters will
help cells connect with one another if they need help or have abandon their compact and join a different one or worse —
to lay low. resort to sabotage. Others might form a new faction within
Compacts do tend to be picky, however, and will often the compact, rally other members to take a side, or wage an
favor cells over a lone hunter. Some also care about their internal war.
members’ loyalty and activities outside of the hunt. The Compacts also suffer from a lack of communication and
Union, for example, doesn’t peer into their hunters’ lives camaraderie. Their operations are spread out over a larger
provided they show up when called. The Long Night won’t area, and no leaders can possibly know what their members
double check to make sure their hunters show up to church are doing from night to night. While the Vigil demands sac-
every Sunday, either, but unlike The Union they expect their rifice, hunters still have lives. They still possess wants and
hunters to represent their faith. Some hunters feel a com- needs that eclipse hunting monsters. Sometimes, hunters
pact’s expectations are a strength, because they have an au- want to have a say in how their compact approaches the
thority to whom they report. Others see their oversight as a Vigil, raises funds, treats its members, and archives its infor-
weakness, and often resent criticism — especially if they’re mation. Compacts, like any other human-led organization,
asking for help to clean up a monster’s mess. change over time for different reasons. Just like any corpo-
Most hunters rely on compacts for more information rate stooge or politician, members can abuse their power,
about the supernatural. Lore, whether that’s gained from ex- resort to corruption, or execute secret agendas that hurt the
perience, books, and footage or not, is crucial to knowing compact and its role in the Vigil.
where to fire and when. Hunters are acutely aware that cells

Tier Three:
who get cocky wind up missing or dead, and often need veri-
fied data drawn from painstaking research. Compacts under-

Hunter
stand how valuable good intel can be, but they struggle to sift
fact from fiction. Many supernatural creatures are described

Conspiracies
as urban legends, fairy tales, or myths because most people
don’t know (or refuse to believe) they’re real.
The lack of factual details to which hunters have access
is a problem for cells, compacts, and conspiracies. Hunters Hunter conspiracies are influential and well-financed
have a challenging time classifying monsters, because they’re hunter organizations capable of challenging the world’s
not sure of the best way to do that. Are all living and un- monsters on an even footing. Many are far older than any ex-
dead blood drinkers vampires? Are all shapeshifters a type isting compact, and surviving conspiracies tend to be longer-
of werecreature? Once they answer those questions, hunters lived than any other hunter group. While cells operate on
must figure out how many types there are, their strengths the ground and compacts in the shadows, conspiracies move
and weaknesses, and where they live. The second a cell en- behind the scenes to install members in foreign and domes-
counters a monster whose attributes and behavior don’t add tic governments to keep one eye on politics and the other
up to what they already know, they question the facts they’ve on the supernatural. In general, conspiracies know the most
gathered. At best, hunters are guessing how to confront the about the supernatural denizens who linger in the world, but
supernatural. When they win, they cheer. When they lose, even so, they don’t know everything.
their compact helps them pick up the pieces. Conspiracy leaders pride themselves on their organi-
Compacts do possess a weakness: their size. The more zations’ legacies. What a conspiracy believes is worthy of
members they have, the greater the risks. Information leaks. remembering differs from group to group. The Ascending
Identities can be shared. A poorly executed hunt can cause Ones prize their ingenuity to adapt ancient traditions to a
casualties and property damage. Hunters can go rogue. changing world. The Children of the Seventh Generation
Worse: some monsters can pretend to be hunters. When are grateful they aren’t following in the footsteps of their
54
Tier Three: Hunter Conspiracies

infernal ancestor. The Council of Bones holds ceremonies


to honor the dead they’ve helped. While their perspective
helps shape the conspiracy’s approach to its members, it also THE CHEIRON
speaks to what each conspiracy values. The Ascending Ones GROUP EXPOSED
value the ability to remain self-sufficient, the Lucifuge cares
what its hunters do from night to night, and the Council of Recently, hunters have begun
Bones concerns itself with dead victims to set things right. to realize conspiracies often
Tier-three groups regard the supernatural as a tool that intentionally keep their
can be wielded against the enemy. Each conspiracy has its
members — and each other — in the
dark as much as possible. One
own methods, secrets, Endowments, and hands-on resources such conspiracy is the Cheiron
to better equip hunters — or so they tell themselves. While Group who, up until a few years
compacts care most about hunting monsters and helping ago, was believed to have been
humanity, conspiracies possess long-term agendas. Each con- founded in Europe in 1904. While
spiracy wants something. The Cheiron Group blends capital- Edward Barrett did own a small
ism with monster hunting. The Malleus Maleficarum judges pharmaceutical company and
who is and isn’t an “agent of darkness” — including mortals. did operate under the Cheiron
Task Force: VALKYRIE patriotically fights for all Americans Group name, the conspiracy has
to keep them safe from ENEs. been using different aliases
for centuries. One of these
While compacts tend to focus on eliminating threats,
aliases, the Acheron Shipping
conspiracies do so much more. Hunters are tasked to carry & Trading Guild, operated under
out short-term missions like acquiring resources, pursuing that company moniker for well
an enemy, or researching a location. Long-term goals entail over 300 years. This revelation
spying; public relations; forming relationships with political, has led other hunters to
commercial, and community leaders; and sourcing funds wonder what else the Cheiron
for expensive equipment. Often, conspiracies expect hunt- Group is hiding, and if other
ers to remain obedient. Hunters might be told to spy on conspiracies have used the
specific targets, unaware to whom (or what) they’re listening; same tactic to obscure their
some are even ordered to infiltrate other cells in the spirit of presence over time.
friendly competition.
Of course, hunters do ask questions. Conspiracies skirt
the law as much as they can, because they prioritize their investigative aspects of the hunt or performing tasks to im-
activities in the name of the Vigil. Sometimes, the law makes prove and maintain their status within the conspiracy.
hunting monsters that much harder. If a conspiracy can’t ac- Typically, a conspiracy forms when:
cess a private library they know belonged to a vampire, their

A powerful financial, religious, or political
hunters are forced to break in and steal books. If they can’t
organization creates one.
sway an up-and-coming politician to their point of view, they
might blackmail or bribe that senator to get their way. • A compact significantly expands their operations.
Should hunters start asking questions, they quickly
realize conspiracies are far from the upstanding, innocent • The remnants of several compacts are reformed to
groups they’ll profess to be. become a conspiracy.

Forming a Conspiracy • A once-defunct conspiracy is revived.

Hunter conspiracies take months, if not years, to form. • Multiple cells knowledgeable about the supernatural
Their operations require more funding than compacts do band together.
because wealth takes time to accumulate. Conspiracies boast The creation of a conspiracy can follow the same trajec-
their membership is high, but numbers can fluctuate from as tory a large corporation with satellite offices does — but not
little as 500 to as high as 10,000 hunters worldwide. Those always. Unlike most conglomerates, hunter conspiracies
figures include personnel who never step out into the field operate in the shadows. Some, like the Cheiron Group,
and are only marginally aware of what threats hunters face. Ascending Ones, Task Force: VALKYRIE, and Malleus
Most conspiracies are careful to not assign all available Maleficarum, benefit from having one or more public
hunters to investigate known encounters and prioritize cases faces. The Lucifuge and Council of Bones don’t have that
to ensure they’re not taxing members and exposing their luxury, however, and recognize that puts them at greater
operation to the enemy. For this reason, approximately 100 risk of exposure.
to 300 hunters are assigned to active cases worldwide from A public face offers many benefits and some drawbacks
night to night. When they’re not in the field tracking down depending upon the group’s financial needs. Most conspira-
a monster, conspiracy members spend their nights on the cies require a stream of income to benefit hunters and keep
55
CHAPTER TWO: FLICKERING CANDLES

the lights on. When a conspiracy doesn’t have regular fund- a short-lived hunter compact will form out of necessity to
ing, members are often stuck footing the bill. For some hunt- deal with a terrifying and unusual threat that wipes out half
ers, that’s not a problem because their weapons of choice its members. Other times, a hunter compact suffers simply
are their supernatural gifts and they’ve partnered with other because their very existence intimidates politicians and citi-
cellmates who do have access to more resources. zens who either don’t know the supernatural is real or have
been infiltrated by monsters who want to keep their presence
Strengths and Weaknesses a secret.
Most strengths conspiracies offer are tangible: medi- The Vigil is not a modern concept. Monsters have
cal services, intellectual assets, safe houses, connections, prowled in the shadows since time immemorial preying on
etc. Increased threat levels often demand greater firepower; mortals. Brave and desperate people have walked out of the
when a city is in danger, conspiracies offer capable, well- protective ring of firelight to pursue what lurks in the dark-
equipped hunters who can make the difference between ness. Some die. Many go mad. But someone else always picks
winning and losing. Their longevity, on the other hand, is up the torch because they want to fight. They must. The Vigil
both a strength and a weakness. The longer a conspiracy is not an exclusive pledge that can only be upheld by the rich
exists, the more lore they tend to accumulate. Conspiracies, and powerful. Hunters can be heroes, criminals, or both. The
however, are rife with flaws because they are extremely slow Vigil doesn’t care who a hunter was before. It exists because
to change. Leadership takes a long time to discuss new ap- wherever there are people, there are supernatural predators,
proaches because they understand policy adjustments have and the hunters who stand between them and us.
long-term ramifications. Members, on the other hand, don’t Tier-one hunters who work in cells are often fighting a
always understand why a simple request generates multiple losing battle, because they suffer from a lack of information
meetings and endless discussions. and resources that other hunters do not. Still, the one thing
Uncertainty among members is rampant, because hunt- cells often rely on is their experiences and the archived mate-
ers eventually see themselves as a cog in a greater wheel. The rials of other hunters. Sometimes, a journal is passed down
sense of camaraderie with fellow members tends to become from one generation to the next, or a grieving best friend will
muted or downplayed, and small wins are barely acknowl- receive the codes to a locked computer in the mail. Of all the
edged. Conspiracies want to see results, and they favor out- groups, tier-one hunters have the mobility to slip in and grab
comes that benefit their overall goal. After all, the advan- a notebook, file, etc. without anyone noticing them, because
tages they gift their operatives, in the form of Endowments, other members of hunter society tend to pay attention to the
aren’t free. Hunters are expected to use their Endowments bigger fish.
to uphold the Vigil and their edicts regardless of threat level. Tier-two hunters start to understand the costs of the
Most hunters know this, too, and usually join a group based hunt when they research the history of their selected groups,
on what it offers. A hunter who’s more interested in using or compacts. Some compacts, such as the Keepers of the
cutting-edge munitions than holy rites is likely to join Task Weave or the Scarlet Watch, are relics of the past that reflect
Force: VALKYRIE instead of Malleus Maleficarum. What’s hunters who are caught between hunting monsters and liv-
more: Members forget Endowments are not guaranteed to ing their lives in an uncertain world. Most, however, survive
work, and often affect them physically and psychologically. for 100 or 200 years, because they form to deal with an im-
Lastly, conspiracies should be treated as large and pow- mediate threat. Over time, as the compact’s needs, resources,
erful organizations that are buried in layers of red tape. and efficacy changes, membership wanes and the group’s
Members rarely encounter a conspiracy’s leader and when rallying cry falls to a whisper. The Barrett Commission, for
they do, it’s usually for a serious reason. Operatives are ex- example, was founded in the 1790s to prevent vampires from
pected to fulfill the conspiracy’s missions to the letter, and infiltrating the U.S. government — right up until they lost
when they don’t carry out their orders, they may suffer un- their funding and were reassigned to other agencies.
foreseen consequences. To many conspiracies, an individual Tier-three hunters claim they know how widespread the
hunter’s life is not as important as the integrity of their or- threats are, but they face different challenges in their long-
ganization. When a conspiracy decides between rescuing a lived groups, called conspiracies. Though they do understand
kidnapped hunter or capturing a monster they’ve been des- the supernatural is not a local or regional phenomenon, tier-
perate to track, they prioritize the hunt — and members have three hunters are subject to the bureaucracy and needs of
to suck it up or deal with the fallout. their chosen conspiracy. Many conspiracies have been forged
from a political body, like Task Force: VALKRYIE and the

History of Vanguard Serial Crimes Unit, or a religious organization,


like Malleus Maleficarum or the Knights of Saint George.

the Hunt Most of the time, conspiracies outlast cells and com-
pacts not because they possess more wealth, but because the
organizations touch different locations around the world.
For as long as there have been monsters, there have been
Should the conspiracy suffer great losses, as the Council of
hunters. The history, and often the names, of hunter com-
Bones has time and time again, its members regroup and
pacts have been lost to time for various reasons. Sometimes,
fall silent until they’re strong enough to emerge and hunt.
56
History of the Hunt

physical, mental, and emotional prowess in battle. Most


hunt monsters out in the field until they’re no longer able
THE ONE AND to, and a hunter’s last battle could be anywhere from five
THE MANY years to 20 — but often not much more than that.
Recently, hunters have speculated their need for secrecy
Most hunters don’t like to is affecting their success rate, and are allying with histori-
boast about fighting monsters, ans, archivists, and students of the occult to piece together
because the more they think a more accurate history and to identify all known and un-
about that writhing mass of worms known groups. Despite this, most hunters are fully aware
and venomous fangs, the more
they’ll want to write about it. hunter society may be older, larger, and more widespread
Still, quite a few hunters have than they ever thought possible. Unfortunately, getting ac-
sat down to write their magnum cess to ancient scrolls and texts isn’t always easy and dead-
opuses over the years. To date, language experts who don’t ask questions are hard to come
however, not one manuscript by. Several hunters are concerned the evidence hunters leave
has ever been published. Of behind puts future hunters at risk, even if that means new
course, other hunters will recruits wrongfully assume the Vigil’s long and storied his-
blame the lack of “leaks” on a tory is concentrated in western countries.
secret cabal of warlocks who’ve Still, if evidence of the Vigil is scarce in the modern
targeted hunters or a cluster
world, it’s all-but vanished from the ancient. Some stories
of vampires. Few dare to
whisper an infamous rumor: The continue to linger, leading many hunters to wonder just how
supernatural never set eyes on much lore has been intentionally erased or lost during the
a single autobiography thanks passage of time.
to the work of a subversive
hunter called the One. The Nibiru
No one — not VASCU’s psychics or Some hunter historians claim that the earliest evidence
the Circle of Bones’ mediums — of the Vigil can be found on tablets recovered from the Lost
knows the identity of the One. Library of Ashurbanipal, an Assyrian library that predates
Some hunters suspect the One is the Library of Alexandria. These tablets describe the first
a group of hunters who believe
the Vigil should be kept secret hunter — Marduk — and his cell, the army of the Nibiru.
at all costs. Unlike a compact Though others believe Marduk was a Babylonian deity,
or conspiracy, the One doesn’t hunter historians are convinced that his mission, to recover
have a hierarchy and can’t the Tablet of Destinies, was predestined. After all, they say,
bestow benefits on its members Marduk was a holy and righteous son of Ea. It was only a
— because there aren’t any. matter of time before Marduk would fulfill his destiny by
Others think the One is either attacking the monstrous goddess Tiamat and her ally, the
a single hunter who upholds the god-king Qingu, who was using the Tablet of Destinies to
Vigil by themselves or acts as command her armies.
a supernatural mole to ensure
Hunter historians downplay why Marduk was hunting
the truth doesn’t get shared
publicly. Either way, hunters Qingu and Tiamat, and often focus on the Nibiru and their
are curious how the Vigil has unflinching loyalty. Not one of the Nibiru had a divine birth-
been upheld for this long and right or purpose like Marduk did, and yet they fought along-
the truth of their identities side him anyway. The tablets tell the story of how Marduk
hasn’t been broadcast to the fought Tiamat and was so vicious her body tore in half when he
enemy. Some fear it already slayed her. When her corpse split in two, Marduk unwittingly
has. released scores of terrifying enemies: scorpion-men, howling
dragons, the undead, and demons. Of course, Marduk and
the Nibiru had no chance of killing all of Tiamat’s children.
And, unlike compacts, conspiracies actively maintain their A handful of hunter historians believe this is the reason why
secrecy to protect the identity of their hunters and ensure hunters must battle the forces of darkness today.
their organization isn’t exposed to the supernatural. Despite The majority of hunters scoff at the idea that the Vigil
this, the history of most conspiracies is uneven at best, be- exists to rectify a Babylonian god’s mistake. Most laugh when
cause no hunter has lived long enough to accurately docu- a superstitious hunter whispers about the Nibiru in hallowed
ment their pasts. tones and point to similar myths, like the story of Pandora’s
Every member of hunter society knows their great- Box, as more “proof” that one of their ancestors is probably
est weakness is their mortality. Unlike long-lived creatures responsible for unleashing the denizens of the supernatural
of darkness, a hunter’s short life expectancy affects their into the world.
57
CHAPTER TWO: FLICKERING CANDLES

Hunter societies are filled with tall tales and too-good- was a secretive compact that was ordered to follow the armies
to-be-true stories cooked up to inspire and add a certain of Rome into foreign lands. Their mission was simple: Destroy
gravitas to the Vigil and to their legacy. It is not uncommon inexplicable threats. With the blessing of Rome, the Ordo de
for friends and family members to hunt together, and occa- Quirinus killed everything and anything in their path and
sionally they point to the lore of the ancients or a common hunted the dog-headed Cynocephali, the long-headed-and-
ancestor to prove their worth. toothed Macrocephali, and the shadow-footed Skiapodes to
extinction alongside witches, warlocks, and resistance fighters
Aves Minerva who did not exhibit any signs of supernatural gifts.
Some hunters point to the Ordo de Quirinus as an ex-
Hunters can be found in almost every ancient civiliza-
ample of what not to do. Unlike the armies of Rome, hunt-
tion, including ancient Rome, simply because the enemy has
ers don’t think of themselves as genocidal; they are simply
lived alongside humankind from the very beginning. Rome
people fighting to prevent the enemy from attacking human-
had been besieged by monsters since it was first founded
kind. No matter what decisions a hunter makes, whether
near the Tiber River by the brothers Romulus and Remus in
that’s to treat monsters as part of the natural order or not,
753 BCE. Its long and storied history, stretching from village
they believe what they’re doing will keep people safe.
to republic to empire, is filled with inexplicable terrors rang-
ing from the undead to skin-stealing owl women. No wonder it’s easy for a hunter to justify their actions
from night to night. It’s far more difficult to think about
Despite its might, Rome’s mighty armies weren’t
who they’re attacking and, perhaps most importantly, why
enough to fight monsters both home and abroad. Its push to
that enemy had to die.
expand into foreign territories was bloody and violent, and
the scores of peoples Rome attacked did not go quietly into
the night. While its armies were commanded to conquest
Scenes of
and subjugate occupied countries, Roman citizens struggled the Forbidden
to battle fierce enemies that were more terrifying than a bar-
barian from Gaul and turned to its gods for help. While the Roman armies marched to conquer and col-
onize, the Xianyun tribe left their homes in northwestern
Some hunter historians believe that cells formed from
China to reclaim sacred lands from their sworn enemies.
cults devoted to a specific god or goddess. Desperate for
The Xianyun wreaked havoc on Western Zhou and its capi-
help, worshippers would flock to the temples asking for di-
tal city, Haojing, before continuing south. Following this
vine intervention. Eventually, worshippers tired of waiting
devastation, the spring and autumn period blossomed from
for the gods and pledged to protect their neighborhood —
the ashes to build the great Eastern Zhou empire, while the
with their deity’s blessing, of course. These hunters would
Xianyun’s legend continued to spread.
then form a cell to patrol the streets of Rome. The Aves
Minerva, hunters dedicated to the Etruscan-turned-Roman Claiming to be descended from two white dogs, the
warrior goddess, was one such cell that fought to protect the Xianyun carried a sacred relic — a white hound — with them
homes on Aventine Hill. wherever (and whenever) they traveled. Their beliefs in the
white hound were popular among many, inspiring poets and
Specific references to the Aves Minerva are scarce, and
artisans to paint violent tales of their attacks on hand scrolls.
hunter historians often use poetic license to piece fragments
Over the course of a few seasons, the stories of the Xianyun
together to infer their deeds. The Aves Minerva, or Birds of
morphed from a simple tribe into half-man, half-wolf crea-
Minerva, were rumored to protect Rome from the cannibal
tures, and the rumor that they were werewolves reached the
Cacus, the god-child of Vulcan who lived beneath Aventine
ears of the Zhou court. Fearing there was some truth to the
Hill in a labyrinthine cave, who’d nail dismembered body
tales, an unnamed court official sought out the hand scrolls
parts to doors in the neighborhood. Modern hunters think
and destroyed all but one. The last hand scroll, which histo-
Cacus wasn’t a god at all, but a former soldier turned slasher
rians now refer to as Scenes of the Forbidden, depicted the
who terrorized Rome because his bloodlust was insatiable.
Xianyun protecting a giant werewolf.
After all, what Roman emperor would allow the story of a
monstrous soldier who attacked fellow Romans to circu- Court documents indicate that a small group of hunt-
late broadly? Instead, turn the soldier into a supernatural ers, accompanied by a court academic, was sent to explore
creature, and publicly thank the Aves Minerva for eliminat- the Tian Shan Mountains to find and capture the wolf.
ing the threat. Then, suggest the hunters drag a trussed-up Myths speak of the hunters’ heroic deeds, and how they did
corpse down to the Forum Boarium (cattle market) to proud- manage to track down the giant wolf. When they discovered
ly display their hunting trophy. the white wolf could predict the date and cause of a suppli-
cant’s death, however, they abandoned its side and left the
Other Roman hunter cells existed alongside the Aves
cryptid to its fate.
Minerva to deal with werewolves, the undead, vampires, and
ghosts. Some cells who worshipped Quirinus were formed for The wolf was grateful for their wisdom and told each
political reasons. Eventually, these cells were commandeered hunter how they’d die: one by fire, one by blood, one by silver,
by the Roman senate, given an official-sounding name and be- and two from grief. On their way back to King Ping’s court
came one of the first western compacts. The Ordo de Quirinus in Wangcheng, the cell was ambushed by a necromancer who

58
Archiving the Hunt

turned one of the hunters into a zombie. To stop it, the dead Hunter historians argue that modern hunters may have sim-
hunter was lit on fire, and its body burned to ash. The next ply adopted the name and reformed a compact that hunts
morning, the hunters found one of their cellmates had died bloodsuckers. Others think Ahl al-Jabal wasn’t a compact at
from heartbreak, and couldn’t live knowing their lover had all, but a cell of skilled soldiers who hunted on horseback.
been killed, revived, and brutally murdered once more. The Bear Lodge is another group that shows how murky
With three hunters left, the cell grew paranoid, and a compact’s history can be. Some archivists speculate its
traveled all day. Just as the sun fell below the horizon, the founders may be related to members of Les Voyageurs who
remaining hunters found an abandoned shack they believed learned to hunt werewolves after the official group disband-
was unoccupied. It wasn’t, and a vampire snatched one of ed in the early 18th century. Though it is rumored that the
the hunters and fled into the night. The next morning, a Bear Lodge has since collapsed in modern times, evidence
pair of disheartened hunters set out for another day’s worth suggests hunters have continued to uphold the Vigil.
of travel, and before reaching the next town the duo was at- Unfortunately, rumors are rampant and there’s more
tacked by a werewolf. Only one hunter escaped injury-free. speculation than fact. Some hunters believe uneven support
Just before the final hunter reached the city, however, from ruling bodies has caused many specialized hunter organi-
they were attacked by a werewolf — their former cellmate — zations to rise, fall, or be subsumed into other organizations.
and were forced to kill them with the only remaining weapon Several hunters have more than one conspiracy theory about
they had left: a ceremonial knife adorned with silver and government-sanctioned groups. One theory is that the vampire-
jade. That night, the last remaining hunter told their story centric Barrett Commission and the witch-focused Division
but then took their own life, unable to cope with the guilt of Six have been dissolved and active members were reassigned to
surviving such horrors. Task Force: VALKYRIE. All that remains on the books is Task
While the truth remains elusive and lost to time, Force: VALKYRIE, and only time will tell if TFV falls apart or
Emperor Ming of the Han dynasty did comment that expands to include other allied government forces.
thousands, if not millions, of people still paid tribute to Recently, some hunters have begun to actively erase and
Xianyang’s great wolf. Modern hunters tend to gloss over the target hunter organizations who “do not hunt in an exem-
folkloric aspects of the story without realizing that the lesson plary manner.” Rumors have begun to circulate that a new
buried deep within the Scenes of the Forbidden has nothing group — perhaps a global conspiracy — of hunters is forming
to do with how the hunters died, but how they lived, and the to ensure that hunters uphold the Vigil to hunt, capture,
choice they made after encountering the wolf. and otherwise deal with supernatural threats. Some hunt-
ers worry that members of the Promethean Brotherhood,
Incomplete Histories Ashwood Abbey, the Cheiron Group, and the Faithful
of Shulpae have forgotten which side they’re supposed to
Modern hunter archivists have pieced together an uneven be on. Of course, other hunters point fingers at the mor-
history of compacts and conspiracies using what they can find ally righteous members of the Long Night, Los Angelitos,
in the written record. They’ve recently discovered there are and the demon-hunting conspiracies Utopia Now and the
more gaps in the historical record than they first realized. In Knights of Saint Adrian as the main culprits.
the past, hunters often used flowery language or code when
With so many rumors and conspiracy theories, only the
describing the Vigil in written correspondence; others relied
hunters who are members in a given group know for sure
on urban legends, fairytale retellings, and oral histories to
what their status is. Some hunters may have been instructed
share information in a colorful way. The lack of a historical
by leadership not to refute gossip, because the disbanding
record is sobering to many hunters who want to know if a cell,
of a cell, compact, or conspiracy serves members the perfect
compact, or conspiracy encountered the enemy before, what
cover in the fight against the supernatural.
methods they used to hunt, and what failures they suffered.
These hunters are beginning to wonder if the Vigil should be
kept secret but aren’t willing to risk expose hunter society to a
public that includes human-seeming enemies. Archiving
Hunter historians argue about on many aspects of the
Vigil’s history and are often conflicted when attempting to the Hunt
reconstruct a timeline of compact formation. Sometimes, Tracking down the historical record of compacts and
they bicker whether or not a cell is part of a compact or conspiracies has been challenging for historians who are
conspiracy, or if that landmark cell formed the larger group. not members of a given group. Often, hunters look to the
Take, for example, the Ahl al-Jabal, which formed during the publicly available body of artistic works for evidence of the
medieval Crusades to hunt vampires. While it’s commonly supernatural and the Vigil. On rare occasions, some groups
accepted that the Ahl al-Jabal did continue to fight monsters (namely the Circle of Bones and the Aegis Kai Doru) will
well into the 15th century, no one knows if the group is purchase texts, scrolls, tablets, and archived materials from
still active in the Middle East. If the rumors are true, it’s third parties, hoping to find the evidence they need.
possible that modern Ahl al-Jabal hunters are upholding the Though ancient literature doesn’t always speak of hunters
traditions of the oldest surviving compact in the world today. and horrors unseen, some key pieces of linguistic artistry and
59
CHAPTER TWO: FLICKERING CANDLES

occult books have survived — only to be copied, mistrans-


lated, or sold to other hunters. Other texts, like the Thet Oera
Linda Bok, have been widely denounced as fake. Surviving
lore is of great value to many hunters, however, and many
groups actively collect private letters and journals knowing
that these, too, can also be fabricated by their enemies or be
thinly veiled tools used for political or religious propaganda.
One of the earliest surviving texts is the 11th-century
work Ghayat Al-Hakim, a handbook for astrological magic.
Written in Arabic, members of Null Mysteriis point to this
text as the source of the scientific method and, when used
in conjunction with the lunar cycles, can accurately predict
the behavior of werewolves and other creatures of the night.
Of course, other hunters scoff at the text’s usefulness in
the modern era. Other literary works, like the ever-popular
One Thousand and One Nights, not only prove monsters have
always existed — hunters have, too. What could an ancient
archive teach modern hunters they don’t already know?
Several conspiracies including the Circle of Bones,
Aegis Kai Doru, Ascending Ones, and now-disbanded
Five Roses Empire have all tried (and failed) to convince
modern hunters they should not automatically discard or
reject the distant past’s relics and literature. Unfortunately,
most hunters don’t have the resources required to study
Sumerian cuneiforms, Mayan glyphs, or Akkadian, not to
mention the hundreds of other languages that have fallen
into disuse. Despite what scholars might profess, investigat-
ing the supernatural requires modern hunters to spend at
least half their time in the field. Still, some historians point
to the lessons learned in western literature, and often spec-
ulate what else might be found should they compare notes
with other scholars worldwide.
Often, supernatural-themed literature blends myth, folk-
lore, spirituality, and social mores of the era. While it can be
hard to pinpoint whether the true monster is a metaphor
or a real creature, in many cases stories do hold a grain of
truth. Take, for example, the Old English epic poem about
Beowulf, the Scandinavian hero. Beowulf is noted for the
destruction of the legendary monster Grendel (and that
monster’s mother), and theologians have often postured the
epic poem has overt Christian themes. However, many hunt-
ers believe the poem, like the tablets of Marduk’s battle with
Tiamat, proves hunter society has coincided with the rise and
fall of many civilizations.
Of course, most hunters know the Vigil demands secrecy
and that comes with a price. The names of many heroes and
heroines throughout history have been intentionally erased.
Hunter scholars who are searching for traces of cells, com-
pacts, and conspiracies in the historical record are careful
not to jump to conclusions, but know they’re often search-
ing for evidence that doesn’t directly tie to hunter activity.
Despite the challenges they face, new historic compacts and
conspiracies are being discovered all the time. These include
hunter groups from pre-Colombian Mesoamerican civiliza-
tions, all-female Celtic hunters called the Ban-Gaisgedaig,
and several Japanese groups active during the Edo period,
namely the Ama-San and Bijin, among others.
60
Shifting Perspectives | Modern Methods

Shifting
use. The information each group carries is unique to that or-
ganization’s needs. The Lucifuge, for example, is rumored to
have an archive containing the names and histories of every

Perspectives hunter who has joined their conspiracy since its inception.
Even stranger, rumors persist that this archive also includes
Hunter scholars who study the enemy know that defini- clandestinely gathered samples of every member’s hair, blood,
tions change over time, and popular references in one centu- and uniquely personal articles that include things like family
ry can mean something very different in another. When the photos, an art project from elementary school, and the desic-
Age of Reason replaced a prominent belief in witchcraft and cated ear of a beloved family pet. No member of the Lucifuge
the supernatural, hunters leaned on scientists like Anthonid has ever confirmed the existence of this archive, which is be-
Cornelis Oudemans for answers. Witches and warlocks were lieved to be stored beneath Mount Hermon’s Syrian peaks,
reclassified as psychics and werewolves were simply undiscov- where Jesus was reportedly tempted by the devil.
ered species of homo erectus. All denizens of the supernatural Most compacts, including The Union, Null Mysteriis,
were explained through the lens of science, and the word and Network Zero, grant members access to their archive af-
“magic” became associated with antiquity. ter they’ve been welcomed into their ranks. Unfortunately,
Oudemans, a reputable 19th-century biologist and direc- new hunters struggle with the secretive nature of their
tor of the Royal Zoological Gardens in The Hague, was a hunt- groups. They don’t see why it’s important to keep their in-
er who attempted to expose the supernatural using his scientif- formation secret because they believe a well-informed hunter
ic knowledge. Unfortunately for Oudemans, his goal backfired has a better chance in battle than one who’s kept in the dark.
and his first brush with the supernatural led to an unhealthy SWORN takes a different approach, however, and prefers
obsession and a failure to cope with a changing world. to give hands-on training to members to teach them how to
Oudemans claimed he encountered a sea serpent and deal with monsters. Both the Long Night and the Loyalists
quickly became obsessed with hunting the creature of folk- of Thule aren’t secretive, per se, but they are careful to hand
lore. Ignoring his fellow hunters’ advice, Oudemans pub- out knowledge because they’re both uniquely aware that the
lished his findings in The Great Sea Serpents of the World denizens of the supernatural — and the greater threats pull-
(1892). The book was unpopular among members of the ing their minions’ strings — have eyes and ears everywhere.
scientific community but was well received by a Victorian While cells and compacts tend to share materials freely,
audience hungry for more penny dreadfuls. Oudemans was conspiracies have a reputation for doling out intel on a need-
convinced his peers would recognize his brilliant discover- to-know basis. Hunters suspect this allows the conspiracies
ies and tried to present his findings at a conference. Shortly to spot infiltrators when they pop up from time to time, and
afterward, Oudemans was forced to resign his position and point to the groups’ longevity as proof that erring on the side
his credibility was never restored. of paranoia is sometimes warranted. Still, rumors abound.
Of course, Oudemans is not the only notable 19th-cen- Task Force: VALKYRIE reportedly uses highly encoded com-
tury biologist turned hunter. The German naturalist Amalie puter databases to keep track of its members’ training and
Dietrich, known for her studies in Australia, and the Czech assignment history, the Circle of Bones has been known to
botanist and paleontologist, Josephine Ettel Kablick, both send ghosts to “spy” on cells out in the field, the Cheiron
made strides in their discoveries of cryptids that are now Group often encourages regional supervisors to assess its
believed to be extinct. Still, while scientific discoveries did members’ activities, and the Ascending Ones may have cells
prevail during that time period, several occultists and spiri- whose sole purpose is to monitor the reagents, rare ingredi-
tualists grabbed the public eye. ents, and formulas provided to its members.
Despite the popularity of groups such as the Order of the More recently, compacts and conspiracies have started
Golden Dawn and spiritualists like the suffragette Laura Cuppy to reassess the value of printed and digital materials for non-
and the medium Emma Hardinge Britten, the general public members. Several groups, including Network Zero and Task
eventually favored science and technology over “superstitious” Force: VALKYRIE, use publications to calm a wary public or
belief. Hunter organizations founded in the 19th and 20th cen- to placate determined conspiracy theorists. Unfortunately,
turies reflect this cultural shift and, whenever disinformation these efforts have caused an unintended side effect: New
needs to be spread, most often the supernatural is regulated to hunters who treat these materials as evidence aren’t sure
oddities in weather patterns; alien abductions, sightings, and how to tell fact from fiction, either.
landings; or other urban legends that fall well within the range Hunters are often given information with a friendly
of what may be true versus what can’t be believed. warning: “Sure, this intel could help you take down the en-
emy. But it might also get you killed.” Many hunter groups

Modern Methods
don’t always share their findings until they’ve verified their
data will be effective during a hunt. Unfortunately, when it
comes to the enemy, there’s no such thing as a guarantee.
In modern times, most cells, compacts, and conspiracies
collate, store, and share their own data for their members’

61
Everyone has a story about how Whoever she was, Sakamoto was abso-
they became a hunter. Most of these lutely smitten. They’d talk for hours
stories end on a sentence fragment, into the night. I’d hear him whisper-
with an exit wound of a full stop. ing to her. Giggling. A foreigner, I
Dead fathers, dead mothers, dead thought, given that they’d only talk
spouses, an ocean of lost children. at unreasonable hours.
Every hunter has a story that starts The human mind is funny that way.
in blood. Confronted with the unknown, it co-
But only some of us get to see that zies up with excuses. I’d known some-
joke to the punchline. thing was wrong. I’d seen the truth.
Before the world went to black, But I hid from myself because a lie’s
I was just another college student always the easier fit.
trying to get by, trying to fit their I knew he was lying when he told
biracial self into the jigsaw of me she was local. When I asked if we
Tokyo’s cultural landscape. Because could meet, he’d paused and told me
of circumstances, I shared a dorm she was not a people person. “Sorry,
with another kid, Akira Sakamoto. I don’t think she wants to meet you,”
Engineering enthusiast but artsy, Sakamoto mumbled, staring into the
despite that. He had a thing for gloom. I didn’t push.
creepypasta, too. SCP foundation, I wish I had.
those Korean webcomics that came
with a nasty GIF, r/nosleep — if it Sakamoto’s relationship ate him
had anything to do with urban leg- up. By graduation, he’d transformed
ends, he’d be on it. into a full-time recluse. I suspect
he’d flunked out of college at some
I remember when he did a fan film point, but no one showed up at the
of the Red Room. dormitories to kick him out. And
I wasn’t okay with that. throughout that time, I did nothing
But overall, Sakamato was a at all.
great dude. We bonded over takoyaki, I remember the evening I left. I
McDonald’s specials, and too many remember looking back into the room
crates of cheap beer. Life eventually and catching sight of something be-
happened, though. The months wound tween the slats of the cupboard. A
by. Examinations took center stage. dart of motion. Hair. I didn’t think
We drifted. Sakamoto did his thing too much about it. I left, quickly, the
and I did mine. Then, graduation came hairs on the back of my neck stand-
and it was time to move on. ing on end. Somewhere in the recess-
Except — es of my memory, eyes blinked back
at me. Dark and thoughtful. Staring
Three weeks before we gradu- from between the cupboards, a half-
ated, Sakamato took up with a girl. smile suspended between the gap.
At least, that’s what he told me. He
didn’t actually say much. Men don’t Years later, I’d regret walking
do that. We don’t talk to each other. away like that.
But from what I saw, it was love. •••
The Girl from the Subway. That’s He stank.
what the internet called her. There Of piss, bedsores, his own excre-
were myths, mixed stories of how ment. A crusting of cockroach eggs
someone would not leave their house sleeved his legs. I was surprised
because she was watching, because that they hadn’t eaten him. But I
she was waiting for them through the guess that had to something to do
crack in the door, because she was with the Girl from the Subway. See, I
hiding under their beds. The ac- think she loved him back in her own
counts get confused. way.
She played games with people, He didn’t notice us until she did.
sometimes. Hide and go seek. The Girl from the Subway hissed and
We met her a few times, my cell Sakamoto rolled his eyes up so he
and I. Always too late. Always ending could look at us, and he smiled, and
with someone folded through a slit his lips cracked and bled from the
between the doors, pleated, mashed- effort. And at that point, it was all I
up, broken to component parts. She’d could do not to throw up.
never confront us head on. She al- “We see you,” I told the Girl from
ways ran away. Each and every god- the Subway. “Let’s play a game.”
damned time.
•••
Until one day, she said my name.
She said my name exactly the way Usually, this is where the narra-
that Sakamoto used to say it, com- tor says they lost.
plete with the messed-up umlaut, and But not this time.
that was when I knew. We won. With hook and no small
••• amount of research-powered crook.
I couldn’t find Sakamoto online. And Sakamoto screamed as the Girl
No trace of him. No relatives on from the Subway evaporated into
Facebook. No one from our year knew curls of smoke and the reek of
his whereabouts, either. As far as burned meat. He scraped his fingers
anyone could tell, he never left. raw against the tatami as we dragged
him back out into the sun. Sakamoto
So I went back on a hunch. screamed for her. Eight years is a
Sakamoto was still there. Still commitment, I guess.
alive. Still talking to the girl of Shockingly, Sakamoto didn’t die
his dreams. Still whispering to her, from sepsis. He’s in the ICU right
their fingertips touching, through now, to be fair, and the doctors
the slats in the cupboard. aren’t particularly happy with our
How she’d kept him alive like unwillingness to explain how he
that, I’d never know. But she did. He ended up in this condition. But he
was — there wasn’t much left of him. should come out in one piece.
Sprawled on his side; you could count When he does, I’ll give him the
the descent of his vertebrae, his ribs talk. It’s time to light our candles.
against his skin. His skin hung in It’s time to fight.
flaps, puddled between the crevices
of his bone.
Hunters see the shadows move in dark corners and recognize
them for the monsters they are. Others force themselves to forget,
choosing to bury their heads in the sand for a chance at san-
ity and comfort. Hunters can’t look away, because when they
do, someone dies. They are driven to confront the monsters,
because they lurk in their own backyards. Then, when their
homes are safe, hunters realize the terrible truth: Someone
must stand up to the darkness, and that someone is them.
An individual hunter is a candle in the dark — just one
small light— until they join forces with other hunters. Then,
they can truly make a difference. Hunters gather in cells, com-
pacts, and conspiracies because with greater numbers comes
greater effect. For a hunter, the cell is the lifeblood of success-
ful work, and the only real protection against the darkness.
This chapter gives you everything you need to create your
own hunter persona: the character with whom you’ll explore
the Vigil. Characters in Hunter: The Vigil are mostly just like
any other human being, with a few key differences. We sug-
gest that when you go to create your hunter character, you do
so with all the other players who will be part of your cell. Let
your Storyteller guide you, and let the other players help shape
and craft a cohesive cell among all characters at creation. This is
only the beginning; the cell will grow and change from here, but it
should have a solid foundation.

Character
Creation
The following is a review of character creation, step by step.
Later in the chapter, there is more detailed information on char-
acter options. You can find a handy quick reference for character
creation on p. XX.

Step One:
Character Concept
Your character concept is a short phrase that quickly paints
your hunter’s place in the world, your character’s rough sketch
that grounds them. One way to formulate a basic idea is to fig-
ure out what your character is good at and what habits or tenden-
cies they have. They might be a “savvy detective with a drinking
problem,” a “scientist and overprotective parent of three,” or a
“skeptical religious scholar.” If you’re not sure, that’s okay. Your
hunter will emerge through the choices you make to customize
their rules and purpose. Right now, all you need is a loose frame-
“Come,” he said, “come, we
work to help shape your character.
Are you completely stuck? The previous chapters are filled
must see and act. Devils or
with compacts, conspiracies, and setting details that can help no devils, or all the devils
you brainstorm what type of hunter you want to play. Once you at once, it matters not. We
have an idea, jot it down — that’s important to your concept. must fight him all the same.”
Don’t worry about why your character hunts or who your com-
panions are. That’ll come later. —Bram Stoker, Dracula
All characters start the game with three Aspirations. An
Aspiration is a goal that you, as a player, want to make part of
your character’s story. Aspirations are a way for you to signal to
CHAPTER THREE: CHARACTER CREATION

okay. If that happens, you can replace an Aspiration with


a new one between sessions. Be sure to let your Storyteller
FOR THE know what changes you’re making, too, to help you earn
STORYTELLER: more Beats.
CLUING PLAYERS IN Step Two:
Prior to character creation,
let the players know what type
Create Anchors
of chronicle you’re running. With a basic idea of who your character is, you can flesh
Each tier will affect how out their drives and what’s important to them. A hunter has
players build their characters. three Anchors: A Virtue, a Vice, and their Touchstones. A
Some players may prefer more hunter’s Anchors help define who they are as a person and
physical characters to hunt in a motivate them to hunt when a situation looks bleak. They’re
tier-one chronicle while others important ways to regain spent Willpower during play, and
may want hunters knowledgeable
in the occult for a tier-three they provide hooks to get your character more involved in
story. Lastly, if you decide the story.
to run Hunter with the Slasher Virtues and Vices are one-word traits that describe your
Chronicle (Chapter Seven, p. character’s personality and defining motivations, such as
XX), tell players up front so Ambitious, Righteous, or Greedy. Your character’s Virtue
they can appropriately plan and reflects their best self, a strength that’s difficult to act on
prepare for that style of game. and easy to ignore but fulfilling when they do act on it. Your
character’s Vice reflects their worst self; it’s a weakness they
fall back on easily for instant gratification.
your Storyteller the kinds of stories you want to tell and ways A Touchstone is someone whom you feel safe around
to connect with the other characters at the table. You and but isn’t a hunter. This character is someone whom your
the other players may decide to give your characters similar character trusts, reminds you what you’re fighting for, and
starting goals to help give the cell cohesion at the beginning helps keep you grounded. Every hunter starts the game with
of the game. Unlike personal goals, Aspirations don’t have one Touchstone. You can begin with additional Touchstones
to positively affect your character; they are storytelling tools by purchasing the Touchstone Merit (p. XX).
that impact gameplay and help your character advance by
earning Beats (p. XX). Your Aspiration can be a goal you Step Three:
want to accomplish, such as “banish a ghost,” or it could
be an unlikely, dramatic event that affects the shape of your
Select Attributes
character’s story, such as “sacrifice myself for my cell.” Attributes represent essential traits every character pos-
Consider how long it will take you to accomplish an sesses by default. These serve as the foundation for most die
Aspiration in your chronicle. Short-term Aspirations are rolls in Hunter: The Vigil.
goals that should be easy to accomplish in a single game ses- Every character has nine Attributes that are slotted
sion. Long-term Aspirations are goals that might take many equally into three, separate categories: Mental, Physical, and
sessions to accomplish. Try to pick a mix of goals that are Social (p. XX). Each Attribute begins with a one-dot rating.
short- and long-term; we suggest starting with two short-term Decide which of the three categories is most important, sec-
and one long-term Aspiration at game start. Try to choose at ond-most important, and least important to your character.
least one Aspiration that pertains to your character’s life as Consider what type of character you’d like to play and how
a hunter — maybe you want to convince another hunter to they’ll be of use during the hunt. At this stage, you should
change their mind about the Code, meet a werewolf, or even review your character concept one last time. Is your character
learn how to perform an exorcism. This Aspiration can also a skeptical researcher who’s also a crack shot? You’d rank
pertain to your life or history outside the cell: Your girlfriend them Mental, Physical, then Social. Is your character a chatty
is suspicious of your late-night activities, you’re dealing with socialite who easily makes friends? You’d rank them Social,
a past criminal record or professional rival, or you want to Mental, then Physical.
find a more forgiving day job. The more general and flexible After ranking your categories, distribute five dots to the
an Aspiration is, the more likely it is you’ll fulfill it. Attributes in your primary category, four in your secondary,
Aspirations are the main way your character is going to and three in the tertiary. You can allocate dots wherever you
earn Beats and thereby Experiences (p. XX), but they are also like, but no Attribute can have more than five total dots.
the main tool for you to communicate to your Storyteller
what you want to do in the game. The Storyteller should take
note of them and provide opportunities to bring them into
Step Four: Select Skills
play often. Sometimes the plot of a chronicle takes an un- Skills represent areas of expertise or tasks your character
usual turn and your Aspiration is suddenly irrelevant. That’s learned through training and studying. Skills are divided into
66
Character Creation

the same three categories as Attributes: Mental, Physical, and monsters. Any hunter can perform any Tactic, provided they’re
Social. However, Skills do not start with any dot ratings. Just willing to risk Willpower (p. XX). However, the cells that learn
like with Attributes, determine which of the three categories is how to play to their strengths will favor certain Tactics above
most important, second-most important, and least important others. There is a full list of example Tactics on p. XX, as well
to your character. After ranking your categories, distribute 11 as advice on how to create your own custom Tactics.
additional dots to Skills in your primary category, seven in In a tier-one chronicle, the player characters are part of
your secondary, and four in the tertiary. You can allocate dots an individual cell. They may partner or communicate with
wherever you like, but no Skill can start higher than 5. other hunters from time to time, but they hunt primarily on
When selecting Skills, review your character concept their own. Unlike other characters who may have a brush
and make sure you’re comfortable with your choices. Using with the supernatural, tier-one hunters are fully aware of the
a Skill with no dots incurs a penalty. For Physical and Social dangers that await them in the shadows, and they’ve prom-
Skills, it levies a –1 die penalty to the roll. For a Mental Skill, ised to fight back. The scope of these chronicles tends to be
it’s a –3 die penalty. tightly focused on a specific, localized area.
Your character’s Skill categories don’t have to be priori- At tier two and three the players’ characters are mem-
tized the same way as her Attributes are. For instance, you bers of a compact. Tier-two hunters belong to regional
may prioritize Physical Skills for your chatty socialite, even groups that are well-organized and have their backs. Tier--
though you chose Social Attributes as most important; she three hunters understand there are larger mechanisms at
may have dedicated herself to learning the art of self-defense. work that may pull the monsters’ strings. The scope of these
Alternatively, you may decide your skeptical researcher who’s chronicles tends to be global.
excellent on the shooting range needs to prioritize Mental Choosing Tactics: Hunter cells of any tier may choose
Skills to better reflect their training and insight. three favored Tactics for the cell. Any time the cell performs

Step Five: Choose


these Tactics, the primary actor’s roll gains the 8-again qual-
ity. Each time a player’s character gains a third dot in the
Skill Specialties Compact/Conspiracy Status Merit (p. XX), the cell gains ac-
cess to another favored Tactic appropriate to the organiza-
Skill dots represent training and experience with a broad tion, of the Storyteller’s choice.
range of techniques and procedures. Skill Specialties allow Joining a Compact or Conspiracy: Hunters are granted
you to refine a few Skills and show where your character truly a free dot in the Status Merit for their compact or conspiracy
shines. You define your own Skill Specialties. They reflect a and may purchase additional dots during character creation.
narrow focus and expertise in a specific Skill. For example, They also gain the Status benefits presented in their compact
your character may have an Occult Specialty in Demons or a or conspiracy’s writeup beginning on p. XX.
Brawl Specialty in Grappling. Selecting Endowments: Tier-three hunters also have
After allocating dots in your Skills, choose three Skill access to their conspiracy’s Endowments. These gifts are
Specialties. This is an opportunity to better understand who unique techniques, powers, or resources that give members
your character is, and who they were before they took up the an edge whether they’re fighting or solving mysteries.
Vigil. A character with Persuasion (Seduction) is wildly dif- Characters begin play with two Endowments from their
ferent from a hunter with Persuasion (Fast Talking). conspiracy. Endowments represent the hunter’s commitment
You can select Skill Specialties from the suggestions to the conspiracy and learning a new one often takes time or
in the Skill descriptions, or you can create your own. The a request to the higher ups. Provided a hunter has at least
Storyteller is the ultimate arbiter of what constitutes a one dot in his conspiracy’s Status, he can continue to learn
Specialty and what doesn’t; Specialties that are too broad or new Endowments by spending the requisite Experiences.
too narrow can hurt the story or never come into play. Restrictions for which Endowments may be purchased

Step Six: Apply during character creation is at the Storyteller’s discretion.


Tactics and Cell Creation
Tier-Specific Rules The hunter you create starts out as a capable member
The Storyteller ultimately decides the tone and shape of of a cell. This is by design; the characters your troupe creates
the chronicle at tier one, tier two, or tier three. Characters during this process have already been through a few hunts
may (or may not) all belong to the same compact for tier two together. They’ve learned how to shore up each other’s weak-
or conspiracy for tier-three chronicles, but they must belong nesses and how each of their strengths can best serve the
to the same tiered group. The list of compacts and conspira- cause. They’ve adapted to the dangers they’ve faced together
cies is found in Chapter One. Additionally, the Storyteller and practiced certain useful Tactics enough to perform them
may also create new custom organizations for characters to admirably even under duress.
join; these rules are found on p. XX in the Chapter Eight. If your group would rather play out the cell’s formation
All hunters, regardless of tier, may employ the use of spe- as part of the game, you can save this step for later and choose
cialized teamwork actions called Tactics to help them hunt favored Tactics one by one as you go along, responding to

67
CHAPTER THREE: CHARACTER CREATION

the trials your cell faces during the first few sessions of your • Integrity: 7
chronicle.
This is also a good time to consider other aspects of how • Initiative: Dexterity + Composure
your cell operates as a unit. Do they have a safe, clandestine • Defense: (Lower of Wits or Dexterity) + Athletics
place to meet up and keep their hunting gear? If so, consider
pooling some of your starting Merit points for a Safe Place. A starting hunter also receives three additional
Have they already made enemies by treading on another Experiences to spend on any traits the player wishes. This
cell’s turf, or stumbling into a much larger problem than reflects the need for characters pursuing the Vigil to adapt
the original hunt they thought was over? Have they attracted quickly and stay on their toes. Experience costs for character
the attention of some underground monster society? If so, advancement are on p. XX.
consider giving the characters an Aspiration they all share
that pertains to these intrigues.
Consider, too, what brought your cell together, and Character
what keeps them together. They might have Allies, Contacts,
or a Mentor in common, which you can represent through
Merits. Some of them might even share a Touchstone — a
Advancement
Characters in Hunter: The Vigil advance through earn-
prime opportunity for interpersonal drama as the story pro-
ing Beats in a variety of ways. A Beat is a measurable mo-
gresses and shit gets real.
ment of drama that reflects how your character has grown in
Step Seven: some way. Often, the Beat is earned after a character fulfills
an Aspiration.
Select Merits When characters earn five Beats, they are converted to
one Experience. You can spend Experiences to acquire or
Merits are important facets of your character that don’t
increase character traits.
fall under other Traits. A Merit can represent a knack, spe-
cial training, people your character knows, or even things she
owns. Merits are a good way to make your character more Earning Beats
unique. You gain Beats when one of the following occurs:
You have seven dots to distribute across any combina-
• Your character fulfills an Aspiration, take a Beat.
tion of Merits. Your character must meet all a Merit’s prereq-
Replace the Aspiration at the end of the session.
uisites to purchase it.
Additionally, every hunter has (or had) a life outside • At the end of a game session, take a Beat.
the Vigil. Your character also receives a free dot of the
Professional Training Merit (p. XX) which represents a field • Once per scene, when resolving a Condition, take a
of knowledge the player either already has or seeks to acquire Beat.
knowledge in.
• Some Conditions provide Beats for actions other
The Merits you choose might affect other Traits on your
than resolution.
character sheet. Make sure you review them when calculating
Advantages in the next step. • Any time you fail a roll, you may opt to make it a

Step Eight: dramatic failure and take a Beat. This doesn’t apply
to rolls on which you risked Willpower (p. XX).
Determine Advantages • If your character surrenders during a fight, take a
Hunter characters have certain advantages, some Beat.
of which depend on their Attributes, Skills, and Merits.
Determine the following advantages with the given calcula- • If you succeed on a roll that risks Willpower (not
tions and note them on your character sheet. A specific Merit including Tactics, p. XX), take a Beat.
or Endowment that modifies your character’s Advantages • If your character takes damage in one of her three
calls that out in its text. rightmost Health boxes, take a Beat.
• Size: 5
• Any time your character risks a breaking point (p.
• Health: Size + Stamina XX).

• Speed: 5 + Strength + Dexterity • If your Storyteller deems it appropriate following a


major or dramatic event.
• Willpower: Resolve + Composure
You can only receive one Beat from each of these criteria
per scene.
68
Anchors

CHARACTER CREATION
QUICK REFERENCE
Here are the basics for creating a Hunter character.

STEP ONE: CHARACTER CONCEPT


Choose a concept for your character and three Aspirations.

STEP TWO: ANCHORS


Choose a Virtue, Vice, and Touchstone(s).

STEP THREE: ATTRIBUTES


Prioritize categories. You have 5/4/3 dots to assign within each.

STEP FOUR: SKILLS


Prioritize categories. You have 11/7/4 dots to
distribute within each.

STEP FIVE: SKILL SPECIALTIES


Choose three Skill Specialties.

STEP SIX: APPLY TIER TEMPLATE


Decide which tier you’re playing: one, two, or three.
All hunter cells may choose three Tactics.
Choose a compact (tier two) or conspiracy (tier three) if applicable.
Choose two Endowments from your conspiracy.

STEP SEVEN: ADD MERITS


Select seven dots of Merits. Receive Professional Training • for
free. Tier-two and -three characters also receive compact or
conspiracy Status • for free.

STEP EIGHT: DETERMINE ADVANTAGES


Calculate the following advantages: Size: 5, Health: Size + Stamina,
Speed: 5 + Strength + Dexterity, Willpower: Resolve + Composure,
Integrity: 7, Initiative: Dexterity + Composure, Defense: (Lower of
Wits or Dexterity) + Athletics
Spend three starting Experiences on any traits you like.

69
CHAPTER THREE: CHARACTER CREATION

As with regular Beats, each of these criteria only grants


one Group Beat per scene.
BEATS AND
STORYTELLER Optional Rule:
Beats for Everyone
CHARACTERS If the players and Storyteller wish, players can pool their
The Storyteller doesn’t earn regular Beats together into a shared pool. Then, following a
Beats. Whenever a Storyteller session, they may divide all Beats equally. This methodology
character does something means the characters advance at the same rate, but it also
that would earn a Beat, such means advancement is affected by how much the players en-
as resolve a Condition or gage with the rules.
participate in a Tactic, they Grouping Beats can be a boon and a detriment. A shy or
gain a Willpower point instead. nonconfrontational player will benefit from this way of earn-
This point vanishes at the end
ing Beats; they may also feel embarrassed they didn’t earn
of the current scene if it’s
not used. enough Beats to help their cell advance. However, this sys-
tem can offer an incentive to be more involved without feel-
ing pressure to perform for advancement. Grouping Beats
can also incentivize not being involved, since their character

Group Beats continues to advance without as much engagement.


Earning Beats this way is an advancement system that
Hunters do not work alone; the cell functions almost can be used at the beginning of a session as a trial run or for
as a single body. This means that when the members of a an entire chronicle. Though there is no hard-and-fast rule,
cell work together in a meaningful way, they learn and grow Storytellers are not encouraged to switch between the two
together and from one another. This reflects not only their systems on a regular basis.
growing experience with the Vigil, but their growing loyal- Players and Storytellers are encouraged to open a dia-
ty to each other. The cell’s high-risk, high-reward lifestyle, logue to choose which advancement system would work best
delving into dark mysteries and confronting terrifying foes, for their group before gameplay begins.
teaches them lessons ordinary people never learn.
Group Beats are the reward for these kinds of actions, Experiences
and they are simply another way to earn Beats. Unlike how
Each time you earn five Beats, they combine to make
players normally earn Beats, with each character earning
one Experience. You can spend Experiences at any time to
them individually by default, these Beats are shared by the
increase your character’s existing traits or purchase new ones.
entire troupe. When a Group Beat is rewarded, all members
An Experience is a sign of meaningful progress in your char-
of the cell earn a Beat.
acter’s story. Traits have varying Experience costs, as follows:
Players earn Group Beats based on the criteria listed,
but only during scenes in which the cell confronts the su- Experience Costs
pernatural directly in some way. Investigating a monster by
following it back to its lair is a confrontation; doing so by Trait Experiences
researching it at the library or examining a day-old crime Attribute 4 per dot
scene is not. Likewise, chatting with a vampire ally who isn’t Skill 2 per dot
currently endangering anyone doesn’t count, but a tense ne-
Skill Specialty 1
gotiation or exchange of threats with a vampire does.
Merit 1 per dot
• Whenever two or more members of the cell
experience a breaking point during any scene, take Integrity 2 per dot
one Group Beat instead of gaining normal Beats. Endowment 3
Lost Willpower dot 1
• Whenever the cell successfully performs a Tactic in a
qualifying scene, take a Group Beat. Replenish Willpower points 1 Beat*

• Whenever more than one member of the cell fulfills * Willpower dots increase whenever Resolve or Composure
or make significant headway toward an Aspiration increases and have a maximum rating of the combined dots
that is directly related to the Vigil during a qualifying in both Attributes. This cost is to replenish Willpower points;
at any time, the player may spend 1 Beat (not a whole
scene, take a Group Beat instead of a regular Beat. Experience) and roll Resolve + Composure with no modifiers.
The character regains Willpower points equal to successes
• Whenever the cell destroys a monster or otherwise rolled, up to their maximum; even if the roll fails, they still
renders it permanently harmless to humanity, take a regain one Willpower point.
Group Beat.
70
Integrity

Experienced Starting Characters their Virtue while suffering a breaking point (p. XX) at the
same time — even Virtues can drive people to do terrible things.
Storytellers may allow players to make more experienced Whenever your character acts in accordance with their
hunters prior to their first session. These bonus Experiences allow Virtue in a way that poses difficulty or risk to their personal
characters to start with more hunts under their belt, in addition safety, they regain all their spent Willpower points. They may
to the three, free Experiences every starting character receives. regain Willpower this way up to twice per chapter.
Membership in a compact or conspiracy does not neces- Example Virtues are:
sarily reflect greater experience with the hunt; a member of
Task Force: VALKYRIE can be just as green (or greener) than • Competitive: Your character always pushes themself to
a hunter on meaner streets. A hunter with more experience excel and be the best at whatever they do. It’s not about
has simply been on the road far longer than the rookie fresh defeating others, but about the rush they get from honest
out of training. competition, and the thrill of knowing they pushed
When advancing your character, refer to the table (p. themselves to stay ahead of their rivals. Regain Willpower
XX) and the cost for purchase using Experiences. when you honestly compete with someone who outclasses
you, for stakes that you will feel if you lose.
Rank Bonus Experiences
Survived First Contact 15 • Generous: Your character feels best when giving to
others. They may give to charity or simply lend items
Been at It a While 25 to friends with no questions asked. A Generous
Seasoned Soldier 35 character may be taken advantage of sometimes, but
Seen Too Much 50 they aren’t in it for thanks or hope of repayment. They
give because other people need. Regain Willpower
Grizzled Veteran 100
when deprive yourself of an important resource or
put yourself at risk because of your Generous nature.

Anchors • Just: A sense of fairness and justice drives a Just


character. They want everyone to get what they
Hunters may function well in their cells, but they are
deserve and will stick their neck out to make sure it
still just human. They suffer from isolation, fear, despera-
happens. Regain Willpower when you set your own
tion, and depression maybe more than a normal person does.
goals aside to ensure justice is done.
Anchors are what keeps the character level — they define her
personality, how she acts, and what she cares the most about • Loyal: Loyalty to a person or a group is your
— and affirming them assures her she is still just a person, character’s guide. This group could be other players’
not a monster like the things she fights. Every hunter has characters, a company, a family, a community, or
three Anchors: Virtue, Vice, and Touchstones. even a country. This Virtue may also extend to your
All Anchors provide ways to recover Willpower. Virtues hunter’s cell, compact, or conspiracy. The character
are exemplary attributes the character aspires to, and acting is not necessarily foolish or blind to the flaws of
on them is difficult, but rewarding. Vices are actions to which his chosen group. Regain Willpower when you risk
the character falls in times of stress, and ones from which she yourself rather than act against the group’s interests.
tries to abstain when possible. Touchstones provide multiple
ways to regain Willpower. The easier option recovers a single • Patient: Your character is a solid rock, waiting for
Willpower point, while the harsher refreshes all Willpower. the right moment to act or accepting of others who
A hunter’s Virtue and Vice are one-word descriptors take their time. She does not fluster easily, and she
that form the core of their personality. They should reflect makes sure to take careful consideration before
behavior, beliefs, or motivators, rather than capabilities. committing to an action. Regain Willpower when
“Athletic” is not a Virtue, because your character already you miss an opportunity for a personal goal while
has an Athletics Skill to define how athletic they are; but waiting for someone or something else.
“Competitive” makes a good Virtue because it describes how
they behave. Acting on their Virtue or Vice reaffirms their Vice
sense of self.
A Vice is the personality trait your character falls back
The hunter’s Touchstone is something that keeps her
on when they’re taking the easy way out. Indulging your Vice
grounded, a person or ideology that reminds her why she
is a cop out to avoid dealing with your feelings and problems.
keeps the Vigil and is a touchstone to keep her human.
It makes you feel better for that moment even if it’s self-
Virtue destructive, but it’s not healthy behavior in the long term.
Whenever your character indulges their Vice, they re-
While your character’s Virtue is undeniably a positive in- gain one spent Willpower point. This doesn’t have to pose
fluence in their life, they should absolutely be able to fulfill any difficulty or risk to your character.

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CHAPTER THREE: CHARACTER CREATION

Example Vices are: they’ve seen with someone who won’t judge. Deep down,
hunters know it’s not healthy to abandon everyone they
• Ambitious: Your character wants to get ahead, to
know and love to immerse themselves in the hunt.
move up the ladder — no matter the cost. They want
advancement, rank, and authority in advance of what Touchstones are not without conflict. Arguments often
they’ve actually earned. Regain a point of Willpower break out among hunters about who should know the truth.
when you jockey for position or try to advance Is it better to lie to a lover than drag them into their danger-
socially instead of pursuing a more constructive goal. ous life? Or, are hunters putting families in danger when
they don’t know their next-door neighbor was a werewolf? If
• Arrogant: Your character is good at something and someone hasn’t witnessed a monster firsthand, can they be-
makes sure everyone knows it. They define themself lieve a hunter’s “tall tale?” Or, do hunters push people away
by being “better” than everyone else to a degree that the more they try to convince them they’re in danger? Most
exceeds justifiable pride in their abilities. Regain a Touchstones are people. Sometimes, a hunter finds another
point of Willpower when you take an opportunity to way to deal with the emotional and psychological burden of
lord your superiority over someone else. the hunt. When choosing a Touchstone, consider how your
character might lose it. Think of how your hunter protects it,
• Cruel: Your character has a mean streak. Her first how they react when it’s threatened, how they smooth tense
instinct is to twist the knife and inflict pain even situations over when the Vigil encroaches on it.
when a character begs for mercy. She might habitually Systems: Touchstones help a hunter maintain Integrity
refuse surrender in combat or be the bastard boss (p. XX) by adding dice to breaking-point rolls. You gain +2
who humiliates employees just because it makes dice when the hunter has one attached Touchstone, or +3
her feel better. Regain a Willpower point when you when she has more than one. These effects do not stack; in
needlessly victimize someone in your power. other words, if she has two Touchstones, you don’t receive +5
to breaking-point rolls. When a hunter has no Touchstones
• Lazy: Your character would rather let something
attached, you make breaking-point rolls at –2 instead.
fester than do work. His first instinct is to give up
when things get hard, even if continuing would Mark your character’s Touchstones next to her Integrity
result in a benefit for him. He might shirk work track, with her first one next to her sixth dot of Integrity. A
duties, forget important dates, or simply neglect his Touchstone is attached when there is a dot next to it. For
friends and family rather than do the work it takes example, if your character has five dots of Integrity, her first
to keep up relations. Regain a Willpower point when Touchstone is no longer attached. Any time your character
you neglect important tasks. defends their relationship to an attached Touchstone or en-
gages in a scene of positive or cathartic engagement with it,
• Violent: Your character loves getting their way they regain a Willpower point. If this causes your hunter seri-
through physical means. They frequently settle ous setbacks or harm, they regain all spent Willpower points.
conflicts with fighting, and they fight because they Touchstones hold thematic and material weight in your
want to hurt people. Regain a Willpower point when story. Your hunter’s Touchstone is something they need
you resolve a scene by using needless violence. to maintain, and only regaining lost Integrity will reattach
a Touchstone. She may lose a Touchstone through death,
Touchstones or extreme alienation. An ideology may be challenged so
drastically that it is lost to the hunter. When she loses a
A Touchstone is an “in game” term that describes some- Touchstone, it is a breaking point whether the Touchstone
one a hunter feels safe around when they’re not spending was attached or not.
time elbow deep in monster guts and thwarting demonic If the character loses her last Touchstone, she has a
sacrifices. Fellow hunters don’t qualify — you trust your choice. She can lose a dot of Integrity immediately and at-
cellmates with your deepest secrets and your life every time tempt to replace the Touchstone. She has a month to do
you hunt. Cells already share a common bond: your pledge so but establishing the right kind of relationship can take
to uphold the Vigil and the Code. The hunting life has a longer and hunters are slow to trust. Close friends and con-
downside, however, because hunters who become too insular fidants take time to cultivate. This is by design; this means
and spend all their time researching, tracking, interviewing, hunters are encouraged to build and maintain relationships
and fighting lose their edge. Hunters who forget the people, with other characters that aren’t mandated by Touchstones,
pets, and places they’re desperate to protect are in danger Merits, and their cell. If she can’t find a new Touchstone
of becoming so hardened they’re not much better than the in that time, she gains an appropriate Condition, such as
monsters. Obsession. The player can also choose to take the Condition
Your character’s Touchstone is your lifeline. Touchstones immediately without losing a dot of Integrity. The character
are deeply personal, and can often keep you from falling into isn’t choosing so much as resigning herself to the Vigil forc-
despair, becoming overwhelmed, or lashing out at someone ing her to lead a life of isolation. This happens whether the
who doesn’t deserve it. Hunters instinctively understand Touchstone was attached or not.
the need to take a break from the hunt or share the horrors
72
Integrity

Your character can gain additional Touchstones with


the Touchstone Merit (p. XX). Write the new Touchstone
Confessional
next to the appropriate Integrity dot. Replacing a lost or The priest listens to you confess your sins and tells you
dead Touchstone requires the character to regain a dot of how to repent, no matter what outlandish shit you tell him.
Integrity. Replace the Touchstone on her Integrity track. He can’t possibly believe the things you say, right? But he
says God will forgive you anyway, and that’s enough. Who
Sample Touchstones knows, maybe he does believe you, and roots for your crusade
against evil.
The following is a list of Touchstone examples. You
can choose one from this list “as is” or customize your own In on It
— after all, your hunter’s Touchstones should feel real and He’s a dedicated cop or part of the local underworld,
personal. and he knows what you do for this town. He doesn’t want
to be personally involved, but he helps you out when you
Blissfully Unaware need a body to disappear, records falsified, or evidence from
Your girlfriend doesn’t suspect a thing, and you plan to classified files, so you tell him everything. Maybe someday
keep it that way. You love the way her face lights up whenever he’ll decide you’ve stepped over the line — but of course, he’s
she talks about your happy future together. You don’t have complicit.
the heart to tell her about all the blood and secrets that stand
in the way and you know she’ll think you’re crazy if you try, Nosy Neighbor
so you just keep on pretending. She lives down the street and invites you to her book
club every week. She’s the neighborhood gossip, and you
The Child like the way she keeps you connected with people’s everyday
Your daughter just wants to spend more time with you, lives. You just have to make sure the thing you buried in the
but you refuse to drag her into the Vigil. You bring her gifts backyard doesn’t become next week’s gossip.
to make up for the way you always drop everything and leave
when duty calls. Soon, she’ll be old enough to realize those The One You Couldn’t Save
aren’t enough, and to ask why you own so many guns. He was a monster’s victim, and now he’s gone. Maybe
his death drove you to take up the Vigil in the first place,
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CHAPTER THREE: CHARACTER CREATION

Integrity
or maybe you just failed him. You visit his grave whenever
you’re nearby and spill all your regrets to a tombstone. You
secretly hope his ghost will come back and forgive you but,
so far, it’s just you and the worms. Humans in the Chronicles of Darkness have a trait
called Integrity, which represents their psyches’ stability. It
The One You Saved measures their acceptance of their own self-image and how
She was a monster’s victim, and you saved her from the secure their psychological well-being is. When they perform
jaws of death or worse. Now she knows what’s out there, and terrible acts, witness atrocities, or experience supernatural
she’s terrified of it. Your presence makes her feel safe, and things they can’t explain, they risk losing Integrity via break-
hers makes you feel like you’re making a difference. You fear ing points (p. XX). Their Integrity score, in turn, measures
letting her down more than anything. how well they handle further trauma.
Part-Time Lover Hunters have Integrity just like other human beings, but
the unnatural stresses to which they constantly expose them-
He knows your name and ID are fake, and he’s seen selves affect them more deeply than anything most people
you stumble into bed with wounds you can’t explain, but ever see or do. Someone who hunts monsters has a choice:
he never asks questions or whispers a word of it. He lets you Let it fundamentally change them or lose all ability to cope.
forget for a night here and there, and that’s enough for you Those who succumb to the latter can no longer function in
both. You just hope you’re not followed next time. society. Those who choose the former take up the Vigil and
The Regulars call themselves hunters. Their Integrity changes with them;
Integrity is still a measure of their stability, but it’s impacted
Your favorite bar is a dive with the same clientele ev- differently because of their new role in the fight against the
ery night, and you like it that way. It’s a place where no- darkness.
body knows your name, where you can shoot the shit and
A hunter’s greatest saving grace is her companions. A
play some pool and smoke a cigarette or two, and nobody’s
lone hunter doesn’t make it far before she spirals into self-
lives are in your hands for once. You didn’t used to be this
loathing or forgets why she’s fighting, living from one bloody
change-averse, but now you hate when newcomers show up.
thrill to the next. She needs people — not just any people,
The Rookie but people she can trust. People she can open up to and be
vulnerable with, even if it’s just for a night here and there.
He might be your kid or someone else’s. A teen who
Without the occasional reprieve from living on a hair trigger,
stumbled across the pastor’s stash of exorcism rituals and
paranoia consumes her. Touchstones help remind her why
shotguns. A student at the haunted high school who can
she took up the Vigil to begin with and who she is behind
see the spirits. Whoever he is, he knows what you do and he
the flamethrower.
wants in. He wants you to train him. You can’t keep dodging
the question forever.
System
Separated A hunter’s Integrity trait ranges from 10 to 0. Characters
She couldn’t bring herself to sign divorce papers, but start out with seven dots of Integrity. Whenever a hunter
she kicked you out of the house. She says you’ve changed and violates the Code (see below) or experiences something that
she can’t handle all the lies. She likes to have coffee on the drastically shakes his confidence, his player rolls a breaking
weekends, and she says she’ll take you back anytime — just as point and risks losing a dot of Integrity. A player can buy
soon as you tell her the truth. Integrity dots with Experiences (p. XX), but to purchase a
The Therapist dot of Integrity, a character must first spend a scene open-
ing up to someone in a frank and honest manner, trusting
He’s the only one you trust not to judge you when you that person with his rawest feelings and deepest secrets, or
admit to all your blackest thoughts and most paralyzing fears. with his life or the lives of those he cares about. It could be
He thinks you speak in metaphors when you talk about anyone — a fellow hunter, a Touchstone, even an enemy, as
ghosts and monsters, and that’s fine with you. You hope you long as he’s genuine. This trust must not be betrayed before
never screw up so royally that he’ll have to share your file the player purchases the Integrity dot.
with the court. Characters with high Integrity (7-10) see themselves in
Your Rock more or less the same way they always did. The Vigil is a
major part of their lives, but they can see beyond it to pursue
She’s your sister, your best friend, your mentor. She’s other things — relationships, hobbies, even careers. They can
been through it all with you. You know she’ll support you draw a clear line between themselves and the monsters they
no matter what, and that’s the problem. You’re desperate to despise.
keep her from tumbling down the Vigil’s rabbit hole with
Characters with middling Integrity (4-6) fully internal-
you, because you don’t want to lose the one person who
ize the hunt, reacting more instinctively to perceived threats.
makes you feel like yourself again.
They tend toward the paranoid and are more prone to
74
Attributes | Skills

violence or Machiavellian behaviors. They wonder whether Code, trading away her safe worldview for the unforgiving
their actions are justified while the Code pushes them to mentality it takes to fight the impossible.
keep hunting anyway, or they double down on their lifestyles Psychological stress destabilizes a hunter’s self-image the
and become cynical. Characters at this level of Integrity gain same way it does for anyone else, and in fact this self-image is
the persistent Vigilant Condition (p. XX). the crux of what hunters call the Code. It’s just a question of
Characters with low Integrity (1-3) allow the hunt to what constitutes “psychological stress” for people who obsess
consume them utterly. They lash out at the slightest hint of over monsters for a living. The basic aspects of the Code
a threat, throw themselves gleefully into bloodshed at every are universal, like the idea that human lives have inherent
opportunity, or scheme like a spider to take out the enemy worth and monsters are a threat to them, or that a hunter’s
before it makes a move. They can’t remember or imagine first duty is to the Vigil. No mystical force makes these tenets
being anything but a hunter. Some hate themselves for what true; it’s just that the mindset necessary to take up this torch
they’ve become. Others steadfastly refuse to admit they’ve — whether to light the darkness or burn it down — affects the
fallen from grace, thoroughly fixated on the job. Still others human psyche in these ways. Anyone who lasts more than a
survive more than they live, jaded to the point of singlemind- few weeks in this gig learns to follow these instincts.
edness. Characters at this level of Integrity gain the persis- For characters, the Code is sometimes an unspoken un-
tent Merciless Condition (p. XX). derstanding, and sometimes a tangible set of principles that
A hunter who falls to Integrity 0 is barely recognizable hunters vow to each other to uphold. It could be a mission
as human anymore, a relentless engine of violence and obses- statement for a conspiracy that every member signs. It could
sion. Characters who drop this far become Storyteller char- be an oath a cell swears over a freshly dug grave. Some just
acters and are prone to becoming slashers (p. XX). wax philosophical about it over beers late at night. Whatever
the form it takes, when two hunters’ interpretations of the
The Code Code come into conflict, they’re willing to shed tears and
blood over it.
You go from hunted to hunter when something inside you
hardens to steel, sharpens to a knife’s edge, and you take a stand.
You leave your old life behind so you can act as torch, sword, and
Breaking Points
shield. Once your eyes are open and your fist clenched, you can Characters in Hunter suffer breaking points. Innate
never go back to the halcyon days, try though you might. Yeah, breaking points are those a character carries with her from
ignorance is bliss, but you’ve left bliss far behind. Maybe you before she took up the hunt, and those that remind her of
made a pact, or you just feel it in your bones, but either way you just how unsettling her life has become. Most innate breaking
recognize the Code as your new compass for what’s okay and what points involve doing or encountering something traumatic
isn’t. for the first time; even the most seasoned hunter hasn’t seen
When a hunter takes up the Vigil, she vows — whether everything that’s out there, and surprises in her line of work
out loud or just to herself — to abide by certain precepts, are never pleasant. A character also reaches a breaking point
ones that separate her from common murderers and un- when she violates the Code.
natural predators. She justifies her life of violence, crime, The Code’s fundaments may be universal, but no two
and paranoia with strict rules which, if followed, keep her hunters interpret them exactly the same way. They argue over
from being like them: the monsters that prey on the inno- what constitutes a “monster” or a “person” all the time, al-
cent, kill for fun, leech off society, and care about nothing though the Code draws a few indelible lines that guide a
but themselves. The hunter tells herself she’s different, that hunter’s hand when things get messy enough that she needs
she’s doing it all for the greater good. If she can cling to her something concrete to fall back on. The Code’s breaking
Integrity, she might even be right. The more she violates this points aren’t indicative of how a hunter feels or what she
Code, the hollower her insistence rings. She builds a wall of wants; they’re ways in which her psyche has had to adapt,
scars around her heart so she can live with herself. Do the subconsciously, to her life of darkness and deliberately ex-
job, slay the fiend, save the day. But the more Integrity she posing herself to terrible things. If it hadn’t, her lifestyle
loses, the less she knows herself anymore. The further she would have already reduced her to Integrity 0 long ago.
falls, the harder it is to see the difference between herself If a hunter believes that a kind zombie who chooses not
and any other killer. to eat brains is not a monster, that’s fine; however, when
For the average person, excessive violence and exposure that zombie loses control of himself and preys on someone,
to the dark supernatural underbelly of the world cause trau- a hunter who’s come far enough down this road to dedicate
ma — she questions her sanity or the truth of everything she’s herself to the Vigil can’t just ignore the fact that the zombie
ever known. Brutality shocks her, numbs her. This is true of is dangerous for ordinary people, and an ordinary person’s
hunters when they start out, too, but at some point, they life has value in and of itself. Thus, letting that happen is
make a permanent choice to stop being victims. They draw a breaking point — a moment of personal crisis and a dif-
a line in the sand and say, not me. Not my people. Never again. ficult decision. Breaking points aren’t a punishment; they’re
An ordinary person becomes a hunter in that moment. She a mechanical representation of wrestling with the stresses of
may not realize it at first, but she has dedicated herself to the experiences human beings weren’t meant to have.
75
CHAPTER THREE: CHARACTER CREATION

From an out-of-character perspective, Code breaking With no control over your actions −2
points consider any creature that wields Dread Powers or
Betrayed by someone you trusted within the −2
Numina a monster — as long as the hunters know it is such last full scene
a creature — as well as slashers and other obviously inhu-
man beings; this is because horrors, slashers, and ephem- Actively and willingly helping a monster −3
eral beings make up the totality of supernatural antagonists Roll Results
presented in this book, giving the Storyteller the ability to
Success: The character keeps her Integrity, forging
create any sort of dangerous mystery they like. This doesn’t
scar tissue around her soul thick enough to take the strain.
mean a Storyteller character who is human but uses Dread
She gains the Obsession (temporary), Stoic, or Vendetta
Powers to express psychic abilities is a literal monster; it just
Condition.
means that for purposes of the Code’s breaking points, the
Exceptional Success: The character not only keeps her
hunter psyche considers the psychic a threat to humanity
Integrity but pushes a wedge between herself and the rest
that’s more unnatural than someone with a gun.
of humanity, justifying it all in the name of the Vigil. She
Code breaking points usually don’t count ordinary hu-
gains the persistent Addicted Condition with regard to some
mans or other hunters as monsters, no matter what kind
visceral or unsettling aspect of the hunt, such as earning a
of terrible deeds they perform, unless they exhibit obviously
monster’s flattering attentions, killing one, or causing one
monstrous abilities; however, most hunters can give at least
pain or the persistent Obsession Condition with regard to
a partial pass to hunters wielding supernatural Endowments
a particular monster. In addition, gain a Willpower point.
if they know that’s what they’re seeing, reflected in the
Failure: The character loses a dot of Integrity and ques-
modifiers in the chart below. If a hunter sees someone sum-
tions herself. She gains the Guilty, Shaken, or Spooked
moning a demon and she doesn’t know they’re a member
Condition (or a custom one with Storyteller approval).
of the Lucifuge doing it to take down something worse, the
Storyteller should treat the situation as though that member Dramatic Failure: The character loses a dot of Integrity
of the Lucifuge is a “monster” for purposes of Code break- and experiences a moment of awful clarity, as the full weight
ing points until the hunter learns the truth; once she does, of what she must do to keep the Vigil descends upon her like
it’s up to her player to decide how she views such powers a crushing avalanche. She gains the Demoralized or Violent
wielded in service to the Vigil. Condition.

Systems List of Breaking Points


Whenever a hunter suffers a breaking point, her player The following list includes the universal tenets of the
takes a Beat and rolls Resolve + Composure, with a modifier Code, as well as baseline innate breaking points. The Code
based on the level of the breaking point (listed below). Only allows for indirect actions in the spirit of its edicts, such as
breaking points at or below a character’s current Integrity collecting or sharing information about a monster so that
score apply to her. someone else can trap it.
Other modifiers may apply to the roll as well, at the Storytellers and players should work together to decide
Storyteller’s discretion; modifiers can’t exceed + or –5. The whether other actions or experiences in play constitute in-
following are some examples: nate breaking points for a character, depending on his cir-
cumstances and his past. Estimate the level of such breaking
Breaking Point Modifiers points using the list below as a guideline.
If a single action or event would fit multiple breaking
Situation Modifier
points at once, use the one lowest on the Integrity scale.
Deliberate act of significant personal sacrifice +3 High Integrity (7-10; –0 modifier)
You have more than one Touchstone attached +3
• First time personally encountering a particular type
Acting in defense of another person or on +2 of supernatural trait or power (Innate)
behalf of a cell, compact or conspiracy
Your quarry is another hunter +2 • Causing significant harm to a person (Code)
Interacted meaningfully and positively with +2 • Allowing harm to come to a person in pursuit of
someone you trust within the last full scene
your Vigil (Code)
You have one Touchstone attached +2
• Causing a person to suffer a breaking point from
Acting in accordance with your Virtue +1
exposure to the supernatural (Code)
Acting in self-defense +1
Acting in accordance with your Vice −1 • Refusing aid to a fellow hunter in need (Code)
Acting under duress or coercion −1 Middling Integrity (4-6; –1 modifier)
You have no Touchstones attached −2 • First time killing a particular type of monster (Innate)

76
Attributes | Skills

BUT WHAT IS A MONSTER, REALLY?


This book uses the word “monster” as a general term for “unnatural things
hunters investigate.” That’s because characters in Hunter aren’t assumed
to be hunting the protagonists of other Chronicles of Darkness lines.
The Vigil necessitates a worldview wherein dangerous supernatural beings
and phenomena are threats to humanity; their Integrity works differently
from that of Chronicles of Darkness Core Rulebook protagonists because
the tone and themes of a Hunter game differ, too.
A hunter is someone who goes out of their way to hunt down the weirdest,
darkest, most threatening occult entities, to stop them from being
threats. That doesn’t mean they always kill such entities, though the
nature of the supernatural world means that’s often the most expedient
solution to “something is preying on people.” They may want to reform
their behavior, or lock them away, or expose their secrets to the
world — but all of those goals come down to “stop the supernatural from
threatening ordinary humans.”
Therefore, the Code differentiates between “monster” and “person.”
Hunters are perfectly capable of befriending sympathetic monsters or
helping a ghost communicate with its living loved ones; they’re also
perfectly capable of taking matters into their own hands when the law
can’t sufficiently protect people from a mundane serial killer. The
Code doesn’t prevent or even discourage any of that.
What the Code does do is draw a line between how ordinary people approach
unnatural threats and how hunters do, when those worlds collide. A
hunter whose vampire friend minds his own business needn’t stake him to
avoid a breaking point. When she faces a choice between saving a human
life and protecting that vampire friend, and she chooses the vampire
over the human, that’s when the Code kicks in and she must justify that
choice to her own Vigilance. When such situations get in the way of
empathy for the plight of a creature that had no choice in becoming what
it is, or one that’s trying its best not to harm anybody, it forces a
hunter to confront the consequences of the Vigil she swore to uphold.
That’s what creates dramatic story hooks and personal horror: The
further you go to dig up what’s hidden for good reason, the harder it
gets to tell right from wrong, friend from foe, or person from monster.

• First time enduring physical torture (Innate) at the hands of the supernatural or because of the
Vigil (Innate)
• First time enduring psychological torture or a mental
or emotional supernatural attack (Innate) • Gaining or bestowing power from an obviously
monstrous source (Code)
• Killing a person (Code)
• Betraying a fellow hunter (Code)
• Learning a monster harmed a person when you
could have stopped it but didn’t (Code) Breaking Points and Tiers
• Putting the well-being or autonomy of a monster When a hunter joins a compact or conspiracy, she’s join-
over that of a person (Code) ing a likeminded group of people just as obsessed and driven
as she is. Together, they agree on certain rules of engagement
Low Integrity (1-3; –2 modifier) with the Vigil, whether unspoken or written. members of
• First time torturing a particular type of monster the Lucifuge vow to use the power of their own monstrous
(Innate) blood to strike back at the darkness. Network Zero tacitly
encourages members to expose the truth as blatantly as they
• Torturing a person (Innate) dare. Upholding these agreements sometimes means vio-
lating the Code — after all, exposing the truth may sound
• Suffering a significant loss (e.g. a loved one, a home) noble, but it also gets people killed, and hunters of demonic
77
CHAPTER THREE: CHARACTER CREATION

THE CODE AND Attributes


SWITCHING Every character possesses nine Attributes that measure
MEMBERSHIPS their innate capabilities, split into three categories: Mental,
Physical, and Social. If a game rule refers to a “Social roll,” or
Characters may switch their a “Mental action,” that means the dice rolled will include the
compacts and conspiracies. While appropriate Attribute category. Each dot represents one die
it affects their membership, it you’ll add to your roll.
does not impact the hunter’s One dot in an Attribute reflects below-average capacity.
definition of the Code. Just Two dots represent the human average. Three and four re-
because a hunter joins The Long flect a high level of competency, while five reflects the height
Night after hunting with Network
of human potential in that arena.
Zero doesn’t automatically mean
their beliefs have changed to
reflect their new membership. Mental Attributes
When a character switches Mental Attributes reflect your character’s acuity, intel-
membership to a different
compact or conspiracy, let the lect, and strength of mind.
player discover what happens to Intelligence
the Code through roleplay. Then,
should they suffer a breaking Intelligence is your character’s raw knowledge, memory,
point, they may reexamine their and capacity for solving difficult problems. This may be book
feelings and redefine the Code smarts or a wealth of trivia.
to reflect their commitment to Attribute Tasks: Memorizing (Intelligence + Composure,
the new group. instant action)
Wits
heritage struggle with questions of how human they really Wits represents your character’s ability to think quickly
are every day. For many, these hard choices are simply what and improvise solutions. It reflects your character’s percep-
they signed up for. tion and ability to pick up on details.
Hunters are nothing if not resourceful, though. A char- Attribute Tasks: Perception (Wits + Composure, reflexive
acter who runs afoul of this conundrum can, if she chooses, action)
dedicate herself to the creed of her compact or conspiracy so
completely that her Code shifts to accommodate it. When
Resolve
she reaches a moment of truth, the evil she decides is lesser Resolve is your character’s determination, patience, and
may forever change the compromises she’s willing to make to sense of commitment. It allows your character to concen-
get the job done. trate in the face of distraction and danger or continue doing
Systems: A tier-one hunter character experiences break- something in spite of insurmountable odds.
ing points as above. At tiers two and three, whenever a char- Attribute Tasks: Resisting coercion (Resolve + Stamina,
acter would suffer a Code breaking point in direct pursuit reflexive action)

Physical Attributes
of the Vigil, she may instead trade that breaking point out
permanently for a new Code tenet specific to her compact
or conspiracy, which is always at low Integrity on the break- Physical Attributes reflect your character’s bodily fitness
ing point scale. She may only do this once. The player and and acumen.
Storyteller should work together to come up with an ap-
propriate new breaking point that embodies the character’s Strength
commitment to her organization. Strength is your character’s muscular definition and ca-
A hunter whose Code deviates from that of the major- pacity to deliver force. It affects many physical tasks, includ-
ity of her brethren is hard to trust; if a player trades out a ing most actions in a fight.
breaking point this way, she suffers a –3 penalty on Social Attribute Tasks: Breaking a barrier (Strength + Stamina,
rolls to deal with any hunter who’s not part of her compact instant action), Lifting objects (Strength + Stamina, instant
or conspiracy. action)
Dexterity
Dexterity is your character’s speed, agility, and coordina-
tion. It provides balance, reactions, and aim.

78
Attributes | Skills

Attribute Tasks: Keeping balance (Dexterity + Composure, you find yourself going to great lengths to justify a Specialty, it
reflexive action) probably shouldn’t apply. Multiple suggestions are offered for
each Skill; you will add Skill Specialties in the next step.
Stamina
Stamina is your character’s general health and sturdi- Mental Skills
ness. It determines how much punishment your character’s
body can handle before it gives up. Mental Skills are largely learned, as opposed to prac-
ticed. They reflect knowledge and procedure, lore and
Attribute Tasks: Staying awake (Stamina + Resolve, in-
understanding.
stant action)
Academics
Social Attributes Academics is a broad Skill representing your character’s
Social Attributes reflect your character’s ability to deal higher education and knowledge of the arts and humanities.
with others. It covers language, history, law, economics, and related fields.
Sample actions: Recall trivia (Intelligence + Academics, in-
Presence stant action), Research (Intelligence + Academics, extended ac-
Presence is your character’s assertiveness, gravitas, and tion), Translation (Intelligence + Academics, extended action)
raw appeal. It gives your character a strong bearing that Sample contacts: Head Librarian, Lawyer, Rare Book
changes moods and minds. Dealer
Attribute Tasks: Good first impressions (Presence + Suggested equipment: Internet access (+1), Library (+1 to
Composure, instant action) +3), Professional consultant (+2)
Manipulation Suggested Skill Specialties: Anthropology, Art History, English,
History, Law, Literature, Religion, Research, Translation
Manipulation is your character’s ability to make oth-
ers cooperate. It’s how smoothly she speaks and how much Computer
people can read into her intentions. Computer is your character’s advanced ability with
Attribute Tasks: Poker face (Manipulation + Composure) computing. It allows her to program computers, hack into
systems, diagnose major problems, and investigate data.
Composure This Skill reflects advanced techniques and tricks; almost
Composure is your character’s poise and grace under fire. everyone can operate a computer for email and basic inter-
It’s his dignity, and ability to remain unfazed when harrowed. net searches.
Attribute Tasks: Meditation (Resolve + Composure, ex- Sample actions: Hacking a system (Intelligence +
tended action) Computer, extended action, contested if against a secu-
rity administrator or other hacker), Internet search (Wits

Skills + Computer, instant action), Programming (Intelligence +


Computer, extended action)
Sample contacts: Anonymous Network Zero Liaison,
While Attributes represent innate ability, Skills reflect
Hardcore Computer Gamer, White-Hat Hacker
behaviors learned and honed over a lifetime. A character
can learn them through practice or from a book. Similarly Suggested equipment: Computer system (+0 to +3, by per-
to Attributes, Skills are divided into Mental, Physical, and formance), Custom software (+2), Passwords (+2)
Social categories. Suggested Skill Specialties: Data Retrieval, Graphics,
A Skill without dots means your character is deficient Hacking, Internet, Programming, Security, Social Media
or barely capable. Skills with a single dot reflect a cursory Crafts
training. Two dots are sufficient for professional use. Three
is a high level of competency. Four is outstanding, and five is Crafts reflects your character’s knack with creating and
absolute mastery of the discipline. repairing things. From creating works of art to fixing an au-
tomobile, Crafts is the Skill to use.
Each Skill lists sample actions; these lists are common acts
and are by no means comprehensive. Further, each action sug- Hunters have options when it comes to crafting and
gests dice pools, but it’s important to look at the context of the modifying equipment. The system for building equipment
scene and apply the best Attribute + Skill combination for the and improvising is on p. XX, and optional systems for cus-
events at hand. Also, remember that equipment and environ- tomizing existing equipment — including vehicles — and set-
mental modifiers can shift a dice pool. Each Skill lists some ting traps start on p. XX.
sample equipment and factors that could enhance its usage. Sample actions: Appraisal (Wits + Crafts, instant action),
A Skill Specialty is a tightly focused area of expertise at- Counterfeit item (Intelligence + Crafts, instant action),
tached to each Skill. If a Specialty applies to your roll, add a die. Create art (Intelligence + Crafts, instant action), Repair item
Multiple Specialties may apply to a single roll, within reason. If (Wits + Crafts, instant action)

79
CHAPTER THREE: CHARACTER CREATION

Sample contacts: Custom Weapons Expert,


Neighborhood Mechanic, Police Sketch Artist
Suggested equipment: Point of reference (+1), Quality
materials (+2), Tools (+1 to +3, depending on utility and
specialty), Well-equipped workplace (+2)
Suggested Skill Specialties: Automotive, Cosmetics,
Fashion, Forging, Graffiti, Jury Rigging, Painting,
Perfumery, Repair, Sculpting
Investigation
Investigation is your character’s skill at solving myster-
ies and putting together puzzles. It reflects the ability to
draw conclusions, to find meaning out of confusion, and
to use lateral thinking to find information where others
could not.
Sample actions: Examining a crime scene (Wits
+ Investigation, extended action), Solving riddles
(Intelligence + Investigation, instant or extended action)
Sample contacts: Medical Examiner, Paranormal
Blogger, Private Investigator
Suggested equipment: Forensic kit (+1), Unrestricted ac-
cess (+2), Reference library (+2)
Suggested Skill Specialties: Autopsy, Body Language,
Crime Scenes, Cryptography, Lab Work, Riddles
Medicine
Medicine reflects your character’s knowledge of the
human body, and of how to bring it to and keep it in work-
ing order. Characters with Medicine can make efforts to
stem life-threatening wounds and illnesses.
Sample actions: Diagnosis (Wits + Medicine, instant ac-
tion), Treating wounds (Intelligence + Medicine, extended
action)
Sample contacts: Cheiron Group Researcher, Chronic
Patient, EMT
Suggested equipment: Medical tools (+1 to +3), Trained
assistance (+1), Well-stocked facilities (+2)
Suggested Skill Specialties: First Aid, Pathology,
Pharmaceuticals, Physical Therapy, (Specific Types of
Monsters), Surgery
Occult
The Occult Skill is your character’s knowledge of
things hidden in the dark, legends, and lore. While the su-
pernatural is unpredictable and often unique, the Occult
Skill allows your character to pick out facts from rumor.
Sample actions: Identify the sliver of truth (Wits
+ Occult, instant action), Relate two similar myths
(Intelligence + Occult, instant or extended action)
Sample contacts: Anthropology Professor, Compact or
Conspiracy Mentor, Former Demon Cultist
Suggested equipment: Well-stocked library (+2)
Suggested Skill Specialties: Casting Lots, Divination,
Hauntings, Phrenology, Specific Types of Monsters, Urban
Legends, Exorcisms, Witchcraft

80
Skills

Politics Sample actions: Breaking boards (Strength + Brawl, in-


stant action), Hand-to-hand combat (covered in the combat
Politics reflects a general knowledge of political struc- section, p. XX)
tures and methodologies, but more practically shows your Sample contacts: Club Bouncer, Self-Defense Teacher,
character’s ability to navigate those systems and make them Sparring Partner
work the way she intends. With Politics, she knows the right
Suggested equipment: Brass knuckles (+1)
person to ask to get something done.
Suggested Skill Specialties: Boxing, Dirty Fighting,
Sample actions: Cut red tape (Manipulation + Politics,
Grappling, Martial Arts, Threats, Throws
extended action), Identify authority (Wits + Politics, instant
action), Sully reputations (Manipulation + Politics, extended Drive
action)
Drive is the Skill to control and maneuver automobiles,
Sample contacts: Governor’s Personal Assistant, Mob motorcycles, boats, and even airplanes. A character can drive
Associate, Political Blogger a car without Drive dots; the Skill relates to moments of high
Suggested equipment: Official position (+1 to +5, by Status) stress, such as a high-speed chase or trying to elude a tail. It’s
Suggested Skill Specialties: Bureaucracy, Church, Compact assumed that most modern characters have a basic ability to
or Conspiracy Intrigue, Democratic, Local, Monster drive. Drive can also reflect your character’s skill with horse-
Societies, Organized Crime, Scandals back riding, if appropriate to her history.
Science Sample actions: Impressive maneuvering (Dexterity +
Drive, instant action), Pursuit (Dexterity + Drive, contested
Science is your character’s knowledge and understand- action), Tailing (Wits + Drive, contested action)
ing of the physical and natural sciences, such as biology, Sample contacts: Bush Pilot, Mechanic, Street Racer
chemistry, geology, meteorology, and physics.
Suggested equipment: Performance vehicle (+1 to +3)
Sample actions: Assess variables (Intelligence + Science,
Suggested Skill Specialties: Defensive Driving, Evasion,
instant or extended action), Formulate solution (Intelligence
Off-Road Driving, Motorcycles, Pursuit, Stunts
+ Science, extended action)
Sample contacts: Experimental Physicist, Geology Firearms
Professor, Mad Inventor Firearms reflects your character’s ability to identify,
Suggested equipment: Reference library (+1 to +3), Well- maintain, and otherwise use guns. This Skill covers every-
stocked laboratory (+2) thing from small pistols, to shotguns, to assault rifles, and
Suggested Skill Specialties: Physics, Neuroscience, Virology, anything else related.
Alchemy, Genetics, Hematology Sample actions: Firearms combat (see p. XX for more on

Physical Skills
how firearms combat works)
Sample contacts: Gun store owner, Local law enforce-
Physical Skills are those practiced, trained, and learned ment, Sharpshooter
through action. Suggested equipment: See p. XX for a full list of firearms
Suggested Skill Specialties: Handguns, Rifles, Shotguns,
Athletics Trick Shots
Athletics reflects a broad category of physical training
and ability. It covers sports, and basic physical tasks such Larceny
as running, jumping, dodging threats, and climbing. It also Larceny covers intrusion, lockpicking, theft, pickpocket-
determines a character’s ability with thrown weapons. ing, and other (generally considered) criminal activities. This
Sample actions: Acrobatics (Dexterity + Athletics, instant ac- Skill is typically learned on the streets, outside of formal
tion), Climbing (Strength + Athletics, extended action), Foot methods. However, stage magicians and other entertainers
chase (Stamina + Athletics, contested action), Jumping (Strength learn these skills as part of their repertoire.
+ Athletics, instant action, one foot vertically per success) Sample actions: Bypass security systems (Dexterity +
Sample contacts: Neighborhood Skater, Physical Larceny, extended action), Lockpicking (Dexterity + Larceny,
Therapist, Yoga Instructor extended action), Pickpocketing (Dexterity + Larceny, con-
Suggested equipment: Athletic shoes (+1), Rope (+1) tested action)
Suggested Skill Specialties: Acrobatics, Archery, Climbing, Sample contacts: Parole Officer, Shady Pawn Shop Owner,
Jumping, Parkour, Swimming, Throwing Three-Card Monte Dealer
Suggested equipment: Crowbar (+1), Crowded area (+2),
Brawl Lockpicks (+2), Partner in crime (+1)
Brawl reflects your character’s ability to tussle and fight Suggested Skill Specialties: Breaking and Entering,
without weapons. This includes old-fashioned bar brawls as Concealment, Lockpicking, Pickpocketing, Safecracking,
well as complex martial arts. Security Systems, Sleight of Hand

81
CHAPTER THREE: CHARACTER CREATION

Stealth Sample contacts: Cat Lady, Rodeo Horse Trainer, Zoo


Veterinarian
The Stealth Skill reflects your character’s ability to move Suggested equipment: Treats (+1), Whip (+1)
unnoticed and unheard, or to blend into a crowd. Every char-
Suggested Skill Specialties: Canines, Felines, Reptiles,
acter approaches Stealth differently; some use distraction,
Calming, Training
some disguise, and some are just hard to keep an eye on.
Sample actions: Losing a tail (Wits + Stealth, contested Empathy
action), Shadowing (Dexterity + Stealth, contested action) Empathy represents your character’s ability to read and
Sample contacts: Bow Hunter, Burglar, Lookout from a understand others’ feelings and motivations. This helps dis-
Former Job cern moods or read deceptive behavior in discussion. It is
Suggested equipment: Binoculars (+1), Dark clothing (+1), not inherently sympathetic; one can understand another’s
Smokescreen (+2), Spotters (+1) positions without agreeing with them.
Suggested Skill Specialties: Camouflage, Crowds, In Plain Sample actions: Finding someone’s pain (Wits + Empathy,
Sight, Rural, Shadowing, Stakeout, Staying Motionless contested action), Sense deception (Wits + Empathy, con-
tested action), Soothing nerves (Manipulation + Empathy,
Survival instant action)
Survival represents your character’s ability to live off the Sample contacts: Shoulder to Cry On, Police Profiler,
land. This means finding shelter, and food, and otherwise Psych Student
procuring the necessities for existence. This can be in a rural Suggested equipment: Muted clothing (+1), Relaxing envi-
or urban environment. ronment (+2)
Sample actions: Foraging (Wits + Survival, extended Suggested Skill Specialties: Calming, Emotion, Lies,
action), Hunting (for animals, Wits + Survival, extended Motives, Personalities, Specific Types of Monsters
action)
Sample contacts: Homeless Person, Off-the-grid Expression
Survivalist, Scout Master The Expression Skill reflects your character’s ability to
Suggested equipment: Survival guide (+1), Survival knife (+1) communicate. This Skill covers written and spoken forms of
Suggested Skill Specialties: Foraging, Hunting, Navigation, communication, journalism, acting, music, and dance.
Shelter, Weather Sample actions: Composing (Intelligence + Expression,
extended action), Performance (Presence + Expression, in-
Weaponry stant action)
Weaponry is the ability to fight with hand-to-hand weap- Sample contacts: Investigative Journalist, Political Speech
ons, from swords, to knives, to baseball bats, to chainsaws. If the Writer, Reclusive Poet
intent is to strike another and harm him, Weaponry is the Skill. Suggested equipment: Quality instrument (+1 to +3)
Sample actions: Attacking another (see p. XX for more on Suggested Skill Specialties: Dance, Drama, Journalism,
Weaponry combat) Musical Instrument, Performance Art, Singing, Speeches
Sample contacts: Fencing Instructor, Gang Member,
Martial-Arts Enthusiast Intimidation
Suggested equipment: See p. XX for a full list of weapons Intimidation reflects your character’s ability to influ-
Suggested Skill Specialties: Chains, Clubs, Improvised ence others’ behavior through threats and fear. It could
Weapons, Spears, Swords mean direct physical threats, interrogation, or veiled implica-
tions of things to come.
Social Skills Sample actions: Interrogation (Wits + Intimidation, con-
tested action), Stare down (Presence + Intimidation, con-
Social Skills involve the application of a character’s
tested action)
charm, poise, and personality. They generally don’t repre-
Sample contacts: Barroom Tough Guy, High-Powered
sent formal training so much as a combination of innate tal-
Executive, Police Interrogator
ent and experience interacting with others.
Suggested equipment: Fearsome tools (+2), Gang colors
Animal Ken (+2), Isolated room (+1)
Animal Ken reflects your character’s ability to train and Suggested Skill Specialties: Direct Threats, Interrogation,
understand animals. With Animal Ken, your character can Stare Down, Torture, Veiled Threats
charm beasts or even rile them to violence, under the right
circumstances.
Persuasion
Sample actions: Animal training (Manipulation + Animal Persuasion is your character’s ability to change minds
Ken, extended action), Cowing an animal (Presence + and influence behaviors through logic, fast-talking, or ap-
Animal Ken, contested action) pealing to desire. It relies on the force of your character’s
personality to sway the listener.
82
Merits

Merits
Sample actions: Fast-talk (Manipulation + Persuasion, ex-
tended action), Firebranding (Presence + Persuasion, instant
action), Seduction (Manipulation + Persuasion, extended
action) Lacking the tremendous innate powers of their targets,
Sample contacts: Car Salesman, Speech Coach, Trial Lawyer hunters rely on their own capabilities as well as their social
Suggested equipment: Designer clothing (+1 to +3), networks in order to even the odds. Merits represent ad-
Reputation (+2) ditional benefits a hunter may possess to help them hunt.
Suggested Skill Specialties: Confidence Scam, Fast-Talking, Often, hunters must weigh the costs of tracking a monster in
Inspiring, Sales Pitch, Seduction, Sermon broad daylight, hacking into a security system, or breaking a
fellow hunter out of jail.
Socialize Before making their final selection, it is strongly recom-
Socialize reflects your character’s ability to present her- mended that players coordinate with their fellow players and
self well and interact with groups of people (or monsters). It Storyteller. Merits often look good in the text, but their ben-
reflects proper (and setting-appropriate) etiquette, customs, efits may not be apparent to your group until you mull over
sensitivity, and warmth. A character with a high Socialize is how they’ll be used in your game. Merits may also be selected
the life of the party. independently of the character’s tier.
Sample actions: Carousing (Manipulation + Socialize,
instant action), Fitting in (Wits + Socialize, instant action),
Style Merits
Getting attention (Presence + Socialize, instant action) Merits marked as Style Merits allow access to specialized
Sample contacts: Diplomat, Drinking Buddy, Society maneuvers. Each maneuver is a prerequisite for the next in
Matron its sequence. So, if a Style Merit has a three-dot and four-dot
maneuver, you must purchase the three-dot maneuver before
Suggested equipment: Drugs (+1), Knowing people (+1),
accessing the four-dot.
Money (+1 to +5)
Specialties: Bar Hopping, Church Lock-in, Dress Balls, Sanctity of Merits
Formal Compact or Conspiracy Ceremonies, Frat Parties, While Merits represent assets, innate traits, charac-
Political Fundraisers, The Club ters, and other items that support your character in your
Streetwise chronicle, most Merits are out-of-character resources that are
functions of character creation and advancement. Merits of-
The Streetwise Skill is your character’s knowledge of life ten represent things that can be lost, stolen, destroyed, etc.
on the streets. It tells her how to navigate the city, how to Retainers can be killed. Mentors can get impatient and stop
get information from unlikely sources, and where she’ll be dispensing wisdom. So, while Merits may represent tempo-
(relatively) safe. If she wants to get something on the black rary facets of your character, most Merit dots continue to
market, Streetwise is how. exist. At the end of any chapter where your character has lost
Sample actions: Finding a shortcut (Wits + Streetwise, Merits, you can replace them with another Merit.
instant action), Working the black market (Manipulation + For example, say your character has a three-dot Retainer,
Streetwise, instant action) a collector of occult artifacts you’ve paid handsomely for in-
Sample contacts: Bartender in a Rough Part of Town, formation. One day, that collector purchases a haunted lock-
Drug Dealer, Undercover Cop et and is murdered by a spirit of vengeance. At the end of the
Suggested equipment: Burner phone (+1), Known nick- chapter, you may reallocate the three Retainer dots. You may
name (+2), Valuable contraband (+1 to +3) decide to find an exorcist, or you may opt to purchase dots in
Suggested Skill Specialties: Black Market, Gangs, (Monster the Safe Place Merit, to reflect your character’s choice to rest
Type) Territories, Navigation, Rumors, Undercover and recover after losing such a valuable ally. How you distrib-
ute the three dots is entirely up to you; you may use them to
Subterfuge purchase three separate Merits or concentrate on one.
Subterfuge is the ability to deceive. With Subterfuge, your When replacing a Merit, consider what makes sense in
character can lie convincingly, project hidden messages in what the story. Pursue the new Merit during the course of the
she says, hide motivations, and notice deception in others. chapter if possible and make the new tie meaningful to your
Sample actions: Disguise (Wits + Subterfuge, instant ac- character.
tion), Lying (Manipulation + Subterfuge, contested action) With Storyteller permission, you may “cash in” a Merit
Sample contacts: Con Artist, Crooked Politician, Out-of- voluntarily and replace it with Experiences (p. XX). This
work Actor should not be used to purchase a Merit, take advantage of
Suggested equipment: Costume supplies (+2), Fake ID (+1), its benefits, and then cash it out for something else. But if
Suggested Skill Specialties: Detecting Lies, Doublespeak, a Merit’s run its course and no longer makes sense for your
Hiding Emotion, Little White Lies, Misdirection character, you may use those points elsewhere.
Merits such as Ambidextrous, Eidetic Memory, and the
various Fighting Styles reflect abilities and knowledge your
83
CHAPTER THREE: CHARACTER CREATION

character has, and therefore shouldn’t be cashed in or re-


placed. Then again, if an Ambidextrous character loses his
Encyclopedic Knowledge (••)
left hand, exceptions can be made. Effect: Choose a Skill. Due to an immersion in academia,
pop culture, or a hobby obsession, your character has collect-
Mental Merits ed limitless facts about the topic, even if they have no dots in
the Skill. You can make an Intelligence + Wits roll at any time
Area of Expertise (•) your character is dealing with her area of interest. On a suc-
cessful roll, the Storyteller must give a relevant fact or detail
Prerequisites: Resolve •• plus one Skill Specialty about the issue at hand. Your character knows this fact, but you
Effect: Your character is uncommonly specialized in one must explain within the scope of your character’s background
area. Choose a Specialty to assign to this Merit. Forgo the +1 why she knows it. For example, for Encyclopedic Knowledge:
bonus afforded by a Specialty in exchange for a +2. Medicine: “Do you remember that time on that show, when
Back Road Atlas (•) the doctor said it doesn’t manifest before puberty?”

Prerequisites: Wits •• and Drive •• or Athletics •• Fast Reflexes (• to •••)


Effect: Your character has a knack for memorizing local Prerequisites: Wits ••• or Dexterity •••
back roads, shortcuts, detours, and other routes that don’t Effect: +1 Initiative per dot. Your character’s reflexes
pop up on a digital map or GPS system. All rolls that require impress and astound; she’s always fast to react.
you to travel discreetly to escape an antagonist’s notice re-
ceive a +2 bonus. Additionally, your hunter has the Edge Good Time Management (•)
in a chase scene (p. XX) provided you’re not on highways or Prerequisite: Academics •• or Science ••
main streets. Effect: Your character has vast experience managing
Back Road Atlas most often applies to vehicular travel but complex tasks, keeping schedules, and meeting deadlines.
can just as easily apply to foot or bike chases as well. However, When taking an extended action, halve the time required
there must be a visible road or path for you to follow. between rolls.
Drawback: This Merit does not apply to trackless wil-
derness. It applies to any area in which the character has trav- Gut Feeling (••)
elled; to employ this Merit for unfamiliar streets, the char- Prerequisites: Occult ••
acter must make a successful Intelligence + Wits or Drive Effect: Deep down, your character knows when some-
roll after reviewing a physical or digital map to commit the thing’s out of place. They might not suspect the supernatural
routes to memory. is to blame, but their gut tells you when something’s oth-
erworldly or unnatural. After reviewing testimony, photo-
Danger Sense (••) graphs, or other forms of evidence, you can determine the
Effect: You gain a +2 modifier on reflexive Wits + presence of the supernatural and trace it back to it source.
Composure rolls for your character to detect an impending Receive +2 to Occult-based rolls during an investigation.
ambush. Drawback: Hunters who peer deep into the shadows can’t
Your character’s reflexes are honed to the point where look away. During an occult-based investigation, the hunter
nothing’s shocking suffers from the Obsessed Condition until the case is solved.
Direction Sense (•) Holistic Awareness (•)
Effect: Your character has an innate sense of direction Prerequisites: Survival ••• or Medicine •
and is always aware of their location. They always know Effect: Your character is skilled at non-traditional heal-
which direction they’re facing, and never suffer penalties ing methods. While life-threatening wounds are beyond
to navigate or find their way out — even when trapped in a their abilities, they can provide simple relief and basic medi-
haunted house or labyrinthine cave. Provided your charac- cal care with natural means. They know what herbs can
ter is conscious, they can accurately estimate how far they’ve stem an infection, and what minerals will stave off a minor
traveled and in roughly what direction, regardless of the sickness. Unless their patient suffers wound penalties from
clues they have at their disposal. lethal or aggravated wounds, they do not need traditional
Eidetic Memory (••) medical equipment to stabilize and treat injuries. With ac-
cess to woodlands, a greenhouse, or other source of diverse
Effect: Your character recalls events and details with flora, a Wits + Survival roll allows your character to gather
pinpoint accuracy. You do not have to make rolls for your all necessary supplies.
character to remember past experiences. When making
Intelligence + Composure (or relevant Skill) rolls to recall Indomitable (•••)
minute facts from swaths of information, take a +2 bonus. Prerequisites: Resolve •••, Occult ••
Effect: Your character possesses an iron will and
are firmly grounded in the real world. The powers of the
84
Merits

supernatural do not shake their resolve, and they are resis- chosen field. Take two dots of Contacts relating to that field.
tant to a monster’s attempts to scare or manipulate them. Continuing Education (••): With the repeated efforts
They’ve learned how to stand up to a vampire’s mind con- in her field of choice, your character tends toward greater
trol, how to thwart a warlock’s charms, andf how to ignore a successes. When making a roll with their Asset Skills, they
ghost’s scares. Any time a supernatural creature uses a Dread benefit from the 9-again quality.
Power to influence your character’s thoughts or emotions, Breadth of Knowledge (•••): Due to their advance-
add two dice to your pool to contest their action. If the roll ment in their field, they’ve picked up pieces of information
is resisted, the Storyteller subtracts two dice from the mon- and skills unique to their work. Choose a third Asset Skill
ster’s pool. and take two Specialties in your character’s Asset Skills.
This Merit only applies to a monster’s Dread Powers and On-the-Job Training (••••): With the resources at
does not affect non-supernatural forms of manipulation. their disposal, your character has access to extensive educa-
Investigative Aide (•) tional tools and mentorship. Take a Skill dot in an Asset Skill.
Whenever you purchase a new Asset Skill dot, take a Beat.
Prerequisites: Chosen Mental Skill at •••+ The Routine (•••••): With such extensive experi-
Effect: Your character has a knack for applying a certain ence in their field, their Asset Skills have been honed to a
area of expertise to an investigation. Choose a Mental Skill fine edge, and they’re almost guaranteed at least a marginal
when purchasing this Merit; when making rolls to Uncover success. Before rolling, spend a Willpower point to apply the
Clues (see p. XX), they achieve exceptional success on three rote action quality to an Asset Skill. This allows you to reroll
successes instead of five. As well, Clues that come from their all the failed dice on the first roll.
use of that Skill start with one additional element. Special: The term profession is deliberately defined
Natural Tinkerer (••) loosely. So long as it has Skills that are employed regularly
and a community of similarly dedicated individuals that can
Prerequisites: Wits •••, Crafts •••
be consulted for advice and tradecraft, any field may poten-
Effect: Your character has an affinity for piecing to- tially qualify for this Merit.
gether useful equipment out of piles of junk. Whether it’s a
natural aptitude or something they’ve developed over time, Tactical Insight (••)
their inventions come in handy when they least expect it. Prerequisites: Wits •••, Survival •• or Streetwise ••
Ignores penalties for using improvised materials or equip- Effect: Your character has a keen eye for reading body
ment, as well as penalties involved in making scratch repairs. language and can anticipate where an antagonist might
Additionally, the Storyteller may adjust the cost of your spare strike. You’ve quickly scouted the field of battle and are crys-
parts, depending upon the components involved. tal clear on what you should do next. Once per session, after
Language (•) Initiative has been decided, you may roll Wits + Survival or
Streetwise. On a success, you may choose when you’d like
Effect: Your character is skilled with an additional lan-
to take your turn. On an exceptional success, you may also
guage beyond her native tongue. Choose a language each
Dodge as a free action.
time you buy this Merit. Your character can speak, read, and
write in that language. Tolerance for Biology (•)
Library (• to •••) Prerequisites: Resolve ••• or Medicine ••
Effect: Most people turn away at the sight of blood,
Effect: Your character has access to a plethora of infor-
other bodily fluids, or exotic biology. Your character has
mation about a given topic. When purchasing this Merit,
seen enough that nothing turns their stomach. When other
choose a Mental Skill. The Library covers that purview. On
characters must resist shock or physical repulsion from the
any extended roll involving the Skill in question, add the
disgusting and morbid, your character stands their ground.
dots in this Merit.
You do not need to make Composure, Stamina, or Resolve
This Merit can be purchased multiple times, to reflect
rolls to withstand the biologically strange. This doesn’t mean
different Skills. Additionally, its benefits can be shared by
your character is immune to fear; they’re just used to nature
various characters, with permission.
in all its nasty forms.
Professional Training (• to •••••) Trained Observer (•, or •••)
Effect: Your character has extensive training in a select
Prerequisites: Wits ••• or Composure •••
profession. When choosing this Merit, choose or create a
Effect: Your character has spent years in the field, catch-
Profession for your character (see the sidebar). Then, mark
ing tiny details and digging for secrets. They might not have a
the two Asset Skills on your character sheet. The advantages
better chance of finding things, but they have a better chance
of Professional Training relate directly to those Asset Skills
of finding important things. Any time you make a Perception
when applicable.
roll (usually Wits + Composure), you benefit from the
Networking (•): At the first level of Professional
9-again quality. With the three-dot version, you get 8-again.
Training, your character builds connections within her
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CHAPTER THREE: CHARACTER CREATION

Physical Merits
Drawback: This Merit is used in place of the Striking
Looks Merit. Face in the Crowd does not make the hunter
invisible, just harder to find. Monsters may utilize Dread
Ambidextrous (•••) Powers or other senses to track the hunter down.
Effect: Your character does not suffer the –2 penalty for Fleet of Foot (• to •••)
using their off hand in combat or to perform other actions.
Prerequisites: Athletics ••
Cover Tracks (•) Effect: Your character is remarkably quick and runs far
Prerequisites: Survival •• or Stealth •• faster than their frame suggests. They gain +1 Speed per dot,
Effect: Sometimes, a hunter needs to cover their tracks and anyone pursuing them suffers a –1 per dot to any foot-
to avoid being caught by the security guard or worse — by a chase rolls.
monster. From obscuring their route through a muddy alley- Hardy (• to •••)
way to wiping up fingerprints, hunters with this Merit know
how to make it seem as if they were never there. The player Prerequisites: Stamina •••
makes an Intelligence + Survival or Stealth roll after leaving a Effect: Your character’s body goes further than it right-
specific location. On a success, your character wipes all phys- fully should. Add one die per dot purchased in this Merit to
ical traces of a desired target’s movement after they’ve left any rolls involving the resistance of disease, poison, depriva-
the scene. Whenever another character tries to investigate tion, unconsciousness, or suffocation.
the scene afterward, they contest the result with Intelligence Iron Stamina (• to •••)
+ Investigation. On an exceptional success to use this Merit,
all traces of suspicious movement are automatically erased to Prerequisites: Stamina ••• or Resolve •••
the mundane eye; only those using supernatural powers to Effect: Each dot eliminates a negative modifier (on a
investigate the scene afterward may contest your roll. one-for-one basis) when resisting the effects of fatigue or in-
This Merit’s effects do not erase significant damage jury. For example: A character with Iron Stamina •• is able
(cracked TV screen) or pieces of evidence (bullet holes in to ignore up to a –2 modifier brought on by fatigue. The
walls or corpses) from a scene. Merit also counteracts the effects of wound penalties. So,
if all of your character’s Health boxes are filled (which nor-
Drawback: This sought-after ability is known to the su-
mally imposes a –3 penalty to their actions) and they have
pernatural. Monsters may attempt to manipulate or charm
Iron Stamina •, those penalties are reduced to –2.
the character to Cover Tracks for them. The player may con-
test this attempt with a Wits + Resolve roll. This Merit cannot be used to gain positive modifiers for
actions, only to cancel out negative ones.
Crack Driver (•• or •••)
Last Stand ••
Prerequisites: Drive •••
Prerequisites: Resolve ••• or Stamina •••
Effect: Your character’s an ace at the wheel, and nothing
shakes their concentration. When tightly focused on driving Effect: Once per session, your character has a burst of
and keeping the car safe, add their Composure to any rolls in- adrenaline. Your sheer determination to shake off your in-
cluding Drive. Any rolls to disable your character’s vehicle suffer juries and get back into the hunt gives them superhuman
a penalty equal to their Composure as well. With the three-dot strength. With a successful Wits + Resolve or Wits + Stamina
version, once per turn you may take a Drive action reflexively. roll on your turn the character may immediately attempt a
penalty-free action of your choice.
Double Jointed (••)
Lucky Charm (•)
Prerequisite: Dexterity •••
Prerequisites: Resolve • and Occult • or Academics •
Effect: Your character might have been a contortion-
ist or spent time practicing yoga. She can dislodge joints Effect: When the chips are down and all seems lost,
when need be. She automatically escapes from any mundane hunters sometimes need a reason to keep fighting. Lucky
bonds without a roll. When grappled, subtract her Dexterity Charm represents a symbol into which the hunter has put
from any rolls to overpower her, as long as she’s not taking their faith. Its presence steadies their nerves, strengthens
any aggressive actions. their resolve, and gives them an edge.
Lucky Charm is a Merit that represents a physical ob-
Face in the Crowd (••) ject the character favors. It might be a cross, pentacle, four-
Effect: Your character has an ordinary and unremark- leaf clover, coin, amulet, worry stone, favored weapon, etc.
able appearance. You can blend into a crowd and make it This object boosts the character’s resolve in dire situations.
difficult for witnesses to accurately recall you. Your character Provided the hunter is wearing or holding their Lucky
receives a +3 bonus on any rolls involving tailing or evading Charm, you may make a Resolve + Composure roll once per
in a crowded place; due to your natural anonymity, antago- session at the beginning of a scene.
nists trying to find you suffer a –3 penalty to such attempts.

86
Merits

Roll Results Larceny actions go unnoticed unless someone is trying spe-


Success: Conditions affecting the character’s mental cifically to catch them.
state do not affect them for the remainder of the scene.
Exceptional Success: Conditions affecting the charac- Social Merits
ter’s mental state do not affect them for the remainder of
the session. Allies (• to •••••)
Failure: No positive or negative effect. Effect: Allies help your character. They might be
Dramatic Failure: The character believes their luck has friends, employees, associates, or people your character has
backfired and obtains a Condition relevant to the scene at blackmailed. Each instance of this Merit represents one type
the Storyteller’s discretion. of ally. This could be an organization, a society, a clique, or
Drawback: A Lucky Charm may be lost, damaged, sto- an individual. Examples include the police, a secret society,
len, or destroyed. When a Lucky Charm is no longer in the criminal organizations, unions, local politicians, or the aca-
character’s possession, the Sanctity of Merits rule applies. A demic community. Each purchase has its own rating. Your
character can only have one Lucky Charm at a time. character might have Allies (Local 543) ••, Allies (609 Style
Gang) •••, and Allies (Barrens Community College) •.
Masked Scent (•) Each dot represents a layer of influence in the group.
Prerequisites: Survival •• or Streetwise •• One dot constitutes small favors and passing influence.
Effect: Experienced hunters know all mortals have a Three offers considerable influence, such as the police over-
scent dangerous predators know how to track. A hunter with looking a misdemeanor charge. Five dots stretches the limits
this Merit is adept at masking their scent to prevent an an- of the organization’s influence, as its leaders put their own
tagonist tracking by scent from catching up with them dur- influence on the line for the character. This could include
ing a chase (see p. XX). On a successful Wits + Survival or things such as massive insider trading or fouling up a felony
Streetwise roll, the character finds something nearby (mud, investigation. No matter the request, it has to be something
blood, swamp water, garbage, sewage, oil, etc.) to throw their that organization could accomplish.
pursuer off their trail. The characters have the Edge (p. XX) The Storyteller assigns a rating between one and five to any
and gain a +1 modifier to all rolls during the chase. favor asked. A character can ask for favors that add up to their
Allies rating without penalty in one chapter. If they extend their
Quick Draw (•) influence beyond that, their player must roll Manipulation +
Prerequisites: Wits •••, a Specialty in the weapon or Persuasion + Allies, with a penalty equal to the favor’s rating. If
fighting style chosen the roll is successful, the group does as requested.
Effect: Choose a Specialty in Weaponry or Firearms Failed or successful, the character loses a dot of Allies.
when you purchase this Merit. Your character has trained in This dot may return at the end of the chapter (see Sanctity
that weapon or style enough that pulling the weapon is their of Merits, p. XX.) On a dramatic failure, the organization re-
first reflex. Drawing or holstering that weapon is considered a sents them and seeks retribution. On an exceptional success,
reflexive action and can be done any time his Defense applies. they don’t lose the dot.
One additional favor a character can ask of their Allies
Relentless (•) is to block another character’s Allies, Contacts, Mentor,
Prerequisites: Athletics ••, Stamina ••• Retainer, or Status (if they know the character possesses
Effect: Your character will not stop running, whether the relevant Merit). The rating is equal to the Merit dots
away from a pursuer or toward prey. In any chase (see p. blocked. As before, no roll is necessary unless the target’s
XX) your opponents must achieve two additional successes Merit exceeds the character’s Allies. If the block succeeds,
against yours to catch or elude them. the character cannot use the Merit during the same chapter.

Robust Health (••) Alternate Identity (•, ••, or •••)


Prerequisites: Survival ••• Effect: Your character has an alternate identity. The
Effect: Whether due to extensive training, a lifetime level of this Merit determines the amount of scrutiny to
spent recovering from injuries, or a quirk of genetics, a hunt- which it holds up. At one dot, the identity is superficial and
er with this Merit heals quicker than the average person. To unofficial. For example, your character uses an alias with
heal their injuries, you may roll Intelligence or Dexterity + a cheap, basic, forged driver’s license. Only the most cur-
Survival instead of Medicine. sory examinations will be fooled; they haven’t established
the necessary paperwork to even approach a bureaucratic
Sleight of Hand (••) background check, let alone pass one. At two dots, they’ve
Prerequisites: Larceny ••• supported their identity with paperwork and identification.
Effect: Your character can pick locks and pockets with- It’s not likely to stand up to extensive research, but it’ll turn
out even thinking about it. They can take one Larceny-based away private investigators, internet hobbyists, and even mi-
instant action reflexively in a given turn. As well, their nor arrests or court proceedings. At three dots, the identity

87
CHAPTER THREE: CHARACTER CREATION

parties, or VIP areas where other characters wouldn’t nor-


FOR THE PLAYER: mally be welcome. Whereas most characters would require
rolls to blend into social functions they’re unfamiliar with,
SWITCHING you don’t. You are a natural partier who blends into a back-
COMPACTS OR yard BBQ with brews and burgers just as easily as you do at
CONSPIRACIES anEDM club. Rolls to identify you as an outsider suffer your
character’s Socialize rating as a penalty.
Your character selects which
compact or conspiracy to which Contacts (• to •••••)
you belong to during character Effect: Contacts provide your character with informa-
creation. Over time, however, tion. Each dot in this Merit represents a sphere or organi-
you may decide your character zation the character can leverage for more intel. For exam-
want to break ties with that ple, a character with Contacts ••• might have Reporters,
organization and join a Bankers, and Local Homeless for connections. Contacts do
different group. The ability to not provide services, only information. This may be face to
switch is ultimately up to the face, via email, by telephone, or even by séance.
Storyteller and must reflect the
fiction. If you are a member of Garnering information via Contacts requires a
the Lucifuge, for example, you Manipulation + Social Skill roll, depending on the method
cannot suddenly “stop” being the character uses, and the relationship between the charac-
part of that conspiracy. ters. The Storyteller should give a bonus or penalty, depen-
dent on how relevant the information is to that particular
Switching compacts or
conspiracies is difficult by Contact, whether accessing the information is dangerous,
design. If this is allowed and if the character has maintained good relations with the
in your tier-two or -three Contact by paying them, performing favors, or keeping them
chronicle, you must adjust your safe. These modifiers should range from –3 to +3 in most
Status dots to reflect your new cases. If successful, the Contact provides the information.
membership. For example, if you One use of a Contact is to dig dirt on another character.
are a three-dot member of the A Contact can find another character’s Social Merits, and
Aegis Kai Doru and want to join any relevant Conditions (Embarrassing Secret is a prime ex-
the Cheiron Group, your dots do ample.) A character can have more than five Contacts, but
not automatically transfer to
your new conspiracy. Remaining the Merit’s rating is limited to five, for the purposes of Allies
dots may be reallocated to blocking.
other Merits or cashed in for Custom Gear Broker (• to •••)
Experiences. However, you may
not repurchase Status in your new Prerequisites: Socialize ••
group with those Experiences. Effect: Your character is known locally, or throughout
If you want more Status, you their compact or conspiracy, as the one to see when a hunter
must earn it through roleplay. needs hard-to-find modifications and strange equipment.
She might do the work herself, or simply act as intermediary,
like an under-the-table pawn shop for custom gear.
can pass a thorough inspection. The identity has been deeply Once per chapter, you may swap out any piece of equip-
entrenched in relevant databases, with subtle flourishes and ment of an Availability equal to your character’s dots in this
details to make it seem real, even to trained professionals. Merit for any other of the same Availability or lower, without
Additionally, the Merit reflects time the character has a roll. Additionally, once per story you may treat another
spent honing their persona — learning to respond automati- Merit’s rating as one higher per dot in this Merit, to a max-
cally to an assumed name, having a life story ready, and other imum of five total dots, for purposes of acquiring custom
common tricks for maintaining a false persona. At one or gear. This usually benefits Resources, but could apply to oth-
two dots, they gain +1 to all Subterfuge rolls to defend the ers as appropriate, such as Allies or Status.
identity. At three dots, they gain +2.
Fast-Talking (• to •••••, Style)
This Merit can be purchased multiple times, each time
representing an additional identity. Prerequisites: Manipulation •••, Subterfuge ••
Your character talks circles around listeners. They speak
Barfly (••) a mile a minute, and often leaves their targets reeling but
Prerequisite: Socialize •• nodding in agreement.
Effect: Your character is a natural in bars and taverns Always Be Closing (•): With the right leading phrases,
and often gets invited to fancy cocktail lounges, private your character can direct a mark to say what they want, when
they want. This trips the mark into vulnerable positions.
88
Merits

When a mark contests or resists your character’s Social inter- exploits. A five-dot Mentor wants something astronomical,
actions, apply a –1 to their Resolve or Composure. such as an oath to procure an ancient, cursed artifact that
Jargon (••): Your character confuses their mark using may or may not exist, in order to prevent a prophesized death.
complex terminology. You may apply one relevant Specialty Choose three Skills the Mentor possesses. You can sub-
to any Social roll you make, even if the Specialty isn’t tied to stitute Resources for one of these Skills. Once per session,
the Skill in use. the character may ask their Mentor for a favor. The favor
Devil’s Advocacy (•••): Your character often poses ar- must involve one of those Skills or be within the scope of
guments with which they don’t agree in order to challenge a their Resources. The Mentor commits to the favor (often
mark’s position and keep them from advancing the discus- asking for a commensurate favor in return) and, if a roll is
sion. You can reroll one failed Subterfuge roll per scene. required, the Mentor is automatically considered to have suc-
Salting (••••): Your character can position themselves cesses equal to his dot rating. Alternately, you may ask the
so a mark pursues a non-issue or something unimportant to Storyteller to have the Mentor act on your character’s behalf,
them. When your character opens a Door using conversa- without their character knowing or initiating the request.
tion (Persuasion, Subterfuge, Empathy, etc.) you may spend Resources (• to •••••)
a Willpower point to immediately open another Door.
Easy Mark (•••••): Your character can take advan- Effect: This Merit reflects your character’s disposable
tage of their mark’s greed and zeal. When the mark does income. Characters are assumed to have basic necessities
particularly well, it’s because your character was there to set without Resources unless the player specifically desires oth-
them up, and to subsequently tear them down. If a target re- erwise. The dot rating determines the relative amount of
gains Willpower from their Vice while your character is pres- disposable funding the character has available, depending
ent, you may immediately roll Manipulation + Subterfuge to on your particular chronicle’s setting. The same amount of
open a Door, regardless of the interval or impression level. money means completely different things in a game set in
Beverly Hills compared to one set in the Chicago slums. One
Inspiring (•••) dot is a little spending money here and there. Two is a com-
Prerequisite: Presence ••• fortable, middle class wage. Three is a nicer, upper-middle-
class life. Four is moderately wealthy. Five is filthy rich.
Effect: Your character’s passion inspires those around
them to greatness. With a few words, they can redouble a Every item has an Availability rating. Once per chap-
group’s confidence or move them to action. Make a Presence ter, your character can procure an item at her Resources
+ Expression roll. A small group of listeners levies a –1 pen- level or lower, without issue. An item one Availability above
alty, a small crowd a –2, and a large crowd a –3. Listeners gain her Resources reduces her effective Resources by one dot
the Inspired Condition. The character may not use this Merit for a full month, since she has to rapidly liquidate funds.
on themselves. She can procure items two Availability below her Resources
without limit (within reason). For example, a character with
Iron Will (••) Resources •••• can procure as many Availability •• dis-
Prerequisite: Resolve •••• posable cellphones as she needs.
Effect: Your character’s resolve is unwavering. When Retainer (• to •••••)
spending Willpower to contest or resist in a Social interac-
Effect: Your character has an assistant, sycophant, neigh-
tion, you may substitute your character’s Resolve for the usu-
bor, servant, or follower on whom they can rely. Establish
al Willpower bonus. If the roll is contested, roll with 8-again.
who this companion is, and how they were acquired. It may
Mentor (• to •••••) be as simple as a paycheck. They might owe your character
their life. However it happened, your character has a hold on
Effect: This Merit gives your character a teacher who
them. A Retainer is more reliable than a Mentor, and more
provides advice and guidance. They act on your character’s
loyal than an Ally. On the other hand, a Retainer is a lone
behalf, often in the background, and sometimes without your
person, less capable and influential than the broader Merits.
character’s knowledge. While Mentors can be highly compe-
tent, they almost always want something in return for their The Merit’s dot rating determines the relative compe-
services. The dot rating determines the Mentor’s capabilities, tency of the Retainer. A one-dot Retainer is barely able to do
and to what extent they’ll aid your character. Mentors are not anything of use, such as a pet that knows one useful trick,
required to know you’re a hunter, nor do they need to be a or a homeless derelict that does minor errands in exchange
hunter themselves. for help. A three-dot Retainer is a professional in their field,
someone capable in their line of work. A five-dot is one of
When establishing a Mentor, determine what the Mentor
the best in their class. If a Retainer needs to make a roll, and
wants from your character. This should be personally impor-
it’s within their field, double the dot rating and use it as a
tant to him, and it should reflect on the dot rating chosen.
dice pool. For anything else, use the dot rating as a dice pool.
A one-dot Mentor might be incapable of dealing with mod-
ern society and want to live vicariously through your charac- Special: This Merit can be purchased several times to
ter. This might mean you go to them and tell stories of your represent multiple Retainers.

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CHAPTER THREE: CHARACTER CREATION

Safe Place (• to •••••) monster attempts to infiltrate the Safe Place, it must make
a Wits + Resolve roll with a penalty equal to dots purchased
Prerequisites: Resources • in the Merit. On a successful roll, the monster may enter,
Effect: This Merit represents access to a site where the but suffers –3 on its next attempt to act against the hunters
hunter can rest and recuperate. The Safe Place also acts as a or the Safe Place. On a failed roll, the monster suffers from
place where the hunter may stash their weapons, relics, and the Immobilized or Stunned Tilt and may not attempt entry
trophies and train for the hunt without fear that someone’s until the Tilt ends or the end of the scene, whichever comes
peeking in through their windows to see what they’re up to. first; the monster can break free from being Immobilized
The hunter who is attacked in their Safe Place cannot be with a successful Resolve + Composure roll.. The hunters
surprised (p. XX) even if their Home Security Feature has are free to engage the monster however they see fit.
been disabled. Arsenal: The Arsenal offers hunters additional stor-
Unlike most Merits, multiple characters can contribute age for munitions and provides facilities for repairing and
dots to a single Safe Place, combining their dots into some- modifying equipment. All rolls involving cleaning, fixing, or
thing greater. A Safe Place gives an Initiative bonus equal improvising equipment enjoy a +2 bonus when the hunter
to the Merit dots. This only applies to a character with dots is present.
invested in the Safe Place. Concealed: Safe Places that are Concealed are nearly im-
Regardless of dots purchased, a Safe Place gained dur- possible to find on a digital or physical map. When installing
ing character creation also comes with one Feature. Features this Feature, the hunter pulls in some favors, camouflages
are building modifications used to accommodate a hunter’s the exterior, and erases the address from directories and
needs. All players may select one Feature during character physical records to obscure its location. Having a Concealed
creation for free. (See Special, below.) They may also propose Safe Place doesn’t mean no one can find it, but it does make
a new Feature to the Storyteller to meet their needs. Unless it a lot harder. Characters attempting to track down the Safe
otherwise noted, any given Feature may not be installed Place’s location suffer a –2 to all relevant rolls.
more than once. Escape Hatch: This Feature provides the Safe Place
Anathema: This Feature is a sigil, ward, or other physi- with an emergency exit. Trapped or fleeing occupants may
cal enhancement that repels a specific type of monster as quickly and covertly escape the premises whenever needed.
defined by a Dread Power the creature possesses. When this The location of an Escape Hatch should be clearly stated
90
Merits

after purchasing this Feature to avoid confusion. Suggested Merit reflects one person who will drop everything to help
locations include a garage, attic, basement, etc. Provided the you perform a séance. Unlike other Merits, you do not have
characters reach the Escape Hatch in time with a successful to maintain a close relationship with or reward your partici-
Dexterity + Athletics or Survival roll, they may leave the Safe pants for their service. Just being there, close to the spirits, is
House without suffering damage caused by environmental thanks enough for them — provided they return home safe.
hazards (collapsing floors, fire, etc.). Drawback: A Séance Devotee will be on call and at the
Infirmary: With this Feature, a Safe Place is stocked character’s disposal unless they suffer from a mind-damaging
with essential medical supplies and functions as a field hos- Tilt (such as Insensate or Traumatized) during the night of
pital. Surgical procedures may be performed here without the séance or Condition that occurs as a result of the con-
penalty or risk of infection. Medicine rolls receive a +2 bo- tacted spirit attaching itself to the participant. When they
nus, provided the hunter has at least one dot in Medicine. get hurt, they are no longer at the character’s beck and call
For the purposes of healing and recovering from injury, the — and the hunter may have to rescue them.
Infirmary may be treated as any other hospital provided at
least one person with medical training can supervise a pa- Spin Doctor (•)
tient’s recovery. Prerequisites: Manipulation •••, Subterfuge ••
Home Security: A well-protected Safe Place has basic de- Effect: Your character can fast-talk and sell bullshit
fenses that may include sophisticated home security systems, stories as if they were completely flawless. When suffering
reinforced steel doors and hardened locks, or homemade from tainted Clues (see p. XX), your character does not ig-
traps and tripwires around the perimeter. This Feature’s nore successes. Instead, apply a –1 penalty for each relevant
strength is tied to dots purchased and reflects the Safe tainted Clue. Using a tainted Clue only levies a total –2
House’s defenses; intruders suffer a penalty on attempted penalty with this Merit, which includes the –1 taken in lieu
break-ins conducted through supernatural or non-supernat- of ignoring successes.
ural means equal to dots purchased in the Merit. Storytellers
should note the Home Security Feature is treated as a de- Staff (• to •••••)
fense system tied to the Safe House. Depending upon the Effect: Your character has a crew of workers or assis-
nature of the system, Home Security may be affected by elec- tants at their disposal. They may be housekeepers, designers,
trical outages, storms, fire, etc. In the event of a permanent research assistants, animators, cheap thugs, or whatever else
loss, this Feature may be repurchased. makes sense. For every dot in this Merit, choose one type of
Special: The Safe Place and its Features are not im- assistant and one Skill. At any reasonable time, your staff can
mune from harm and may be damaged following an attack take actions using that Skill. These actions automatically gar-
or through a monster’s use of Dread Powers. When the Safe ner a single success. While not useful in contested actions,
Place is lost, refer to the Sanctity of Merits rule. If your char- this guarantees success on minor, mundane activities. Note
acter’s well-stocked cabin in the woods burns down, for ex- that your character may have employees without requiring
ample, you may repurchase the Safe Place Merit to rebuild it the Staff Merit; Staff simply adds a mechanical advantage for
or reallocate your dots to a different Merit. those groups.
Additional Features may be purchased at the cost of two Status (• to •••••)
Experiences each after character creation. Hunters may only
install one new Feature at a time; doing so takes at least one Effect: Your character has standing, membership, au-
chapter and may have more requirements at the Storyteller’s thority, control over, or respect from a group or organiza-
discretion. An Arsenal might require a separate Resource ex- tion. This can reflect official standing or merely informal
penditure, for instance. respect. No matter the source, your character enjoys certain
privileges within that structure. Hunters can purchase the
If an additional Feature you installed is irreparably dam-
Status Merit to reflect their organization at each of the three
aged, the player(s) who originally purchased it regain two
tiers. With a single dot of a conspiracy’s Status, the hunter
Experiences. If the primary Feature is destroyed, you may
gains access to the conspiracy’s Endowments.
purchase a new Feature but you don’t gain two Experiences
for the loss. Each instance of this Merit reflects standing in a differ-
ent group or organization. Your character may have Status
There is no penalty for remodeling a Safe Place; new
(The Luck Gang) •••, Status (Network Zero) ••, and
Features do not grant a bonus until they are fully installed.
Status (Police) •. Each affords its own unique benefits. As
Séance Devotee (• to •••••) you increase dot ratings, your character rises in prominence
in the relevant group. Hunters may have Status in only a
Prerequisites: Occult ••
single conspiracy, but may belong to a conspiracy and a com-
Effect: Your character knows how to conduct a séance.
pact, or multiple compacts.
You understand that sometimes you need willing partici-
Status only allows advantages within the confines of the
pants to contact the other side; believers you can rely on to
group reflected in the Merit. Status (Police) won’t help if
show up at the last minute who’ll free up your fellow hunt-
your character wants to smuggle drugs to another state, for
ers during an investigation. Each dot you purchase in this
example. Status provides a number of advantages:
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CHAPTER THREE: CHARACTER CREATION

Your character can apply her Status to any Social roll


with those over whom she has authority or sway.
Table Turner (•)
She has access to group facilities, resources, and fund- Prerequisites: Composure •••, Manipulation •••,
ing. Depending on the group, this could be limited by red Wits •••
tape and requisitioning processes. It’s also dependent on the Effects: Your character can turn any attempt to leverage
resources the particular group has available. their social skills into an opportunity. Any time a character
She has pull. If she knows a character’s Mentor, initiates a Social maneuvering action against yours (see p.
Resources, Retainer, Contacts, or Allies, she can block their XX), you may spend a Willpower point to preempt that at-
usage. Once per chapter, she can stop a single Merit from tempt with one of your own or take another Social action.
being used, if it’s of a lower dot rating than her Status, and Tight-Lipped (••)
if it makes sense for her organization to obstruct that type of
person’s behavior. In our Police example, if your character Prerequisites: Resolve •• or higher.
knows a local reporter has Contacts (Police Insider), they Effect: Your character excels at keeping secrets. Gain +2
may opt to block usage by threatening to reveal the insider if for Social rolls when being interrogated by non-supernatural
they continue to talk. means.
Each compact and conspiracy offers specialized benefits Touchstone (• to •••••)
(starting on p. XX) related to increasing dots in the Status Merit.
Effect: Your character has an additional Touchstone.
Drawback: Status requires upkeep, and often regular
(See p. XX.) Dots purchased do not reflect a “stronger”
duties. If these duties are not upheld, the Status may be lost.
Touchstone or one to whom you’re more attached; they in-
The dots will not be accessible until the character re-estab-
dicate how many Touchstones your hunter has. For example,
lishes her standing. In our Police example, your character
if your character rekindles a friendship with an ex-boyfriend
may be expected to work the beat, sit in on additional train-
and decides to treat them as a Touchstone, you would allocate
ing, or give an assist to a colleague.
one dot. The ex is then treated as your second Touchstone.
Additionally, hunters who dive deep into their conspira- If, however, they have five ex-boyfriends with whom they’d
cies find it difficult to care or concern themselves with lesser like to interact, you’d purchase five dots.
issues. A hunter’s Status in non-conspiracy or -compact or-
Special: Purchased Touchstones do not replace a miss-
ganizations is capped at 6 minus her dots in a compact or
ing primary Touchstone; they count as secondary or ad-
conspiracy Status. If she has Ascending Ones Status 4, the
ditional. This Merit may be purchased multiple times to a
maximum rating her Police Status (or any other Status) can
maximum of five.
be is 2. If increasing her compact or conspiracy Status makes
her lose Status in other organizations, the Merit is subject to Untouchable (•)
the Sanctity of Merits, p. XX. Prerequisites: Manipulation •••, Subterfuge ••
Striking Looks (• or ••) Effect: Your character commits crimes and is always one
step ahead of their pursuers. Because of their methodical
Effect: Your character is stunning, alarming, command-
planning, any roll to investigate them suffers the Incomplete
ing, repulsive, threatening, charming, or otherwise worthy
Clue tag (see p. XX) unless it achieves exceptional success.
of attention. Determine how your character looks and how
people react to that. For one dot, your character gets a +1
bonus on any Social rolls that would be influenced by their Fighting Merits
looks. For two dots, the benefit increases to +2. Depending Some Merits in this section have other Merits as prereq-
on the details, their appearance might influence Expression, uisites. These are refinements of form and additional areas
Intimidation, Persuasion, Subterfuge, or other rolls. of expertise. For example, Armed Defense requires Defensive
Drawback: Attention is a double-edged sword. Any Combat. This means you must have one dot in Defensive
rolls to spot, notice, or remember your character gain the Combat before buying dots in Armed Defense.
same dice bonus. Sometimes, your character will draw un- Many Fighting Style Merits require a character to sac-
wanted attention in social situations. This could cause fur- rifice their Defense. Defense cannot be sacrificed multiple
ther complications. times in a turn; this prevents certain maneuvers from being
Sympathetic (••) used together.

Effect: Your character is very good at getting close to Armed Defense (• to •••••; Style)
other people. Their ability to sympathize with others’ feel- Prerequisites: Dexterity •••, Weaponry ••, Defensive
ings gives them an edge, and helps them get what they want. Combat: Weaponry
At the beginning of a Social maneuvering attempt, you may You’re able to use a weapon to stop people who are try-
choose to accept a Condition such as Leveraged or Swooned ing to kill you. Often deployed by police officers using riot
in order to immediately eliminate two of the subject’s Doors. shields or telescoping batons, it’s just as effective while using
a chair leg.

92
Merits

Cover the Angles (•): Whenever you take a Dodge ac- Note: Choke Hold cannot be used on monsters that
tion, reduce the Defense penalties for multiple attackers by don’t need to breathe.
1. You can apply your full Defense against the first two at-
tacks, suffer a –1 penalty against the third, and so on. Close Quarters Combat
Weak Spot (••): Your character swings against their (• to •••••; Style)
opponent’s arm, rather than their weapon. Use this ability Prerequisites: Wits •••, Athletics ••, Brawl •••
when defending against an armed attacker. If your Defense Effect: Your character knows that hitting someone in
reduces their attack pool to 0, they’re disarmed. If you the face is an easy way to break the little bones in their hand.
Dodge, you disarm your opponent if your Defense roll re- To that end, they’ve perfected the art of using the environ-
duces their attack successes to 0. ment to hurt people.
Aggressive Defense (•••): Anyone careless enough to Firing Lines (•): In some situations, your character’s
come near your character is liable to get hurt. When you take best option is a tactical retreat — especially if they’ve inadver-
a Dodge action, if you score more successes than any attacker, tently brought a knife to a gunfight. You can run for cover as
you deal one point of lethal damage to the attacker per extra a reaction to a ranged attack instead of dropping prone. You
success. Your weapon bonus doesn’t apply to this extra damage. give up your action for the turn, but your character can get
Drawback: You must spend a point of Willpower and to any cover that’s within twice your Speed.
declare that you are using Aggressive Defense at the start of Hard Surfaces (••): Bouncing someone’s head off a
the turn. You cannot combine this maneuver with Press the urinal, computer monitor, or brick wall is a handy way to in-
Advantage or Weak Spot. crease the amount of hurt inflicted. When your character is
Iron Guard (••••): Your character is one with their grappling someone, you can bounce them off a hard surface
weapon. At the start of each turn, you can choose to reduce with a Damage move. You deal lethal damage, then immedi-
your weapon bonus (down to a minimum of 0) to increase ately end the grapple.
your character’s Defense by a like amount. If you take a Armored Coffin (•••): The problem with protection
Dodge action, add your full weapon bonus to your charac- is simple: The very things that protect your opponents can be
ter’s Defense after doubling your pool. turned against them. That holds true for body armor just as
Press the Advantage (•••••): You create an opening much as anything else. Sure, it blocks bullets and knives, but
with a block and lash out with a fist or foot. When you’re get in a clinch and your character’s opponent might as well
taking a Dodge action, if your Defense roll reduces the at- be wearing a straightjacket. When grappling an opponent,
tacker’s successes to 0, you can make an unarmed attack add their general armor rating to your dice pool. When they
against that opponent at a –2 penalty. Your opponent ap- use a Damage move, ignore your opponent’s armor. This
plies Defense as normal. technique can’t be used in conjunction with Hard Surfaces.
Drawback: Spend a point of Willpower to make the at- Prep Work (••••): If your character has a second to
tack. You can only make one attack per turn in this way. look around, they can catch someone by surprise almost any-
where. When launching a surprise attack, your Dexterity +
Cheap Shot (••) Stealth roll becomes a rote action.
Prerequisites: Street Fighting •••, Subterfuge •• Drawback: Your character can’t use this Merit to set up
Effect: Your character is a master at bait and switch sniper attacks — their ambush must use Brawl or Weaponry.
and fights dirty. They can glance in an odd direction and Turnabout (•••••): If your character is caught short
prompt their opponent to do the same or step on their toes in a fight, his opponent’s weapon suits him just fine. When
to distract them. Make a Dexterity + Subterfuge roll as a re- they attempt to Disarm their opponent, step the results up
flexive action. The opponent’s player contests with Wits + one level — on a failure, the opponent drops the weapon.
Composure. If you score more successes, the opponent loses On a success, your character takes possession of their op-
their Defense for the next turn. Each time a character uses ponent’s weapon. On an exceptional success, your character
this maneuver in a scene, it levies a cumulative –2 penalty has the weapon and the opponent takes two points of bash-
to further uses since the opposition gets used to the tricks. ing damage.
Choke Hold (••) Defensive Combat (•)
Prerequisites: Brawl •• Prerequisite: Brawl • or Weaponry •; choose one when
If your character can get her grip on someone, they’re this Merit is selected
putty in her hands. When grappling, your character can use Effect: Your character is trained in avoiding damage in
the Choke move: combat. Use her Brawl or Weaponry to calculate Defense,
Choke: If you rolled more successes than twice the vic- rather than Athletics. Your character can learn both versions
tim’s Stamina, he’s unconscious for (six – Stamina) minutes. of this Merit, allowing you to use any of the three Skills to
You must first have succeeded at a Hold move. If you don’t calculate Defense. However, you cannot use Weaponry to
score enough successes at first, you can Choke on future calculate Defense unless she has a weapon in her hand.
turns and total your successes.

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CHAPTER THREE: CHARACTER CREATION

Heavy Weapons (• to •••••; Style) is encouraged to work with the Storyteller to determine an
appropriate item — a large, jagged rock in the wilderness, for
Prerequisites: Stamina •••, Strength •••, Athletics example, or a heavy, glass ashtray with one broken edge in
••, Weaponry •• a dive bar.) Regardless of what you pick up, the weapon has
Effect: Your character is trained with heavy weapons no weapon modifier –1 Initiative penalty, Size 1, Durability
that require strength, wide range, and follow through more 2, and Structure 4. On an exceptional success, increase the
than direct speed and accuracy. This Style may be used with weapon modifier and Size by 1, but the initiative penalty
a two-handed weapon such as a claymore, chainsaw, pike, or increases to –2. Whatever your character grabs doesn’t cause
an uprooted street sign. them to suffer the normal –1 penalty for wielding an impro-
Sure Strike (•): Your character doesn’t always hit the vised weapon (see p. XX).
hardest or the most frequently, but they guarantee a deadly In Harm’s Way (••): Your character’s got a knack for
strike when they do hit. You can reflexively remove three putting their weapon in the way of an oncoming attack, no
dice from any attack dice pool (to a minimum of zero) to add matter how small or inappropriate for blocking it might be.
one to your character’s weapon damage rating for the turn. While they’re wielding an improvised weapon acquired with
These dice must be removed after calculating any penalties Always Armed, you can treat the Structure of your char-
from the environment or the opponent’s Defense. acter’s weapon as general armor against a single Brawl or
Threat Range (••): Your character’s weapon is im- Weaponry attack. Any damage they take inflicts an equal
mense and keeps opponents at bay. If you opt not to move amount of damage to the improvised weapon, bypassing
or Dodge during your turn, any opponent moving into your Durability. Your character can use the weapon to attack later
character’s proximity suffers one lethal damage and a penalty in the same turn but can only use this ability when applying
to their Defense equal to your character’s weapon damage his Defense to an attack.
rating. This penalty only lasts for one turn. This cannot be Breaking Point (•••): One sure way to win a fight
used in a turn the character is Dodging. is to hit a monster so hard they don’t get back up, even if
Bring the Pain (•••): Your character’s strikes stun and that means losing a weapon in the process. When making
incapacitate as well as causing massive trauma to the body. an all-out attack with an improvised weapon acquired with
Sacrifice your character’s Defense to use Bring the Pain. Always Armed, you can reduce the weapon’s Structure by
Make a standard attack roll. Any damage you score with any amount down to a minimum of 0. Every 2 points of
Bring the Pain counts as a penalty to all actions the victim Structure spent in this way adds 1 to the weapon modifier
takes during their next turn. So, if you cause four lethal dam- for that one single attack. Declare any Structure loss before
age, the opponent is at –4 on their next attack. making the attack; this Structure is reduced even if the attack
Warding Stance (••••): Your character holds her does no damage. If the weapon is reduced to 0 Structure, it
weapon in such a way as to make attacks against her much is automatically destroyed after the attack. You can use this
harder. If her weapon’s drawn, spend a point of Willpower technique in conjunction with In Harm’s Way, allowing your
reflexively to add their weapon’s damage rating as armor for character to parry an attack made on a higher Initiative and
the turn. This will not protect against firearms. then go on the offensive, provided that the weapon wasn’t
Rending (•••••): Your character’s cuts leave crip- destroyed.
pling, permanent wounds. By spending a Willpower point Light Weapons (• to •••••; Style)
before making an attack roll, her successful attacks cause one
level of aggravated damage in addition to her weapon’s dam- Prerequisites: Wits ••• or Fighting Finesse, Dexterity
age rating. This Willpower point does not add to the attack •••, Athletics ••, Weaponry ••
roll. Effect: Your character is trained with small, hand-to-
hand weapons that favor finesse over raw power. These ma-
Improvised Weaponry neuvers may only be used with one-handed weapons with a
(• to •••; Style) damage rating of two or less.
Prerequisites: Wits •••, Weaponry • Rapidity (•): Your character moves with swiftness to
Effect: Your character is good at making do with what find just the right spot to strike. You can sacrifice your char-
they’ve got. Sometimes they’re lucky — if your character’s in acter’s weapon damage rating to add his Weaponry score to
a bar, they have a lot of glass bottles, or maybe a pool cue, his Initiative for the turn. The weapon becomes a zero-dam-
with which to improvise. They’ve got something like a sixth age weapon for the turn.
sense and can find a weapon almost anywhere. For hunters, Thrust (••): Your character knows when to defend
this Merit can make or break a fight. himself, and when to move in for the kill. At any time, you
Always Armed (•): Your character can always get their can sacrifice points of Defense, one for one, to add to attack
hands on something dangerous, and they have an instinctive pools. This cannot happen if you’ve already used Defense in
understanding of how to put it to good — and deadly — use. the same turn. If you use this maneuver, you may not sacri-
At the start of your turn, make a reflexive Wits + Weaponry fice your full Defense for any other reason. For example, you
roll to grab an object suitable for use as a weapon. (The player cannot use Thrust with an all-out attack.

94
Merits

Feint (•••): With a flourish in one direction, your char- Investigation or Perception roll to search the area from where
acter can distract an opponent for a cleaner, more effective she was shooting.
follow-up strike. For example, if Feinting with a two-damage
weapon with three successes, the attack causes no damage. Martial Arts (• to •••••; Style)
However, your next attack ignores five points of Defense, and Prerequisites: Resolve •••, Dexterity •••, Athletics
causes three extra points of damage. ••, Brawl ••
Flurry (••••): Your character moves quickly enough to Effect: Your character is trained in one or more formal mar-
stab opponents with numerous pricks and swipes in the blink tial arts styles. This may have come from a personal mentor, a
of an eye. As long as your character has their Defense available dojo, or a self-defense class. It may have been for exercise, pro-
(if it’s not been sacrificed for another maneuver, or denied tection, show, or tradition. These maneuvers may only be used
from surprise, for example), any character coming into their unarmed, or with weapons capable of using the Brawl Skill, such
immediate proximity takes one point of lethal damage. This as a punch dagger, or a weapon using the Shiv Merit (see below).
damage continues once per turn as long as the enemy stays Focused Attack (•): Your character has trained exten-
within range, and it occurs on the enemy’s turn. This can af- sively in striking specific parts of an opponent’s body. Reduce
fect multiple opponents and cannot be used during a turn in penalties for hitting specific targets by one. Additionally, you
which the character is Dodging. may ignore one point of armor on any opponent.
Vital Shot (•••••): Your character can use their Defensive Strike (••): Your character excels in defend-
smaller weapon to get into an opponent’s defenses and hit ing herself while finding the best time to strike. You can add
where it hurts most. Sacrifice your character’s Defense for 1 or 2 points to your character’s Defense. For each Defense
the turn to use this maneuver. If the attack roll succeeds, the point you take, subtract a die from any attacks you make.
attack causes one point of aggravated damage, in addition to This can only be used during a turn in which your character
the damage rating of the weapon. intends to attack. It cannot be used with a Dodge.
Marksmanship (• to ••••; Style) Whirlwind Strike (•••): When engaged, your character
becomes a storm of threatening kicks and punches; nothing
Prerequisites: Composure •••, Resolve •••, Firearms close is safe. As long as your character has her Defense avail-
•• able, and is not Dodging, any opponent coming into arm’s
Effect: When prepared and aimed, a gun is an ideal kill- reach takes one bashing damage. This damage continues
ing machine. Your character has trained to take advantage of once per turn as long as the enemy stays within range and oc-
the greatest features of a gun, usually a rifle, but this Style curs on the enemy’s turn. If you spend a point of Willpower,
can be used with any gun. Because of the discipline and pa- this damage becomes two bashing until your next turn.
tience required for Marksmanship, your character cannot The Hand As Weapon (••••): With this degree of
use her Defense during any turn in which she uses one of training, your character’s limbs are hardened to cause mas-
these maneuvers. These maneuvers may only be used after sive trauma. Her unarmed strikes cause lethal damage.
aiming for at least one turn. The Touch of Death (•••••): Your character’s mas-
Through the Crosshairs (•): Your character is a com- tery has brought with it the daunting power of causing le-
petent sniper, able to sit in position and steel her wits. thal injury with a touch. If she chooses, her unarmed strikes
Usually, the maximum bonus from aiming is three dice. count as weapons with two damage rating.
With Through the Crosshairs, it’s equal to her Composure
+ Firearms. Subdual (• to •••; Style)
Precision Shot (••): With this level of training, your Prerequisites: Brawl ••, Weaponry •
character knows how to effectively disable a victim instead of Effect: Your character is trained in restraint techniques,
focusing on the kill. When attacking a specified target, you often used to subdue armed opponents. This may reflect for-
may reduce your character’s weapon’s damage rating one for mal training, or lessons learned in the field.
one to ignore penalties for shooting a specified target (see Compliance Hold (•): Gain a +2 bonus to overpower-
p. XX). For example, if your character is using a sniper rifle ing rolls to disarm or immobilize an opponent.
(four damage weapon) and attacking an arm (–2 to hit), you
Weapon Retention (••): Opponents attempting to dis-
could choose to use three damage for –1 or two damage to
arm your character or turn their weapon against them must
eliminate the penalty entirely.
exceed your character’s Weaponry score in successes.
A Shot Rings Out (•••): A master sniper, your char-
Speed Cuff (•••): Against an immobilized opponent,
acter has no worries or lack of confidence. She can fire into
your character may apply cable ties or similar restraints as a
a crowd and strike a specific target without penalty. If she
reflexive action.
misses, it’s because her shot goes wide. She will never hit an
unintended target. Unarmed Defense
Ghost (••••): Your character has trained to shoot (• to •••••; Style)
unseen and vanish without a trace. Her Firearms score acts Prerequisites: Dexterity •••, Brawl ••, Defensive
as a penalty on any roll to notice her vantage point, or any Combat: Brawl
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CHAPTER THREE: CHARACTER CREATION

Effect: Your character is better at stopping people from successes than your attacker, you deal one point of bashing
hurting them than they are at hurting other people. Maybe damage per extra success and inflict either the Arm Wrack
they practice a martial art that redirects an opponent’s blows or Leg Wrack Tilt (your choice).
or are just very good at not being where their opponent Drawback: Spend a point of Willpower to use this
wants them to be. maneuver.
Like a Book (•): Your character can read their oppo- Like the Breeze (•••••): Your character steps to one
nents, knowing where they’re likely to strike. When facing side as his opponent attacks and gives them enough of a push
an unarmed opponent and not Dodging, increase your char- to send them flying past. When dodging, if your Defense roll
acter’s Defense by half of his Brawl (round down). reduces an opponent’s attack successes to zero, you can in-
Studied Style (••): Your character focuses on reading flict the Knocked Down Tilt.
one opponent, avoiding their attacks and frustrating him. Drawback: Declare that you’re using this maneuver at
Attacks from that opponent do not reduce your character’s the start of the turn before taking any other attacks.
Defense. If your character’s Defense reduces their oppo-
nent’s attack pool to zero, their further attacks against you
lose the 10-again quality.
Supernatural Merits
Redirect (•••): When your character is being attacked Hunters often run across the supernatural and develop
by multiple opponents, they can direct their blows against a sensitivity to them. This can be honed through training
one another. When they Dodge, if their Defense roll reduces with a cell, compact, or conspiracy, and sometimes just be-
an attack’s successes to zero, their attacker rolls the same at- cause the longer you spend with the supernatural, the more
tack against another attacker of your choice. like it you become.
Drawback: Your character may only redirect one attack These Merits require the character to remain human. If
in a turn. They cannot redirect an attack against the same she loses her last dot of Integrity or becomes a monster, the
attacker. Merits disappear. Per the Sanctity of Merits (see p. XX), these
Merits can be reallocated.
Joint Strike (••••): Your character waits until the
last possible second, then lashes out at their opponent’s Note that the Children of the Seventh Generation are
elbow or wrist as they attack, hoping to cripple his limbs. considered human and may purchase Supernatural Merits,
Roll Strength + Brawl instead of Defense. If you score more just like any other hunter might.
96
Merits

Aura Reading (•••) Drawback: When choosing this ability, determine how
your character can scry. It may be through a crystal ball,
Effect: Your character has the psychic ability to sense through a drug-induced trance, with esoteric computer mod-
auras, the ephemeral halos of energy that surround all liv- els, or any other reasonable method. She cannot scry with-
ing things. This allows her to perceive a subject’s emotional out that tool or methodology.
state, and potentially any supernatural nature. The colors of
an aura show a person’s general disposition, and the ebbs, Medium (•••)
flows, tone, and other oddities reveal other influences. Note Prerequisite: Empathy ••
that your character may not know what she’s looking at when Effect: Your character hears the words and moans of
seeing something odd in an aura. For example, she may not the dead. If he takes the time to parse their words, he can
know that a pale aura means she’s seeing a vampire, unless interact with them verbally.
she’s confirmed other vampiric auras in the past.
Your character has more than just a knack for know-
To activate Aura Reading, spend a point of Willpower ing when ephemeral beings are lurking nearby: He can reach
and roll Wits + Empathy minus the subject’s Composure. out and make contact with them. By conducting a ritual,
Perceiving an aura takes an uninterrupted moment of star- meditating, or otherwise preparing to commune with the un-
ing, which could look suspicious even to the unaware. For seen, and succeeding at a Wits + Occult roll, he temporarily
every success, ask the subject’s player one of the following increases the relevant Condition one step along the progres-
questions. Alternatively, take +1 on Social rolls against the sion from nothing to Anchor or Resonance to Open. (see p.
character during the same scene, due to the character’s un- XX for more on Conditions as they relate to ephemeral enti-
derstanding of their emotional state. ties). The effect lasts until he spends a Willpower point, but
• What’s your character’s most prominent emotion? if an Influence was used to progress the Condition further,
doing so only reduces it by one step.
• Is your character telling the truth? Drawback: Speaking with ghosts can be a blessing, but
your character cannot turn the sense off any more than he
• What is your character’s attention most focused on
can turn off his hearing. The character hears the words of
right now?
the dead any time they’re present. Once per game session,
• Is your character going to attack? usually in a time of extreme stress, the Storyteller may deliver
a disturbing message to your character from the other side.
• What emotion is your character trying most to hide? You must succeed in a Resolve + Composure roll or gain
either the Shaken or Spooked Condition.
• Is your character supernatural or otherwise not
human? Psychometry (•••)
Determine how your character perceives auras. Maybe Effect: Psychometry is the psychic ability to read impres-
she sees different hues as different emotions. Perhaps she sions left on physical objects. Your character can feel the
hears whispers in the back of her mind, reflecting subtle emotional resonance left on an item or perceive important
truths about her subject. events tied to a location with this ability. The ability auto-
Drawback: Because of your character’s sensitivity to the matically homes in on the most emotionally intense moment
supernatural, she sometimes appears to know a little too tied to the item.
much. No more than once per chapter, when first meeting a Spend a Willpower point to activate Psychometry. The
supernatural creature, the Storyteller can roll Wits + Occult successes scored on a Wits + Occult roll determine the clarity
for the creature, penalized by your character’s Composure. of the visions. For each success, you may ask a single yes or
If successful, they get a strange feeling that your character is no question of the Storyteller, or one of the following ques-
aware of their nature. They’re not forced to behave in any tions. For questions pertaining to specific characters, if your
particular way, but it could cause complications. character hasn’t met the person in question, the Storyteller
may simply describe them.
Clairvoyance (•••) • What’s the strongest emotion here?
Effect: Your character can project her senses to another
location. She sees, hears, smells, and otherwise experiences • Who remembers this moment the most?
the other place as if she were there. This ability requires a
point of Willpower to activate, successful meditation, and a • Am I missing something in this scene?
Wits + Occult roll.
• Where was this object during the event?
Suggested Modifiers: Has an object important to the
place (+1), never been there (–3), scrying for a person and • What breaking point caused the event?
not a place (–3), scrying for non-specific location (–4), spent
Suggested Modifiers: Character has read impressions
significant time there (+2), touching someone with a strong
from this item before (–2), important event happened more
connection to the place (+1)
than one day ago (–1), more than one week ago (–2), more
97
CHAPTER THREE: CHARACTER CREATION

than one month ago (–3), more than one year ago (–5), item conspiracy will know or learn over time, but we also include
was used in a violent crime (+2), item is only vaguely tied to rules for making your own using select Relics from the Aegis
the event (–2), spirits pertaining to the event are nearby (+3) Kai Doru in Chapter Eight: Storytelling on p. XX.
Drawback: Once per chapter, the Storyteller can force Conspiracy-related Endowments include:
a Psychometry vision any time an important place is visited,
• Advanced Armory: Task Force: VALKYRIE, p. XX.
or an important item is touched. This doesn’t require a
roll or a Willpower point to activate. The Storyteller can • Benediction: Malleus Maleficarum, p. XX.
give any information pertaining to the event in question.
Additionally, the Storyteller can impose one Condition rel- • Castigation: The Lucifuge, p. XX.
evant to the event.
• Elixir: The Ascending Ones, p. XX.
Unseen Sense (••)
• Perispiritism: Council of Bones, p. XX.
Effect: Your character has a “sixth sense” for a type of su-
pernatural creature, chosen when you buy the Merit. For ex- • Teleinformatics: VASCU, p. XX.
ample, you may choose Unseen Sense: Vampires, or Unseen
Sense: Fairies. The sense manifests differently for everyone. • Thaumatech: The Cheiron Group, p. XX.
Her hair stands on end, she becomes physically ill, or per-
haps she has a cold chill. Regardless, she knows something
isn’t right when she is in the immediate proximity of the
Using Endowments
appropriate supernatural being. Once per chapter, the player Each conspiracy has access to a completely unique set of
can accept the Spooked Condition (p. XX), in exchange for powers. While they may look similar in structure, how they
which the character can pinpoint from where the feeling is function is vastly different. One may look as mundane as
coming. If the target is using a power that specifically cloaks high-powered weapons while another is literally fueled by the
its supernatural nature, however, this does not work (though hunter’s demonic blood.
the Condition remains until resolved as usual). How a hunter gains access to his Endowments, how he
activates them, and what kind of backlash comes from us-

Endowments
ing them is defined in each individual Endowment. For our
purposes though, Endowments are distinctly supernatural
powers and using them creates some internal conflict for the
For tier-three hunters, Endowments are the difference hunter who is bound by a Code to defeat monsters. This
between winning and losing the fight against the supernatu- isn’t to say that hunters view using Endowments as Code vio-
ral. While not always inherently supernatural, Endowments lations, otherwise only the most unscrupulous hunter would
are powerful tools that imbue a hunter with the ability to deal use them. But it does mean that using them often or choos-
with the supernatural on their level — but that kind of power ing to use an Endowment instead of a mundane solution
always comes with a price. Endowments represent both the is a conscious choice the hunter makes, and she justifies it
learned power and institutional wisdom of an entire conspir- however she can. This is where Touchstones come in handy,
acy, and the struggle to maintain a Code while still protecting as she uses these people to remind her why she is different
the ones who are the most important to the hunter. from the monsters she hunts.
Conspiracy leaders encourage their hunters to acquire Hunters are not supernatural, but the Endowments they
Endowments and are willing to risk hunters leaving their hal- use are. As such, they can be used by any hunter regardless
lowed halls with that knowledge if it means the monsters in of their physical abilities. There is, however, a cost to using
the dark have a deadly opponent. Endowments themselves are them. Sometimes the toll of using these powers shows itself
a dangerous gamble, but the conspiracies are willing to take in the way of a backlash. Particularly powerful or overtly su-
risks despite any backlash that may come crashing down upon pernatural Endowments have a backlash listed for each use.
them or their members. With the seemingly endless stream of Some Endowments have a baked-in backlash that isn’t spe-
monsters on the move, the risk is more than worth it. cific to the individual powers.
The cache of supernatural relics, potions, rituals, and
spells, when combined with stockpiles of armaments and Against the
psychic abilities, is far more than the average hunter dreams
about. Sometimes these abilities are accepted as a gift from Supernatural
the heavens, while other times they’re wielded as a shield Hunters fight the supernatural. They fight against the
to force the darkness back into the shadows. Whatever the creatures of the night and to protect the ones they love.
methodology, Endowments mark their wielders in some way Every now and then, they might fight another hunter, or
and, like the Vigil, it’s not something you can un-see. a mortal in thrall of a monster, but they reserve their most
The Endowments provided in this book are some of dangerous Endowments for the creatures themselves.
the bread-and-butter Endowments used by their respective Some Endowments are contested or resisted. The dice
conspiracies. These are the ones that most hunters in a pools listed are for use against normal mortals and monsters
98
Endowments | Advanced Armory

alike. But some monsters have a better ability to resist pow- Conspiracies might allow the risk of a hunter running off
ers. If a monster has a Supernatural Tolerance rating (see p. with their secrets, but that doesn’t mean they don’t act to
XX), then it applies that rating as normal to Contested rolls prevent a hunter from doing so. Lucifuge who leave the con-
against a power. Additionally, sometimes an Endowment’s spiracy are particularly at risk for their past to come hunting
powers will directly oppose a monster’s power (or another them down. A hunter who leaves a conspiracy and chooses
Endowment). For example, a Lucifuge who commands a de- to lose her Endowments — or has to, in the case of TFV —
mon to attack a child of the Seventh Generation who can benefits from the Sanctity of Merits rule, which allows her to
also command demons may find themselves in opposition, regain her spent Experiences on the Endowments to spend
and a hunter who uses an Endowment to see the hidden may elsewhere on her sheet, or on new Endowments from a new
come into direct conflict with a monster that has a Dread conspiracy.
Power that makes it invisible.

Advanced
When this happens, there is a Clash of Wills. All
characters using conflicting powers enter a contested roll-

Armory
off, each using a pool based on her type. Hunters use their
Highest Resistance Attribute + Occult, while Monsters use
their Potency + their Dread Power rating. Supernatural crea-
tures without Dread Powers, such as those found in other Task Force: VALKYRIE isn’t in the business of super-
Chronicles of Darkness games, use different rolls depending natural wares. They don’t send prayers to gods who won’t
on what they are. Ties reroll until one player has accrued listen, they don’t drink poison hoping it isn’t worse than
more successes than all others. The effect invoked by that the monster’s bite, and they certainly don’t treat with mon-
player’s character wins out and resolves as usual, while all sters to gain their powers. Instead, they rely on the cold, hard
others fail. Victory of one power in a clash does not mean truths of guns and ammunition. Now, those guns might
the immediate cancellation of the others, save in cases where be barking something as dangerous as hellfire, but at least
only one power can possibly endure. agents know it is technology that fuels their fight, not magic.
Characters may spend Willpower to bolster the con- Or at least they hope so.
tested roll, but only if they are physically present and aware While no one would slight the courage of TFV opera-
that powers are clashing. Certain powers, such as those with tives (at least, not within earshot), no one can deny the surge
exceptionally long durations, are more enduring in a clash. of monsters is dangerous, unpredictable, and often extreme-
Night-long effects add one die to the clash roll, weeklong ef- ly hard to capture. Thankfully for TFV, if there’s one thing
fects add two, month-long effects three, and effects that last the American military-industrial complex is good at, it’s over-
a year or longer add four. kill — but unlike rites or special abilities, ammunition is not
a renewable resource. An agent must keep their weapon in
Gaining Endowments proper working order and replace ammunition when spent.
Task Force: VALKYRIE recognizes that it operates on a
You may purchase Endowments related to the conspir- fine line. Since they don’t use supernatural methods to fight
acy of which your character is a member. She must have at monsters, their operatives are at greater risk than other hunt-
least one dot in the correct conspiracy Status Merit (p. XX) ers. They take security and the safety of their agents extreme-
to purchase new Endowments. Each hunter begins the game ly seriously. Each agent gets a small RFID chip implanted in
with two Endowments at character creation. Purchasing their body shortly after recruitment. This RFID chip serves
a new Endowment costs three Experiences each. Some two purposes. The first is that it gives the agent access to
Endowments are collections of powers, which are rated one the armory and every item inside contains a reader that rec-
through five (such as Elixir, Benediction, and Advanced ognizes TFV RFID signals. Each weapon is built with hard
Armory). In this case, when you purchase an Endowment, locks that will not disengage unless it can detect a chip’s fre-
you gain a dot rating in that collection. This purchase still quency. The second is to store information about the agent
gives you an individual Endowment, but it might also serve in case they are lost in the line of duty.
another purpose such as dictating how many items you can
carry, or how powerful your Endowment is.
A hunter can only learn Endowments from the con-
Accessing the Armory
spiracy to which she currently belongs. If she leaves a con- All TFV Endowments are readily available to any agent
spiracy and joins another, she does not lose the Endowments with an RFID chip, but they are also consumable; even if the
she gained in the old conspiracy but cannot learn new advanced weapon is still in working condition its ammo gets
Endowments from her past organization. The only exception depleted. This is represented by the item’s Loadout, which
to this is if the hunter belonged to Task Force: VALKYRIE, is how often an agent needs to bring the advanced armory
as they no longer have access to the armory when they leave, weapon back to base for ammunition, cleaning, or changing
and even if they take equipment with them, they are likely out.
to run out of ammunition. Using Endowments from a past Loadout is automatically refreshed when operatives re-
organization may cause that group to come asking questions. supply by checking in with their local field office. At that time,

99
CHAPTER THREE: CHARACTER CREATION

a TFV operative may swap out their existing Endowments for precepts when in a fight though, turning into the monstrosi-
something new, provided their RFID implant is working cor- ties that they are, and making it harder for a team to take
rectly and the weapon is available. Though TFV is capable, it them down. The equalizer grenade stops that kind of activity
is also a small agency and some of its armaments are unique. right in its tracks.
If a hunter leaves TFV, they deactivate her RFID chip Using a flashing light that tricks the brain, it somehow
and deny her access to the armory. She still knows where disrupts the shape-change process before it can start. As long
they keep their armories, but only a heist will give her access as the grenade is flashing, the monster is incapable of chang-
to equipment. She effectively loses access to the Endowment ing its form, for good or ill. Agents aren’t sure why it works,
and any Experiences she spent are refunded to her. but some squint in a lab somewhere figured it out, prob-
TFV encourages agents to change out Endowments as ably with several failed field tests no one talks about. Either
often as necessary depending on what they are hunting. way, the agency has them in abundance and agents can get as
This flexibility in the agent’s repertoire is represented by the many as 6 grenades per Loadout.
Endowment’s cost. Advanced Armory is rated one to five; Loadout: Two sessions
each dot she purchases represents access to a new piece of Dice Pool: None
equipment from the armory. Essentially, it represents what Action: Instant
she’s allowed to check out at one time. Instead of purchasing Duration: One scene
each Endowment separately, the hunter simply picks a num-
The agent simply has to pull the pin and throw the gre-
ber of Endowments at the beginning of each session based
nade. It doesn’t do any damage, but emits a flash of light. If
on her Advanced Armory rating, and that is what she has. If
a monster attempts to use a shapeshifting Dread Power, such
she wishes to change out an item through the course of the
as Animal Shift, it provokes a Clash of Wills, with the hunter
game, it may require a scene to make the exchange, but she
rolling the highest of his Resistance Attributes + Advanced
can easily do so.
Armory instead of Occult. If the hunter wins, the monster
Equalizer Grenade remains in its mortal guise.
Monsters come in all shapes and sizes, though plenty of Etheric Goggles
them wear human faces, hiding their true form from human-
Ghosts and spirits reside just beyond the veil, biding their
ity in the slim chance no one will notice them. They lose all
time and building strength. These creatures gain influence,
100
Advanced Armory

manipulating people’s souls and energies in places until they


finally have enough power and influence to manifest and
cause all sorts of havoc. With Etheric Goggles though, Task TEAMING UP WITH
Force: VALKYRIE agents can pierce the veil and take sight WHO? MISSING
of their targets before they come across. Etheric Goggles look
like normal, night-vision goggles, but have a small button on
SCIENTISTS WHAT?
the side to transfer vision into the Twilight. They work for Task Force: VALKYRIE know
every hunter, regardless of sight. it’s better to take orders
Loadout: Three sessions than to ask questions, but
Dice Pool: None some operatives are starting
Action: Instant
to feel that their commanders
are keeping more secrets
Duration: One scene than usual. TFV operatives
With a quick flick of a button, the agent can peer into recognize the need to change
Twilight. Any entity in Twilight appears to glow a phos- or alter their munitions, but
phorescent blue. The goggles don’t let the agents touch or don’t understand why they’ve
speak with the entities, but they can trace or track them. seen other conspiracy members
Additionally, if an agent is trying to locate something with visiting headquarters. Thus
the Anchor Condition, the goggles grant a +3 bonus to in- far, the Ascending Ones and the
vestigation rolls.
Cheiron Group’s field agents
have both been spotted chatting
Etheric Capsule Rounds up Operation ADAMSKI agents,
leading some TFV operatives to
Etheric Capsule Rounds resemble normal bullets — save believe the rumors are true.
for the glossy tips that glow faintly in the dark. When fired, For months, operatives have
the propellant excites the etheric compound inside the pro- been receiving the all clear,
jectile, causing it to expand violently upon encountering an- signaling nothing is wrong at
other etheric field or when striking a physical target. HQ — even though one of Project
Nicknamed “Ghost Paint,” EC rounds directly injure FORT’s team leaders, Rodrigo
ephemeral entities. When shot at an ephemeral entity who Garcia, knows this can’t be
is Manifested, the soft-shelled bullet causes a painful burn-
true.
ing sensation on the target’s exposed skin and mucous According to Garcia, several
membranes. Against mortals, EC rounds aren’t as effective, TFV scientists have either
though they will sting and cause welts when they contact the been kidnapped or were found
skin. Otherwise, EC rounds are nonlethal. dead of natural causes. Garcia
speculates this can only mean
Loadout: 1 session
one of two things: either TFV’s
When used against an ephemeral entity that is command is compromised, or
Manifested, the bullets deal lethal damage instead of bashing. their leaders suspect an enemy
Additionally, if the entity is not Manifested, the bullets can af- has infiltrated their ranks.
fect entities in Twilight and deal bashing damage. EC rounds In any case, it’s clear TFV
deal bashing damage to objects, mortals, and monsters. has suffered from a security
breach, which would explain
Huginn Visor why the conspiracy is forging
Monsters of all stripes have ways of trying to manipulate alliances with other hunters
the minds and hearts of their prey. Task Force: VALKYRIE they normally wouldn’t.
technicians have learned that this invariably requires eye con-
tact to perform. The Huginn visor appears as a set of normal
dark sunglasses, but it is coated with a special film that gives
the agent some protection against mind-altering powers.
Mjolnir Cannon
Agents joke that whatever chemical they put on it must Nothing in the TFV arsenal represents overkill like the
come from space. Maybe it does, but no one really cares Mjolnir Cannon. The portable version of the system consists
when it keeps their heads on straight. of two elements: a heavy battery, typically carried in a back-
pack, and a modified rocket launcher with integrated lenses,
Loadout: One session
electrodes, and heavy shielding. At its lowest power setting,
Whenever a monster’s Dread Power (or other supernatu- the Mjolnir functions as a long-range taser, paralyzing the
ral creature’s power) necessitates eye contact or needs line of target with rapid pulses of electricity channeled down the
sight to the victim to function, the creature suffers a –3 penalty ionized path created by the taser.
to activate the power against any hunter who wears the visor.

101
CHAPTER THREE: CHARACTER CREATION

At higher power levels, the Mjolnir earns its name, fir- Loadout: 3 sessions
ing nothing short of a man-made lightning bolt — hearing Dice Pool: None
protection and grounding equipment are required for all Action: Instant
teams employing the Mjolnir Cannon. The etheric battery Duration: One scene
used to power the Mjolnir is notoriously finicky, and, if over-
When activated, it grants a Clash of Wills against any-
used, has been known to detonate.
one attempting to hide themselves using supernatural means
Loadout: One session that trick the mind. Hunters using the Odin Reticle for
On its low setting, the Mjolnir Cannon is a ranged weap- the Clash of Wills roll their Highest Resistance Attribute +
on a damage rating of 1, range 20/40/80, Clip 4, Initiative Advanced Armory rating instead of Occult.
–1. When the Mjolnir deals damage, it inflicts the Stunned
Tilt on the target. When its Clip is exhausted, the Mjolnir V.D.S.B.
must recycle its batteries for two turns. Every TFV operator knows monsters prefer shadows to
When used on its high setting, the Mjolnir Cannon is a sunny daylight and understands that sometimes the differ-
ranged weapon with a damage rating of 4, Clip 2, Initiative ence between winning and losing is a well-lit field of battle.
–3. The Mjolnir Cannon inflicts the Knocked Down Tilt to While creatures like vampires might be allergic to sunlight,
its target if it hits. Any targets within shouting distance of most monsters aren’t happy when the full force of ultra-
both the weapon and the target suffer from the Deafened bright, white light hits them directly in the eye.
Tilt unless they’re wearing hearing protection. The V.D.S.B. (Victim-Detonated Sun Bomb) is a rigged
Muninn Serum explosive device that is triggered with a combination of in-
frared, motion, and thermal sensors. Coded to find vampires
No matter how well prepared, how careful, and how specifically, anything that falls within a specific infrared spec-
special ops a Task Force: VALKYRIE team may be, there’s trum or motion profile will detonate the bomb. Agents have
always the chance someone might witness the action going found that most monsters seem to fit the bill, though they
down. It isn’t always the team’s fault, either. It might be a don’t know how the technicians programmed the device to
case of bad circumstances, or just the fact that they had to be so precise as to not trip with human activity.
save someone from a monster’s grasp. Every hunter knows The resultant effect is a flash of light bright enough to
that once you’ve had a brush with the supernatural, you’ll blind anyone and everyone in the vicinity. Agents often wear
never forget it. special sunglasses that protect them from the bright light
That is, unless someone helps you along with a little as they come in to deal with the hopefully stunned mon-
chemical assistance. Task Force: VALKYRIE scientists have ster. The agency generally only provides one such bomb per
developed a more potent and targeted form of the strongest Loadout.
drugs that cause temporary amnesia and short-term memory Loadout: One session
loss. The result is Muninn Serum and, with a single injec-
Dice Pool: None
tion, an agent can wipe away a whole night’s worth of bad
memories. Action: Instant
Loadout: One syringe per session. Duration: One scene
Dice Pool: None When tripped, a searing, bright, phosphorescent light
fills the space. Anyone in view of the bomb when it deto-
Action: Instant
nates must roll for surprise. If they fail, they gain the Stunned
Duration: One scene Tilt. For the rest of the scene, sighted characters who are not
The operative must administer the dose intravenously. wearing special eyeglasses will acquire the Blinded Tilt.
If the target is unwilling, the agent must make an attack roll

Benediction
to inject the serum. The drug has a mild burn to it, but noth-
ing worse than a tetanus shot. Once injected, the subject is
inflicted with the Drugged Tilt. During this time, the agent
can ask the subject to recount memories, which the subject Arcane rituals and rites codified within the Catholic
will do to the best of her ability. Once recounted, she forgets Church from before ancient times, Benediction rituals serve
it ever happened. Even if she chooses to lie about specific as a bulwark between man and monster. Used throughout
portions of the event, she forgets everything at the end. history to protect the masses from the darkness, from ex-
orcism rites to the creations of holy and blessed weapons,
Odin Reticle Benediction is not just a toolset the Catholic Church uses, it
The all-seeing eye of Odin is, in this case, a small LCD is a holy scripture the Malleus Maleficarum use to smite evil.
screen and camera combination that feeds a specialized dis- With the aid of God and the intercession of the saints,
play to the wearer. This device is designed to attach to any the Malleus Maleficarum’s hunters produce miracles in their
other goggle type, such as the Etheric Goggles or the Huginn war against wickedness. In modern times, knowledge of
Visor. It isn’t perfect, but few things can trick the various these rituals is not enough to perform them; a hunter must
cameras attached to the Odin Reticle’s display. be Catholic and receive the pope’s blessing to get a hotline
102
Benediction

to Heaven. Should any hunter fall from grace, the penalty is • Reduce the target success total by her dots in
the revocation of their membership in the Catholic Church Benediction.
and, as a result, the Malleus Maleficarum conspiracy as well.
Malleus Maleficarum hunters are not required to be clergy • Reduce the time per roll by 15 minutes.
members, but they are expected to walk the path of the just
• Apply the Steadfast Condition if and when the ritual
and righteous by maintaining the Code, their Integrity, and
succeeds.
their Touchstones.
Failure: The ritualist is having difficulty and accumu-
Virtuous Rituals lates no successes. The player decides whether to abandon
the ritual or continue. If the ritualist continues, she gains
Benediction comes in the form of rituals. The Lucifuge the Stumbled Condition.
must spend time, effort, and possibly even small material
Dramatic Failure: The ritualist is having a crisis of
sacrifices to draw upon the blessed. Malleus Maleficarum
faith. Not only does the ritual fail, but she gains the Shaken
hunters learn their Endowments slightly differently than
Condition.
others. When the player purchases Benediction she gets a
dot in the Benediction Endowment (each dot costing three Armor of St. Martin
Experiences) and learns a ritual. She can purchase additional Target success total: 7
rituals for three Experiences each. Her Benediction rating
The forces of darkness against which the Malleus
affects both her activation roll on rituals, and how powerful
Maleficarum hunters stand are numerous and dangerous,
her rituals are. The highest her Benediction rating can ever
with claws, fangs, and terrifying powers that shred the faith-
be is 5.
ful. The hunter prays to St. Martin, the patron saint of sol-
Additionally, Benediction requires the user to be appro- diers, to provide a shield against the darkness. The hunter
priately virtuous to work properly. The hunter’s Benediction gains an armor rating equal to her Benediction rating against
rating is modified by her Integrity beyond 5. Each dot below both general and ballistic attacks, with full-body coverage.
5 subtracts one from her effective Benediction rating for pur- When the Armor of St. Martin is active, its presence is im-
poses of roll results and ritual benefits. perceptible to the natural senses. This armor does not stack
When the hunter wishes to cast a ritual, she must spend with other forms of armor.
a Willpower and say a specialized prayer. Each ritual speci-
fies a target success total the ritualist must gain to complete The Boon of Lazarus
it. Rituals last until the next day unless otherwise noted in Target success total: 8
the text. A hunter cannot benefit more than once from the Calling upon the power of God himself, the hunter
same ritual at a time. For example, she may be able to call channels his power like he did with Lazarus in the tomb.
upon the blessing of St. Luke multiple times a day to heal The hunter prays over the corpse and imbues it with holy
someone, but she can only gain the blessing of St. George light and life. The target comes back to life with full health,
once a day. but no Willpower. The ritual takes a toll on the ritualist as
Cost: 1 Willpower well. Instead of the normal 1 Willpower cost, performing
Dice Pool: Intelligence + Occult + Benediction the ritual costs a dot of Willpower. The ritual cannot restore
Action: Extended. Target successes are listed per ritual. missing limbs, and if used on someone decapitated or dis-
Ritualists may roll as many times as their unmodified dice membered, then they remain so after the ritual is complete.
pool. The base time per roll is one hour. A ritual must be This ritual can only be performed on the recently de-
completed in one attempt. The ritual automatically fails if ceased and must start within minutes (no more than five)
interrupted, and the ritualist does not gain the benefit of of death. If the ritualist attempts to perform this on a body
her Defense while casting. Many rituals are also contested or that has been dead longer, it comes back alive, but has the
resisted, as noted in their description. Soulless Condition, which can never be resolved.
She gains the benefit of Merits that may reduce the time
it takes to take an Extended action. Epipodian Safeguard
Duration: One day (or variable) Target success total: 7
The ritualist says a prayer to St. Epipodius, the patron
Roll Results saint of the betrayed, to help protect her mind from attacks
Success: The ritualist accumulates successes as normal. that would cause her to betray her friends. She gains a bonus
If the target number of successes is met, the ritual finishes equal to her dots in Benediction to resist mental domina-
immediately. tion, either by a Dread Power, Numen, or other supernatural
Exceptional Success: The ritualist makes great strides ability. If this is a contested roll, she gains that number of
in finishing the ritual. The player decides which of the fol- dice to the roll; if it is resisted, the number is subtracted
lowing effects takes place in addition to accumulating suc- from her attacker’s pool along with any other resistance she
cesses. If the target success total is met, the ritual finishes may have.
immediately.
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CHAPTER THREE: CHARACTER CREATION

increases her Health by one as well). If she would suffer from


a Condition or Tilt from exertion, hunger, thirst, or exhaus-
A MALEVOLENT tion she may roll her Stamina + Benediction to resist having
FORCE WITHIN THE it applied.
CHURCH? Hands of St. Luke
Buried deep within the Order Target success total: 8
of St. Ambrose’s archives is With a prayer to St. Luke, the patron saint of physicians
a pamphlet so insidious it is and surgeons, the hunter can call upon his divine power to
under constant surveillance fix limbs and reduce hurt in an instant. Once the ritual is
and guard to prevent other complete, the hunter immediately heals a number of bashing
hunters from laying eyes on or lethal damage either on herself or another target equal to
it. The tract, published and her dots in Benediction. Or, she can reduce aggravated dam-
distributed in 2012, urges the age down to lethal damage at the same rate. Additionally, the
Shadow Congregation to abandon
target resolves the Crippled Condition. If the hunter spends
the Vatican and side with a
rising power — led by a so- a Willpower dot on activation, she can resolve the Persistent
called “black pope” or anti- version of the Crippled Condition.
pope — to end the spreading
darkness once and for all. Shepherd’s Blessing
The pamphlet goes on to list Target success total: 6
the benefits of siding with The hunter makes a short prayer, though this can go to
the anti-pope, which includes any saint. He asks for general protection, sight unseen. For a
the stunning proclamation that scene, people overlook the hunter as though he isn’t there.
hunters who receive the anti- This isn’t the same as being invisible. Cameras will still pick
pope’s blessing may retain use
him up on film and people still see him, they just don’t reg-
of Benedictions as a sign that
God favors this new authority. ister him as there at the time. They may remember him be-
ing there if recalling the scene later, but he does not alert
Malleus scholars have verified people or arouse suspicion, even if no one else is supposed
the authenticity of the tract, to be around. If someone is using a supernatural power that
but don’t know how many copies lets them see through illusion or protects against mental ef-
were distributed or printed.
fects, it provokes a Clash of Wills, and the hunter adds his
Within the Order of St. Ambrose,
hunters argue, wondering Benediction rating to his roll.
why this tract must be kept
hidden and why more resources
Vade Retro Satana
aren’t being dedicated to its Target success total: 7
investigation. Only Malleus Contested by: Power + Resistance
hunters with the highest status The hunter calls upon the Vade Retro Satana, a prayer
know the truth: A secret order, designed to exorcise spirits and ghosts. Using repeated
named after the patron saint prayer, religious symbols, and calling upon God’s aid, the
of desperate situations, was
founded within the last year. ritualist damages an ephemeral entity with his holy wrath.
Dubbed the Order of St. Jude, Not only does this ritual count as a successful use of an exor-
the hunters have been charged cism, abjuration, warding, or binding, but the ritualist in-
to go so deep undercover even flicts lethal damage to the ephemeral entity target equal to
other Malleus members don’t his Benediction rating.
know they exist.
Wrathful Sword of
St. Michael the Archangel
Target success total: 7
Fortitude of St. George The hunter calls upon St. Michael, the general of the
Target success total: 6 heavenly host, to imbue an Earthly weapon with the divine
The hunter calls upon the blessing of St. George, slayer power to smite the devils that haunt humankind. The ritual
of dragons and one who endured great torment and hard- must be performed in the presence of a melee weapon the
ship at the hands of the Romans. The ritualist is imbued hunter is attempting to bless. Upon success, the weapon
by his strength, allowing them to continue forward against glows with a bright, white light. When wielded against a
all odds. The ritualist gains a single dot of Stamina (which monster, the weapon has a lethal damage rating equal to the
hunter’s Benediction rating.

104
Castigation

Castigation Using Castigation Rites


Castigation is both a blessing and a curse. On one hand,
The Lucifuge sit as living contradictions. They pledge
the Lucifuge has access to a terrifying and effective set of pow-
their lives to fighting off the darkness, but they use that very
ers. On the other hand, the use of those powers marks her as
same darkness in their veins to do so. Using these dark pow-
demonic in the eyes of others, and leaves a mark on her soul.
ers is a struggle for even the oldest Lucifuge. They justify it
It’s a balance that all Lucifuge must maintain, otherwise get
to themselves; they tell themselves that if they don’t use their
hunted by their peers. That mark on her soul is one she cannot
darkness for the good of all, then no one will. But in the end,
will away, and one that haunts her even as it tempts her. Using
they are addicted to the rush of the power, and simultane-
Castigation in a scene in which a character also suffers a break-
ously terrified of what that means. No one wants to wake up
ing point counts as a –3 modifier to the roll. Additionally, the
in the morning and realize she is the very monster she hunts,
player must immediately roll Resolve + Composure after using
though the Lucifuge wonder this upon waking every day.
Castigation for the character to resist the temptation to do it
Members of the Lucifuge perform the infernal rites of again. This roll suffers a –1 cumulative penalty for each time she
Castigation by sacrificing their own blood. Unlike other has used a Castigation in the same day. If she fails, she gains the
hunters, a Lucifuge can’t just leave their conspiracy and de- Addicted Condition for using Castigation. She can shake the
cide to eschew their Endowments. Sure, they could try to addiction by resisting the urge to use Castigation for a full day.
stop using Castigation rites, but the singing in their blood
Despite all this, the Lucifuge have an ally in the Lady
brings them right back to wielding its power. They cannot
of Milan. She helps them hone their ability, learn to control
rid themselves of their blood any more than they could teach
their urges, and gives them a path to walk that keeps them
another to utilize their rites.
from trouble. The Lady calls the Children of the Seventh
If and when a Lucifuge attempts to leave the conspiracy, Generation to stand before her and make a terrible choice:
she becomes hunted, painted as a creature who finally em- to join her and fight the darkness in all its forms, or to die.
braced her demonic roots. Though this might be farthest When they join the Lucifuge, she gives them a gift: a virtu-
from the truth, the Lucifuge feel they need to keep a tight ous path that may, one day, save them from their unholy
rein on their members and the infernal power they control, heritage. Hunters who are active members of the Lucifuge
for the sake of all humanity. gain the Will of the Lucifuge Condition.

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CHAPTER THREE: CHARACTER CREATION

(or banished). If summoned, a demon acts of its own free


will unless the Lucifuge immediately uses the Mandate of
DEMONS OR DEMONS Hell Endowment. In general, the demon will recognize the
Lucifuge as one of its own and not attack her, but that pro-
The Lucifuge are the mortal tection does not extend to her friends. If banished, the de-
descendants of Lucifer, a
literal demon and ruler of Hell. mon immediately leaves the mortal world.
For the purposes of Hunter, Exceptional Success: The ritualist makes great strides
the demons Lucifuge hunt are in summoning the demon. Choose one of the following:
monsters with the Infernal Reduce the number of successes required by the character’s
Dread Power. There are other Occult dots, reduce the time between rolls by 10 minutes, or
creatures called demons in the gain the 8-again rule for future interactions with the demon
world, but unless they are once it’s summoned.
infernal demons, the Lucifuge Failure: The ritualist falters, and the demon struggles
have no power to command or
against the ritual’s pull. The ritualist can continue but must
call them.
take the Spooked Condition.
Dramatic Failure: The hunter loses control over the rit-
ual and the demon lashes out (even from afar if a summon-
ing). The ritualist gains the Shaken Condition. The demon
WILL OF THE LUCIFUGE is immune to similar ritual attempts for the next 24 hours.
(PERSISTENT) Forged in Fire
Hell is well-known for its fiery pits and brimstone décor.
In exchange for a hunter’s vow to uphold the Vigil and
The very concept of infernal recalls the idea of burning flesh
to do the Lucifuge’s bidding, hunters may treat the Will of
and intense heat. It’s little wonder then that the Lucifuge are
the Lucifuge as a second Virtue. When the hunter acts in ac-
also drawn to fire in all its forms. Those who have the blood
cordance with the Lady of Milan’s decrees in a way that poses
of Hell’s creator running through their veins have a bit more
difficult or risk to their personal safety, they regain all their
resilience toward it than the average person.
spent Willpower points.
Cost: 1 Willpower
Resolution: When the hunter’s membership in the
Lucifuge ends. Dice Pool: None
Beat: If the character resists the Lucifuge’s Will, gain a Action: Reflexive
Beat. Duration: One scene
A Lucifuge may activate this Endowment to become
Calling Forth the Pit immune to damage caused by fire for the rest of the scene.
The Lucifuge hold a tenuous connection to their dark While her clothes and armor may burn up in flames, her skin
ancestor, and as such a connection to all he is and does. remains undamaged by fire’s effects. And while smoke won’t
When Lucifer was cast down to Hell, he used his power and burn her lungs if she inhales it, she is not immune to the af-
will to create a home for himself and his demonic followers. ter effects of filling her lungs with ash, or the lack of oxygen
He put his own flesh and blood into making the unholy that comes along with it. If she is in an area where she suffers
city, and as such is an intrinsic part of it. This means the from the Extreme Heat or Inferno Environmental Tilts, she
Lucifuge, too, have a connection to Hell and even the very suffers no damage from the fire itself. She halves any damage
demons who reside there. A Lucifuge may command the pit or penalties that come from smoke or inhalation.
to either bring forth a demon or cast one back into it. This Backlash: The Lucifuge’s skin isn’t fire-resistant exactly,
summoning is, in effect, both within and outside the mortal instead her infernal blood acts to shield her from the fire’s
realm. Summoned demons may be treated with and bound effect. This means that any time she is exposed to fire or the
to oaths but the Lucifuge does not have control by default Extreme Heat Tilt, her skin lets off a soft red glow, which
when it arrives — care should be taken, lest the demon break imposes a –2 penalty to Social rolls with most people.
free and wreak havoc.
Cost: 1 point of lethal damage
Gaze of the Penitent
Dice Pool: Manipulation + Occult – Resistance If there’s one thing the Lucifuge know better than any-
Action: Extended. Each roll represents 30 minutes of thing, it’s a desire to repent. To scour the soul of its stains
ritual casting and the ritualist must achieve 10 successes to and sins and be reborn anew. Hell, to them, is a place not
summon or banish a demon. only of eternal torment, but one where those fires cleanse
souls, a place of penitence and understanding of guilt.
Roll Results The Lucifuge can draw upon Hell’s burning wrath to
Success: The ritual acquires successes. If enough success- inflict the pain of guilt and the desire for repentance on
es are gathered to finish the ritual, the demon is summoned someone else.
106
Castigation

Cost: 1 Willpower If the hunter knows the name of the demon she is com-
Dice Pool: Wits + Empathy vs. Resolve manding, she gains a +2 bonus to her dice pool.
Action: Instant Prerequisite: Calling Forth the Pit
Cost: None or 1 Willpower (see below)
Roll Results
Dice Pool: Presence + Intimidation vs. Resistance
Success: The hunter’s victim feels a burning desire to re-
Action: Instant
pent all his sins and seek forgiveness. The victim suffers from
the Guilty Condition. Additionally, for the rest of the scene, Roll Results
the Lucifuge gains +2 on Social rolls against her victim. Success: Without spending Willpower, the hunter can is-
Exceptional Success: The victim suffers the Broken sue a single, short command, no more than a few words. This
Condition instead of Guilty. command has to be direct and actionable such as “attack him”
Failure: The Lucifuge brings forth the wrath of Hell, or “bow to me” — it cannot be something vague such as “listen
but his victim fails to care. to me” or “do what I say.” If the hunter spends a Willpower
Dramatic Failure: The Lucifuge brings forth the burn- at activation, she can give a more complex command with no
ing pain of Hell but inflicts it upon himself. He gains the more than two steps in it: “Go to the church and bring me back
Guilty Condition. the priest” or “attack him, but do not kill him.” The demon acts
immediately to enact the command given, though it chooses its
Hellfire route or how to go about the action. If the hunter wants to give
In western occultism, the infernal realm called “Hell” is it more actions to take, she must use this Endowment again.
marked by fire and brimstone that burns ever more. Lucifer Exceptional Success: The hunter may give an additional
Morningstar, the fallen “Light Bringer,” wields hellfire to command to the demon or add an additional step to a com-
smite his enemies and punish the wicked — and his Children plex command.
of the Seventh Generation may do the same. Failure: The demon ignores her commands.
Lucifuge members bear a hidden flicker, a tiny flame of Dramatic Failure: The demon listens to the order and
white-hot hellfire they may call forth at will. Hellfire is no ordi- carries out the exact opposite action, wreaking chaos and
nary incendiary device, however, its flames ache to spread and havoc.
burn. Its fires reek of rotten eggs, alerting all who near them
the infernal is nearby. Hunters who are careless (or arrogant) Sense Weakness
with hellfire often watch in terror as the flames spread, claim- Everyone has a weakness, for most people it’s their
ing innocent lives. connection to their loved ones, or a vice they can’t help to
Cost: 1 point of lethal damage indulge. Monsters also have weaknesses, though never as
Dice Pool: None mundane as vice or love. Lucifer, The Great Deceiver, uses
Action: Instant it to infiltrate, undermine, and tempt. His descendants have
The hunter summons hellfire, which quickly sets every- a knack for sensing weakness in their prey and utilizing it to
thing else on fire. If the Lucifuge attempts to use this as an great effect.
attack, it counts as a +2 lethal weapon modifier to an athletics Cost: 1 Willpower
attack as he hurls the flame at his target. If the victim is wear- Dice Pool: Wits + Empathy vs. Finesse
ing armor, it works as normal against the fire attack, but does Action: Instant
catch on fire. Otherwise, the hellfire catches the surrounding
area on fire. The next turn, the area (size of a small room or Roll Results
the confines of whatever room the Lucifuge is in) gains the Success: With a quick study of its name or just a descrip-
Inferno Environmental Tilt. The Lucifuge cannot control this tion, the Lucifuge learns his foe’s greatest weakness. He can
fire once its spread and suffers any ill effects of the fire just learn one of the following about his enemy: one of its banes,
like anyone else caught in the blast unless he has the Forged any Dread Powers that give it a weakness, or the name of an
in Fire Endowment. infernal demon.
Exceptional Success: The Lucifuge also gains the
Mandate of Hell Informed Condition about his subject.
By their very nature, the Lucifuge carries Lucifer’s blood Failure: The hunter cannot glean any information
within her veins. No matter how diluted that blood, every de- about her target.
mon recognizes her position as akin to royalty. The Lucifuge Dramatic Failure: The hunter looks too far and sees a
can leverage this blood tie to bend demons to her will. With darkness within. She gains the Spooked Condition.
time, she can learn how to subjugate these demons, giving a
command with a simple look or single meaningful word used Tongue of Babel
to convey her desires. Of course, mastering such a trick is Shortly after the flood, humanity was united under a
one that most Lucifuge have no interest in doing, as it only single language in the ancient city of Babel. But they reached
cements their place in hell. too far and sought too much and, when God noticed, he

107
CHAPTER THREE: CHARACTER CREATION

dispersed humanity across the globe and ensured they all a harder time procuring reagents. The Ascending Ones warn
spoke different languages. Rumor abounds that this was a that reagents bought outside of their auspices can be dangerous
design by Lucifer to grant humanity access to heaven. His at- or impure. Despite these warnings, there is a growing number
tempt failed, though remnants of his language persist today of reports that rogue alchemists are stealing and stockpiling in-
in everything humans do. gredients to sell on the black market. At present, the conspiracy
While the language is lost, the Lucifuge can hear it sing- has not revealed how it plans to resolve the issue and appears to
ing still in their blood. Those who have studied it know it be more concerned about their current members.
forms the foundation for all other languages in humanity, When Ascending Ones first learn alchemy, they learn
and through their connection can parse understanding from not only to mix potions and brews, but how to imbibe such
any spoken language. without poisoning themselves. This process is not fast, and
Cost: None hunters in the field using elixirs have been members for years
Dice Pool: None before finally mastering the technique. But each new elixir
Action: Instant requires a new skill set. Learning a new elixir, both how to
make it and how to proper imbibe it takes time and training
Duration: One scene
which is represented by several days of uninterrupted study
The hunter may activate this Endowment to understand (and spending the requisite Experiences).
any spoken language for the rest of the scene. He can speak
Developing a whole new concoction used to take
and understand literally any language on Earth. He does not
months, if not years, but with access to a few specific lab
necessarily know those languages, but instead knows the uni-
spaces, an abundance of reagents, and proper training, mak-
versal language well enough that when he speaks it, his blood
ing new elixirs now takes a matter of weeks. To invent a com-
works to allow anyone who hears it to interpret it as their
pletely new elixir (never seen before), the Ascending One
own language. As well, when he hears someone speak, he
must perform an extended action and net 10 successes us-
translates it automatically into a language he understands.
ing her Intelligence + Medicine, with each roll representing
This doesn’t always translate to the written word, as the an-
a week of time. New elixir creation is subject to Storyteller
cient humans in Babel didn’t write their language down.
approval.
Nor does it allow him to understand languages supernatural
in nature, such as those spoken by demons or monsters, or
incantations used by witches.
Using Elixirs
Whenever using Tongue of Babel, the Lucifuge can Elixirs are by nature one-use items. When a hunter pur-
pick up on all aspects of language use, including social cues chases the Elixir Endowment, she is buying the ability to
and body language. When she attempts a Social Maneuver utilize new recipes. She purchases dots in Elixir instead of
against a person while Tongue of Babel is active, she moves each individual Endowment. At each dot of Elixir, she gains
up one position on the Impression chart (p. XX). a new recipe for free. She can purchase additional recipes for
three Experiences each. The Ascending One can only hold

Elixir
as many prepared elixirs on her person as she has dots in
Elixir plus her Stamina rating. Making a new elixir takes an
hour, but does not require a roll. When the hunter wishes
Alchemy is the art of transforming one substance into to use her elixir, she must apply the elixir to herself in some
another. Truly advanced practitioners of the art need no lab- way (apply a salve, imbibe a liquid, inhale a smoke). Elixirs
oratory or tools to perform their miracles — their own body may have additional costs other than this action to activate.
and enlightenment suffices. The Ascending Ones guard the Using most elixirs requires an instant action using the fol-
secrets of internal alchemy, for they are easily abused and lowing rules. Some may be extended actions in which case
dangerous to the uninitiated. Many elixirs are highly toxic they have their own roll results.
without an alchemical touch, and a few may seriously harm If someone without at least one dot in the Elixir
or cause a fatal reaction. Endowment attempts to use the elixir (or it is applied to
Elixir Endowments represent the knowledge and train- someone without training) then they suffer the dramatic fail-
ing needed not only to prepare the alchemical cocktail the ure result. Applying an elixir this way requires a touch attack,
hunter imbibes, but to transform the reagents within herself or a maneuver during a grapple.
and redirect that energy as needed. Cost: Variable
Elixir Endowments require consumable exotic reagents Dice Pool: Stamina + Elixir
and substances. The Ascending Ones have stockpiles of
Action: Instant (Some actions may be contested or
reagents available to their members, and members know
resisted)
where and how to acquire new reagents for their most used
Endowments. Ingredient lists for elixirs are well-kept secrets Duration: Variable
to which members only gain access after demonstrating ability Roll Results
and knowledge. While members are assumed to have ready ac- Success: The hunter succeeds in converting the alchemi-
cess to the reagents they need, rouge hunters using elixirs have cal compound and produces the desired effect.
108
Elixir

Exceptional Success: Variable depending on the effect.


Breath of the Dragon
Failure: The reaction fizzles and the Ascending One
gains the Drugged Tilt. Breath of the Dragon is a fine, silvery powder consist-
ing of sulfur, finely milled magnesium shavings, and several
Dramatic Failure: The alchemist fails to convert the al-
rare reagents. When transmuted in the alchemist’s body, the
chemical compounds and suffers the lesser version of the
“breath” becomes weaponized and poisonous. This powder
Sick Tilt. If it is used outside of an action scene, she instead
must be inhaled to be properly activated; afterward, the al-
suffers a toxicity 3 poison that deals its damage once.
chemist can expel a powerful jet of toxic gas.
Amun’s Water Breath of the Dragon is harsh on the user’s throat and
Taking their cues from the monsters they hunt, the the hunter is left hoarse afterward; overuse can even lead to
Ascending Ones have developed an elixir that allows them temporary laryngitis at the discretion of the Storyteller.
to pass unnoticed. By drinking this potion, they can become Cost: 1 Willpower
invisible to the naked eye. Dice Pool: Stamina + Medicine vs. Stamina
The potion is a combination of adder venom crushed
with queen of the night flowers and mixed with ethyl alco-
hol. It tastes cloyingly sweet but burns as it goes down.
Cost: 1 Willpower
HARVEST MARKETS
Duration: One scene AND SILENT
The alchemist becomes invisible to the naked eye. AUCTIONS
This isn’t just a trick of the light, or a psychic impression.
Cameras fail to pick her up and electronics fail to register her Hunter conspiracies may profess
they want to work together
presence. If she takes a hostile action, she breaks the effect.
but behind the scenes several
Someone with the ability to see the unseen or view organizations have been
something that is invisible prompts a Clash of Wills. clamping down on cooperative
Exceptional success: If she takes a hostile action, she hunts, sharing tips and
does not break the elixir’s effect entirely. Only the attacked connections, as well as the
person can perceive the hunter, but others may be able to fol- occasional drink. The reason?
low her movements based on situational cues in the middle There’s been a run on phoenix
of a fight. feathers, rare-earth alloys,
crystals — even necrotic blood
Backlash: The elixir acts as a hallucinogen. While ac- and holy water. Someone — or a
tive, the hunter suffers a –2 penalty to all actions as she has a group of someones — has been
hard time determining reality from mental images. buying up every icon, organ,
relic, and reagent hunters are
Breath of Ma’at bidding for. The Cheiron Group,
Though the Ascending Ones walk the path of righteous- who once enjoyed a healthy,
ness, that path regularly leads them into shadow and sin — if not friendly, relationship
often, they must commit wickedness in the name of fighting with Task Force: VALKYRIE to
wickedness. The Breath of Ma’at is a thick, musky incense, exchange money for monster
the vapors of which must be inhaled and transmuted by the parts, has forfeited payment
Ascending One. Once under its effect, the whispers of their
for the last three transactions,
claiming they “stole” the parts
soul contort to justify once-indefensible behaviors as entirely from their Retrieval Division
reasonable courses of action. and were trying to resell them.
Cost: None The Ascending Ones are pointing
Duration: One scene fingers at the Cheiron Group,
The hunter does not roll for breaking points while un- the Council of Bones, Aegis Kai
der the effects of the Breath of Ma’at. Once the elixir wears Doru, and Malleus Maleficarum,
claiming they’re attempting to
off, she makes a single roll for a breaking point no matter
hinder the conspiracy by making
how many acts she committed. If she is under the effects of a it even more challenging to
hunter Condition, she gains a +2 to resist the breaking point. find their needed ingredients.
Exceptional success: She gains the 8-again quality on Meanwhile, the Lucifuge, Aegis
her breaking-point roll when the effect wears off. Kai Doru, and Task Force:
Backlash: If, while under the influence of the Breath of VALKYRIE have forged a temporary
Ma’at, the Ascending One takes an action that would violate alliance to find the culprit,
the Code, she automatically gains the Demoralized Condition, be they hunter or monster — or
even if she is successful on her breaking-point roll.
both.

109
CHAPTER THREE: CHARACTER CREATION

Action: Contested Cost: 2 Willpower


The hunter expels the toxic gas at her victim, which in- Duration: One scene
flicts the grave version of the Sick Tilt. Additionally, the va- The user leaves her physical body behind and walks un-
pors act to increase the severity of pain sensors in the target. seen. She is free to move about in this state for the rest of the
Her next attack gains an additional weapon rating of 2 bash- scene, but her body remains comatose in the physical world.
ing, which stacks with any other weapon damage. In this state, she can identify ghosts and spirits. She may
Exceptional Success: Instead of Sick, the target gains take actions as normal but cannot use her Endowments. If
the grave version of the Poisoned Tilt. she gets into combat, she uses her Willpower as her Corpus
rating. If she loses all her Willpower in this state, she returns
Bennu Feather to her body unconscious and with the Soulless Condition.
The Bennu is the mythical bird revered by Egyptians for Exceptional Success: As a success, but the user may
rebirth, the sun, and creation. Thought to be a part of Ra’s transfer any active Endowments along with her soul as she
soul, the Bennu inspired legends of the phoenix who is im- leaves her body. These have their normal durations.
mortal and everlasting, a symbol of rebirth. Backlash: If she is not near her body when her soul
The feather, pulled from the tail of a living bennu, is returns at the end of the scene, her soul is forcibly pulled
ground with potent opiates and antiseptic and analgesic toward her body, leaving the Ascending One confused and
plants. The resultant thick, brown paste can help speed up a dissociated. She suffers a –2 penalty to all rolls for the next
hunter’s natural healing. scene.
Cost: 1 Willpower
For each success garnered on the roll, the hunter heals
Mesmeric Vapors
two bashing damage or one lethal damage, which come from Classically, this elixir takes the form of specially treated
the character’s rightmost health boxes first. herbs, which resemble loose-leaf tobacco in their unburnt
Exceptional Success: Additional successes are their own state and are lit in an urn. Its odor varies according to the
reward. individual smelling it. When the leaves are rolled into a
cigarette or packed into a pipe, the smoke takes on a warm,
Eye of Ra golden hue.
A mixture of sandalwood, sacred herbs, and kohl The Ascending One has to inhale the smoke first to
(ground stibnite commonly used as a cosmetic in southwest- catalyze it, then breathes it out to affect her victim. Inhaling
ern Asia and Africa), the Eye of Ra grants the user height- the Mesmeric Vapors the hunter emits erodes a target’s will,
ened visual acuity. making them so suggestible they might as well be a puppet.
Traditionally, the elixir is applied in the shape of the Some modern Ascending Ones, conscious of inhaling burn-
Wedjat, an ancient Egyptian symbol of protection, but it re- ing plant matter for any reason, use vaporizers instead — the
tains its effectiveness if applied in other shapes, such as the effect is no different.
Eye of Jibril, or simply used as eyeliner. Cost: 1 Willpower
Cost: 1 Willpower Dice Pool: Stamina + Presence vs. Resolve
Duration: One scene Action: Extended and contested; each roll takes one
When attempting to notice something or investigate for minute. The target success total is equal to the victim’s
the rest of the scene, gain exceptional success on three suc- Stamina.
cesses instead of five. Duration: One scene
Exceptional success: The roll gains the 8-again quality Roll Results
as well.
Success: If the target success total is met, the victim is
Incense of the Next World completely under the Ascending One’s sway.
This carefully concocted incense releases a powerful Exceptional Success: No additional benefit other than
hallucinogenic fume, which the user must breathe in while additional successes.
meditating for at least an hour. During this time, the alche- Failure: The Ascending One is having trouble with the
mist’s awareness and connection to their body gradually target. She can choose to stop the treatment or continue. If
fades, until their soul detaches from it. she continues, she suffers the Drugged Tilt.
Though Incense of the Next World has its uses, especial- Dramatic Failure: The attempt fails. The Ascending
ly when investigating a haunted house or crumbling temple, One suffers the moderate Sick Tilt and the target snaps
most alchemists have heard cautionary tales. Rumors swirl out of their false sense of security and might lash out at the
that some hunters are stuck, waiting for someone to rescue Ascending One.
them, or had their bodies slain by monsters while their souls Upon completion, the victim is completely pliable and
still walked. Worse: some alchemists believe the Council of will answer any questions asked of them. If the Ascending
Bones is actively trying to buy ingredients to prevent the One wants to command or manipulate the person into act-
Ascending Ones from using this elixir. ing in a specific manner, then rolls to do so gain the 8-again
110
Perispiritism

quality. The victim is under the Ascending One’s sway for a member of their organization, they are initiated barefoot
the rest of the scene. in an elaborate, formal ceremony. During this ritual, which
Backlash: Breathing in the vapors can be a heady pro- takes place in a cemetery during twilight, the hunter contacts
cess, and though the alchemist is immune to its effects, she their dead ancestors and asks them for protection.
is not immune to the feeling. Each time she uses this elixir This night is largely symbolic, grandiose, and intention-
she must succeed on a Composure roll or gain the Addicted ally designed to impress its members, for it covers the true
Condition to her own elixir. reason for the rite of passage: following this rite, the bottom
of the hunter’s foot is branded with the faint outline of a

Perispiritism
skull that fades by midnight. The mystical tattoo, which has
been rumored to contain secret messages, grants the user
the ability to learn Perispiritism Endowments. Thus far, no
The Council of Bones knows the human soul, though reason has been given for the mark following its discovery,
imperishable, is only tenuously anchored to the flesh, but that doesn’t stop members from speculating widely. Few
and once that link is severed the soul cannot truly return. know the truth: the Mark of the Scythe can only be placed
However, that anchor, the perispirit, may be flexed like a on a living host.
muscle and with proper tools and training the living may Having the mark is what lets members learn new
commune with the dead and reach across the veil to seek Perispiritism rituals. Lore keepers dole out rituals freely but
hidden knowledge. check the mark each time someone requests a piece of legend
Perispiritism is an induced trance state that draws on or a scroll. Older and more experienced hunters know that
several historical techniques appropriated, aggregated, and their mark is the real key, allowing them to tap into the col-
syncretized by the west following the American Civil War lective knowledge of the ghosts under their command, even
and Victorian era. Some techniques require time to achieve if they do so unwittingly. Most Perispiritism rituals focus
a trance state, while others are states of mind that can be on the hunter’s own innate power and simply understand-
entered at will. Costs are typically (but not always) paid ing ghosts. Communication and seeing them are the strict
through the strenuousness of the technique itself, rather limit, though these things rarely net the kind of informa-
than through some form of sacrifice. tion councilmembers are looking for. Council elders suggest
To some Council members, these methods are consid- that ghosts just can’t remember their lives well enough to
ered modern, but they agree the techniques should not be impart any useful information, but other hunters think there
limited to popularized western approaches just because they is something deeper going on. But since the Council for-
might be easier to visualize. What most won’t say, however, bids anyone to enter Twilight, they can’t really go looking
is that the only reason these (or any other) methods work is for answers.
because each hunter is marked as part of their initiation into Councilmembers may conflate the idea of ghosts and
the Council — and no one knows why. This mark, which spirts as one, but in truth, they only ever deal with ghosts.
takes the form of an invisible, skull-shaped tattoo with two Their power is fueled by ghost ephemera, and not spirit
numbers in place of eyes on the bottom of their foot, uses an ephemera, which means they cannot see or contact spirits
ink made from ghost corpus and as-yet-to-be-identified ma- unless they are manifested in front of them, just like any
terials. Though most members don’t believe that to be the normal mortal. See ghost rules on p. XX.
case, it’s assumed the Mark of the Scythe grants the bearer The mark serves another purpose, which is that it
the ability to use common tools of divination — and not just grants a loose communion between all people who have one.
Bygones — to talk to ghosts. Others think the mark allows A hunter with the Mark of the Scythe can read and write
the Council to find its members beyond the veil should they ephemeral messages that only she and other people with the
get lost; of course, a third rumor circulates that the mark is mark can read. She spends a Willpower when writing with
necromantic, and is an undying flame that attracts ghosts to her finger, or some other instrument on any kind of surface,
the hunter. and anyone with the mark can read the written words, even
After witnessing how hunter society at large has treated if there is no ink left behind when she wrote it. The hunter
members of Les Mystéres, the Council is reticent to reveal is manipulating ephemera, even if she has no idea what she
its secrets. Members may come and go, but using Council is doing.
Endowments in front of others, or specifically sharing their
secrets to outsiders, is a crime punishable by death. Auric Shield
Mark of the Scythe The elders of the Council of Bones consider this
Endowment an essential tool. The Auric Shield is a visualiza-
While the Council of Bones avoids necromancers and tion technique that hunters use to bolster their psyche. Some
the undead as much as humanly possible, more than once hunters picture the Auric Shield as a flexible, golden bubble,
their chapters have fallen prey to the creatures of the night. while others picture a translucent orb or a circle of brightly
In modern times, the Council now goes to great, if not un- lit flames that’s tied in a knot above the crown of their head.
necessary, lengths to ensure their members are mortal and The Auric Shield, rumored to be a technique perfected
are not agents of darkness. When a hunter pledges to become by occultist and fabled Council member Dion Fortune, is
111
CHAPTER THREE: CHARACTER CREATION

activated through force of will. It is unknown whether the partnership though; the ghost doesn’t have agency over its
shield is visible to ghosts, but hunters tend to ignore the own powers. While most councilmembers ask for a ghost’s
specifics because of its effectiveness during a hunt. consent before borrowing their power, there is nothing stop-
Cost: 1 Willpower ping them from just taking what they want.
Dice Pool: None Cost: 2 Willpower; a ghost must be in the vicinity to use
Action: Instant this Endowment.
Duration: One Scene Dice Pool: Stamina + Occult
The hunter’s aura is bolstered by meditation and Action: Instant (see below)
training. While the Auric Shield is active, any use of ghost Roll Results
Numena, or Dread Powers that deal with death or the hunt-
Success: The hunter pulls a part of the ghost into this
er’s soul, provokes a Clash of Wills. The aura provides armor
realm and can use it as he wishes. If the ghost is unwilling,
2 against a ghost’s physical attack if it is Materialized.
it can make a contested roll using its Finesse. This is not a
Backlash: The Auric Shield is draining on the user. She
Manifestation and the ghost has no control over what is hap-
takes a –2 penalty to actions the scene after she uses this power.
pening. The hunter may use a single ghost Numen from the
Borrowed Power following list: Awe, Blast, Drain, Firestarter, Regenerate, and
Speed. When using a Numen, the hunter uses Willpower
Ghosts have little-to-no agency in the world without a
in place of Essence. Once the hunter uses the Numen, the
lot of power or without the help of someone who can know
ghost regains control and separates from the hunter.
their desires and act for them. Mediums can call forth ghosts
and banish them, but sometimes speaking just isn’t enough. Exceptional Success: As with success, but the hunter
While the Council of Bones forbids its members from en- may use the Numen a second time before the ghost separates
tering Twilight in body or soul, and has many prohibitions from him.
against allowing ghosts to manifest in their presence, little is Failure: The councilmember cannot bring the ghost for-
said about this power, which skirts the lines of both. ward but deals one bashing damage to it.
The ritualist reaches into the Twilight, not for long and Dramatic Failure: The hunter does not pull the ghost
not with his soul. As he does, he grasps the power of a ghost, forth and is partially in Twilight. He suffers a –3 penalty to
giving it a small, manifested life through him. This isn’t a act until the next sunrise.
112
Perispiritism

Backlash: Reaching into Twilight and ripping a ghost share their visions with others nearby. Upon activating this
forth is traumatic, not only for the ghost but also for the ritu- ability, hunters pierce through the veil, see into the beyond,
alist. Both the ghost and the hunter suffer one lethal damage and project their impressions onto the reflective surface.
from the contact. Additionally, the hunter gains the Open Such colorful images are fleeting, blurry, and often ghastly.
Condition toward the ghost for the rest of the scene. Cost: 1 Willpower
Command Ghost Dice Pool: None
Action: Instant
The Council of Bones treats with ghosts for a variety of
Duration: One scene
reasons. The most widely accepted reason is to find out infor-
mation, generally to gain clues about an area or something The hunter can project his visions onto a reflective sur-
they are investigating. They view ghosts as complex entities face. Usually this takes the form of a mirror he holds, but a
with complex motivations and actions. Though one thing is still lake or reflective glass works just as well. Anyone who
universal: They belong on their own side of the veil, though can see the reflective surface can see the vision he projects. If
ghosts are rarely so obliging. In fact, ghosts are rarely oblig- he is using an ability to peer through time and space, such as
ing regarding any requests a Council member may have, at using the Clairvoyance or Psychometry Merits, or the Ghost
least not without coercion from the hunter. But many have Speech Endowment, the vision appears as it would to him
learned how to express their will in no uncertain terms. on the reflective surface.
The Council frowns on members who command ghosts Those without access to Merits or Endowments that
for personal gain, claiming they are not servants of the liv- would give them such visions can help the character inter-
ing. But that doesn’t stop members from sometimes com- pret them. This does not grant the ability to speak with
manding ghosts to perform tasks for them. ghosts in Twilight through Ghost Speech, though everyone
can see them and hear them if they speak.
Prerequisite: Ghost Speech
Cost: 1 Willpower Ephemeral Weapon
Dice Pool: Presence + Intimidation vs. Resistance Ephemera is the substance by which ghosts and spir-
Action: Instant its exist. It exists almost entirely within Twilight, unless an
ephemeral entity currently has the Manifested Condition.
Roll Results
Members of the Council of Bones have learned that they
Success: The hunter can give the ghost a single simple don’t always need to deal with a ghost directly to accomplish
command. The command can be a few words or a single sen- their goals, and sometimes the best weapon is one born of
tence. It can’t be something vague, such as “do what I say,” the same essence as the monster you’re attacking.
or “listen to me.” The command must be simple enough for
The Council member reaches just enough into the
the ghost to comprehend in a single step. Such as “lead me
Twilight to pull forth a small portion of ephemera. While
to your anchor,” “attack that target,” or “leave the area.” The
normally just goop, the hunter’s ephemera is hard and jag-
ghost will attempt to follow the command to the best of its
ged through her will.
ability, though it chooses its route or how to go about the ac-
Cost: 1 Willpower
tion. The hunter may command a ghost to attack a target, but
not which Numen to use to do so. If the ghost is not in the Dice Pool: None
Manifested Condition, the hunter can make the command Action: Instant
after activating Ghost Speech. If the hunter wants to give it Duration: One scene
more actions to take, she must use this Endowment again. The hunter fashions a small, bladed weapon out of
Exceptional Success: The hunter may give an additional ephemera with a weapon rating of 1L. If wielded against
command to the ghost after it has finished the first. an ephemeral entity, its weapon rating increases to 3L. This
Failure: The ghost ignores her commands. weapon can harm ephemeral entities even if they are not
Dramatic Failure: The ghost listens to the order and car- manifested, though the hunter must have a way to see them
ries out the exact opposite action, wreaking chaos and havoc. to attack them.
Backlash: Reaching into Twilight is a dangerous practice
Dark Reflection that opens the hunter up to whatever might be on the other
The practice of scrying for messages from the other world side. She sometimes sees things in there, things she would
is as old as time itself. It’s rumored that some divinatory prac- rather not see. Each time the hunter uses this Endowment,
tices happened entirely by accident: a hunter peered into the she must roll Resolve + Occult to resist gaining the Shaken
surface of an ice-covered lake and saw their death, a merchant Condition.
glanced at a polished brass plate and received a vision they’d be
destitute by morning, an ancient astronomer stared up at the
Expulsion
stars and witnessed the rise and fall of the Mayan civilization. While the Council of Bones recognizes that some ghosts
Dark Reflection allows Council members to use a time- have unfinished business and other ghosts can assist in
honored scrying tradition: peering into a treated mirror to hunter investigations, most members are wary of stereotypes
— with good reason. Plenty of books spew dangerous ideas
113
CHAPTER THREE: CHARACTER CREATION

Dice Pool: Presence + Occult


Action: Instant
HAMMER AND BONE Duration: One day
As a conspiracy, the Council of Roll Results
Bones takes a neutral stance with
respect to exorcising ghosts, Success: The hunter makes the area act as a bane for
because they understand death any and every ghost who might want to enter the area for
is not unique to a religion or the duration. If the area has the Open Condition, then it is
culture. The identities of their reduced immediately to Anchor. Ghosts who are manifested
members are an indication of in the area immediately discorporate.
this, for they may be Buddhist, Exceptional Success: Additionally, if the area serves as
Hindi, Christian, Muslim, an Anchor to a ghost, the Anchor is immediately broken,
or atheist, and entire cells and the Condition resolved.
may share a moment in prayer
while on the job. Mostly, the Failure: The hunter falters and fails to complete the
conspiracy doesn’t want to ritual.
dictate their hunters’ beliefs Dramatic Failure: The ritual fails and the hunter gains
knowing how widely variable the Anchor Condition for a ghost in the area. If a ghost is
perspectives are, and they find not in the area at the time of the ritual, then the failure sum-
this increases their efficacy mons all nearby ghosts to the area.
and willingness to support the
conspiracy when investigating Ghost Speech
haunted houses, mysterious Any medium can hear the voices of the dead, and even
places, possessed people, concentrate and speak to them. But the Council of Bones
Bygones, etc.
has perfected the ability, making it easier and less unstable
The Malleus Maleficarum, to do so. With just a simple utterance, the member can turn
however, is firmly rooted in the on his ability to detect and interact with ghosts. He does not
Catholic Church and the rituals suffer from hearing their voices constantly, and he does not
they use have been handed down have to open himself up to them and endanger himself with
through the Vatican’s long and an attack or possession. Instead, he peers beyond Twilight
storied history since the days
of the Holy Roman Empire. They and just sees them.
veer toward a more conservative Cost: 1 Willpower
stance with respect to exorcisms Dice Pool: None
and will often politely insist Action: Instant
their rites are “better” because Duration: One scene
they can be used on multiple
malevolent forces instead of The hunter peers through Twilight and can sense all
just ghosts. In any case, the ghosts in the area. If he concentrates on one ghost, he can
Council has left the decision communicate with it just by speaking. As long as it under-
to work the Malleus hunters up stands the language, it can understand him and speak back.
to individual cells. If that ghost has an Anchor nearby, the hunter can sense it.
While he’s concentrating on this one ghost, the other ghosts
in the area can hear him, but he must spend all his concen-
that ghosts are always here to help the living, and Council tration to hear just the one he’s talking to.
members know this isn’t the case. Some ghosts are jealous, Backlash: Looking into Twilight is both disorienting
some are hateful, and some aren’t ghosts at all, but spirits of and dangerous. While the hunter doesn’t have to open him-
vengeance or even demons. self with Conditions to speak to the ghost, he draws their
Expulsion is a type of warding that comes with a super- attention to him.
natural oomph from the hunter. Unlike abjuration, which pits Know Death
the hunter’s soul against the ghost’s, or needing to know its
bane for a ward, the hunter uses her knowledge of ghosts in Councilmembers use mental techniques to view
general and her Mark of the Scythe to protect an area and re- Twilight and ghosts in their mind’s eye. Even when she isn’t
move ghosts. The area must be self-contained, such as a house attempting to speak with the dead, she knows how to glean
or a fenced-in parking lot. The size of the area may affect the all she can from those on the other side. Know Death takes
dice pool (see Warding and Binding on p. XX). The roll is this ability one step further, by allowing the hunter to per-
modified by the hunter’s Integrity as in abjuration, p. XX. ceive the wrongfulness of death through a ghost’s eyes — even
when carefully hidden behind a mask. Monsters, such as
Cost: 1 Willpower
vampires, revenants, zombies, possessed corpses, etc. wear a

114
Teleinformatics

Teleinformatics
death mask that allows them to interact with the living, and
councilmembers can “crack” this illusion, revealing them for
what they really are.
Cost: 1 Willpower Teleinformatics are available to VASCU agents (p.
Dice Pool: Wits + Investigation vs. Composure XX) and may be selected during character creation. The
Action: Contested Wintergreen Process is a free Endowment all agents receive,
but it is their choice whether or not they want to go through
Roll Results it. It is, however, required if a VASCU agent wants to use
Success: The hunter causes a Clash of Wills against Teleinformatics.
ghosts and dead monsters attempting to hide their true na-
ture through any means (such as invisibility or just an illu- Wintergreen Process
sion to make them look human). If the hunter is successful Named after Dr. Barbara Wintergreen, this process uses a
in the Clash of Wills, the masquerade breaks. Without the series of chemical and unconventional therapy techniques to
Unseen Sense Merit, the hunter may not know what kind of unlock an agent’s mind. Dr. Wintergreen’s process is a refine-
monster she is dealing with, but she still reveals it. ment of methods used in the 50s and 60s for altering human
Exceptional Success: As with a success, but the hunter mental patterns. Agents undergo an extensive process where
can identify details of the monster’s nature, letting her know they are injected with a series of psychoactive drugs from hal-
it if she has come across it before. lucinogens, growth hormones, dimethyltryptamine (DMT)
Failure: The ghosts reveal nothing to her. with a heavily modified Harmala alkaloid, to other chemicals
to spur a physiological change in their brain. This is followed
Dramatic Failure: The hunter doesn’t just miss her
with a number of therapy techniques used outside their in-
mark, she thinks she has it right, seeing death where there is
tended purpose, such as EMDR, hypnosis, and ASMR sen-
none. She gains the Spooked Condition.
sitization. The unlikely result of these techniques is that the
Third Eye agent is able to unlock a part of her mind she could not ac-
Trained to look beyond the body’s mundane senses, a cess before, giving her access to Teleinformatic Endowments.
medium can intuitively feel the presence of spirits and the Not every VASCU agent receives the drug therapy, but to use
psychic residue on objects, places, or living subjects. How Teleinformatics, one must undergo the process.
she registers this sense varies, but clairvoyance typically op- When agents use their power, it is an act of will. Her
erates through synesthetic means — flashes of sound, sensa- mind goes into overload and it can sometimes cause damage,
tions, and bright colors — which the medium must learn to such as a nosebleed or headache, as her body tries to keep up
interpret through time and practice. This effort, honed by the with her mental capacity.
Council of Bones’ particular predilection to dealing with the When purchasing a new Teleinformatic Endowment,
dead, leaves councilmembers with a slew of heightened sens- the agent must go through another chemical process for
es and the ability to puzzle out even the strangest of enigmas. the Endowment to take hold in the hunter’s mind. VASCU
Hunters who have learned to use psychic impressions administers the treatment to any agent in good standing,
to aid them call it Third Eye, but others call it a sixth sense, though the process generally takes a day in the labs to com-
or sometimes just a higher sense of awareness. Whatever she plete. At this time, it is not clear if the Wintergreen Process
calls it, no one can doubt that the flashes and impressions of can be reversed, but agents suspect several attempts have
Twilight guide their hand. been made. Agents who leave VASCU undergo monitoring
Cost: 1 Willpower and, as long as they don’t use their abilities in an overt way,
are often left to their own devices. Hunters who might pose
Dice Pool: None
a threat to others are not treated with such leniency and are
Action: Instant instead returned to VASCU headquarters indefinitely.
Duration: One scene
The hunter opens her senses to the supernatural for the Codex
rest of the scene. It gives her impressions and information A side effect of an increased mental capacity and process-
about anything she is investigating. Over the course of the ing power is the ability to remember literally anything an agent
scene, if the character rolls for research or investigation to has ever read, and to recall, collate, and process that informa-
uncover general Clues, she gains an additional Clue element tion at speeds of which most people could only dream. This
on a success. If her roll is a failure, her Clue does not gain doesn’t just make recalling information easy, but it makes the
the Incomplete Tag. hunter a hyper-effective researcher and investigator.
Backlash: While the hunter is hyperaware of her sur- Cost: 1 point of lethal damage and 1 Willpower
roundings, she is also open to the psychic impressions on Dice Pool: None
people, places, and the objects surrounding her. Such stim- Action: Instant
uli can result in information overload. At the end of the
Halve the time it takes for the agent to perform a sin-
scene, the player must succeed on a Composure + Occult
gle investigation or research action as she cross-references
roll or her character will suffer from the Shaken Condition.
115
CHAPTER THREE: CHARACTER CREATION

available information with information she has already detailed: “Marcel doesn’t get the job, but he interviews else-
read. Additionally, she achieves exceptional success on three where.” or “Janette follows her daily routine without any
successes instead of five successes when performing these changes.” The hunter gains the Informed Condition about
actions. her subject.
Hall of Mirrors Polygraph
The Hall of Mirrors is a mental meditation technique Every investigator knows that sometimes suspects lie.
VASCU agents use to meditate on the future. These agents VASCU agents can tun into the churning emotions of a tar-
take what they know about a situation and meditate on it get’s thoughts and can draw the truth out from their treach-
while viewing possible futures. While VASCU claims the erous emotions.
Hall of Mirrors is not a physical place, but some a hallucina- Cost: 1 point of lethal damage
tion shared among all agents, many agents believe they go Dice Pool: None
somewhere else when they do this meditation. They claim Action: Instant
they don’t just look inside themselves for answers but go to
Duration: One scene
an actual place. There, they view the future through “looking
portals” stationed throughout the hall. The agent attunes herself to her subject, watching the
rise and fall of emotions during the interrogation. For the
The Hall of Mirrors shows probable futures — the most
rest of the scene, the player’s rolls achieve exceptional success
likely outcomes if nothing changes. Because the future is
at three successes rather than five successes when dealing
malleable by action, the Hall of Mirrors is unable to show
with the subject.
anything more than a week into the future. Unfortunately,
the experience is trying on operatives and visiting the hall Postcognition
causes them pain.
Some people have the ability to feel the psychic im-
Cost: 1 point of lethal damage pressions left on an area, recalling emotional resonance
Dice Pool: Wits + Occult and gathering clues about what happened. A well-trained
Action: Extended. Each roll represents five minutes VASCU agent can relive a crime scene as though she were
spent meditating and searching in the Hall of Mirrors for a the victim, taking what little she already knows and turn-
specific subject, such as a person or event. The meditation ing it into hard facts by extreme deductive reasoning. She
requires five successes to complete. can even will herself into seeing the crime as it happened
Success: The hunter advances toward finding informa- through the victim’s eyes.
tion in the Hall of Mirrors. If the required number of suc- The agent must be at the location the crime took place
cesses is met, the character is successful. to use this power, she cannot simply look at pictures to recre-
Exceptional Success: The agent is so positively over- ate the crime. The psychic residue of a location touches the
whelmed by visiting the Hall of Mirrors, they gain an ad- echoes of what has gone before. Unfortunately, this causes
ditional benefit. The player decides which of the following some agents to suffer due to the excruciating toll reliving
effects takes place in addition to accumulating successes. traumatic events takes on their mind.
• Gain the Inspired Condition until the end of the Cost: 1 point of lethal damage (and 1 Willpower, see
session. below)
Dice Pool: Wits + Investigation – Time (see below)
• Ask an additional question regarding the information Action: Instant
they seek. This power’s roll is modified by how old the crime scene
in question is: over a day old (–1), over a week old (–3), over
• Reduce the time between rolls by two minutes.
a year old (–5).
Failure: The agent fails to acquire information. She can
abandon the attempt or continue in meditation but must Roll Results
gain the Stumbled Condition. Success: The agent concentrates on the crime on which
Dramatic Failure: The agent gets too deep into her own she wants information as she activates this power. She gains
mind and cannot reach the Hall of Mirrors. The attempt a Clue per success on her activation roll, pertaining to this
fails and she gains the Guilty Condition. crime. If she spends a Willpower during activation, she may
Upon completing the mediation, the player may ask the instead relive the last five minutes of the crime as though she
Storyteller a single question pertaining to her subject’s fu- were the victim. This nets the same number of Clues, but ad-
ture. This cannot be more than a week out, or the medita- ditionally gives her the Informed Condition about the crime
tion fails. The question must pertain to the subject and be for further investigation.
specific: “Will Marcel get the job he’s interviewing for?” or Exceptional Success: Additional successes are their own
“What does Janette plan to do tomorrow?” The Storyteller reward.
determines what is going to happen in the future and gives Failure: The agent is overwhelmed by the psychic impres-
the player information, though it doesn’t have to be perfectly sions left in the area and she cannot make sense of the scene.
116
Thaumatech

Dramatic Failure: The scene grips the agent. Though Action: Instant
she cannot make heads nor tails of what is happening, its Duration: One scene
violence marks her. She suffers a breaking point. The agent can send her sense into any nearby camera
Speed of Thought or small animal to begin spying. The agent can then follow
the network to find her target instantly. Each viewing target
Every VASCU agent needs an edge, but Speed of (such as jumping from one camera to another or one ani-
Thought gives them several. When active, the agent kicks mal to another) must be within line of sight of one another.
their nervous system into overdrive, becoming hyperaware of The agent doesn’t need to know where the next camera is,
the world around them. Details come through with crystal she just flows into it. She can watch her target for up to
clarity and time itself almost seems to slow — though they’re one scene. Her cell gains a +2 bonus to track the target or
bound by physical limitations as they struggle to cope with on investigation rolls regarding the target’s location for the
the flood of information crashing into their mind. duration of this power. Additionally, the hunter gains the
Cost: 1 point of lethal damage Informed Condition regarding her target once the scene is
Dice Pool: None over.
Action: Reflexive Backlash: The hunter must concentrate to use this pow-
Duration: One scene er. She suffers a –2 penalty to take any other action and can-
The agent may immediately move to the top of the not react to being surprised.
Initiative order. Additionally, he may use the higher of his
Wits or Dexterity to determine his Defense, rather than the
lower. Thaumatech
Talon Members of the Cheiron Group have convinced them-
The agent focuses their thoughts and feelings into a selves they’re being pragmatic, rather than terrifying, when
honed spike of anger, fear, and confusion. Then, the agent they surgically replace a human’s limb with a monster’s. Sure,
rams that psychic talon into the mind of a target, punching other conspiracies realize that, no matter their agenda, they
through their psyche in a disorientating surge of emotions. must still protect the innocent. Unfortunately, the Cheiron
Group’s definition of what passes for innocent these days
Cost: 1 point of bashing damage
is sketchy at best. Viewing their hunters as sacrificial lambs
Dice Pool: Resolve + Intimidation vs. Composure to a greater cause, leaders are desperate to find answers by
Action: Contested demanding each member be subjected to their experiments.
Roll Results Thaumatechnology is the literal bleeding edge of sci-
Success: Through sheer force of will, the agent focuses ence. Hunters who work for the Cheiron Group have barely
on a single target to attack them with a toxic mix of emo- understood supernatural flesh, fur, teeth, or scales grafted
tions. The attack acts as a mental assault with a weapon rat- onto their bodies. Some hunters benefit from the edge these
ing of 2B. A successful hit inflicts the Traumatized Tilt on surgeries provide, while others go mad before their bodies
the victim. and minds have had time to process that thing attached to
their arm. While the Cheiron Group tells its members to
Exceptional Success: The agent inflicts the Insensate
hunt and harvest supernatural monsters, their thaumatech-
Tilt instead of Traumatized.
nologists actively try to reverse engineer them through body
Failure: The hunter is unable to affect her target’s emo- modification. Hey, it’s a living.
tional state.
Hunters who leave the Cheiron Group face a world of
Dramatic Failure: The agent’s emotional spike re- hurt, because no one asks to leave the conspiracy. Members
bounds and slams into her instead. She gains the Shaken who do leave are forced to spend time in a hospital the or-
Condition. ganization owns and operates. After a period of trials, to
Tag test the efficacy of the hunter’s thaumatechnology modi-
fications, doctors perform extensive surgeries to remove
The agent can extend her senses into nearby cameras the implants, which result in fatality more often than not.
and through an unseen network to spy. The cameras do not Hunters who go on the run instead become targets; their
need to be networked together for the hunter to utilize them; Endowments are too expensive and the research too pre-
anything from a smartphone’s camera to a CCTV camera cious to just let it walk away.
works. She can even jump between cameras as long as they
can see each other. The agent can co-opt the senses of simple
animals, such as rodents or small birds, but nothing larger
Surgical Installment
than that. This is a one-way viewing window — she can’t com- Getting a new Endowment from the conspiracy is an
mand or direct animals to, say, follow her target. act of bureaucracy that can take a great deal of time and
Cost: 1 Willpower patience. Typically, a hunter files a requisition naming her
Dice Pool: None preferred Thaumatechnology Endowment, her request goes

117
CHAPTER THREE: CHARACTER CREATION

to human resources, who sifts through her file and reviews


her hunter status at that time. Weeks later, the hunter ar-
Devil’s Eyes
rives at a hospital where a Cheiron doctor performs the sur- No one is entirely sure from which monster the Devil’s
gery in a sterile operating theater with bleeding-edge medi- Eyes were extracted — or if the muckety-mucks do know but
cal equipment and a host of shadowy onlookers from the won’t tell anyone. This pair of oversized, glistening orbs
Thaumatechnology Division watching carefully from the has vibrantly yellow irises and vertical black slits for pupils.
viewing gallery. When grafted onto a human patient, they quickly change
Installed implants are sometimes mechanical and some- and take on the appearance of the subject’s natural eyes. A
times biological, but always inhuman. The Cheiron Group computer chip moderates and translates the nerve impulses
has instituted an artificial limit to the number of implants of the eye for the human brain — early tests resulted in messy
a hunter may have. The maximum is her Stamina + Size. side effects without this filter in place.
Doctors will refuse to perform a new surgery unless it is to The filter is programmable, and with specific move-
remove an implant if a hunter has her maximum allotment. ments of the eye the subject can increase and decrease the
Hunters with more obvious implants begin to look inhuman
after a while, and Cheiron doctors claim that more than
their limit in implants makes the person completely inhu-
man. This doesn’t account for the subtler replacements, but NEW FIELD PROJECT
the Cheiron Group is firm in its insistence.
The surgery takes time, and if not done with precision
DIVISION: P.R.
could lead to a slow, painful recovery. When gaining a new RETRIEVAL
Thaumatechnology Endowment (or having one removed for
Tucked away in a small arm of
that matter), the player must roll for her character to resist Cheiron Limited, the parent
becoming overtaken by the monstrous nature of the implant. company of the Cheiron Group,
This is both a pain issue and one of becoming the monster is a new office that has the
inside. Better-connected hunters get more skilled surgeons, words “P.R. Retrieval” stamped
leading to better results all together. Changing out one im- on the door. Members working in
plant for another takes a single surgery. Recruitment whisper about this
Cost: 1 Willpower secretive arm of the conspiracy
Dice Pool: Stamina + Resolve
and wonder why they’ve been
kept in the dark about its
Action: Extended. Each roll represents one hour of sur- day-to-day operations. Certain
gery and the player must gain successes equal to 10 – the veterans in Field Research and
character’s Status (Cheiron Group) rating. Retrieval are cheering the new
division on, because they know
Roll Results exactly what P. R. Retrieval’s
Success: The hunter resists the implant’s nature. If she purpose is: to catch and
has enough successes the surgery is completed satisfactorily. capture rogue Cheiron agents
Exceptional Success: The hunter resists the implant’s who’ve attempted to leave the
nature and makes things easier for the surgeon. Choose one conspiracy’s ranks.
of the following effects. The initials “P. R.” stand for
• The hunter gains the Steadfast Condition when the the Pruth River in Romania,
a suspected location where a
surgery is completed.
rogue cell of Cheiron agents
• Reduce the time between rolls by half. has recently been spotted.
The cell, which kept its
• Heal a point of lethal damage. augmentations before going on
the run, uses a coded messaging
Failure: The hunter fails to resist the implant’s nature system that creates anagrams
but does not become monstrous. The surgery does not end, of its messages. While a few
but she takes one point of lethal damage. veteran Field Research agents
Dramatic Failure: The hunter cannot resist the mon- have spied on the cell, it may
strous effects of the implant. Not only does the surgery fail, take weeks — if not months —
but the hunter suffers a point of aggravated damage and
to decode their schemes. In
the meantime, Cheiron Group
gains an appropriate Persistent Condition (such as Amnesia, members are encouraged to
Crippled, Fugue, or Soulless). The hunter can resolve the be on alert and report any
Condition by undergoing another surgery to remove the cor- suspicious activity to their
rupted implant. local Retrieval contacts.

118
Thaumatech

degree to which the eye’s visual input is moderated, in effect When the victim can no longer see the flames, she regains
granting her superhuman visual acuity. her ability to move and remember within a minute. An attack
Costs: 1 Willpower or threat of attack immediately breaks the spell’s effects. While
Dice Pool: None active, the hunter suffers a –2 penalty to rolls that require man-
Action: Instant ual dexterity. The flames on the hand are not enough to deal
damage or set anything other than paper or small items aflame.
Duration: One scene
Exceptional Success: Attacks against the victim no lon-
The hunter gains an overlay over his normal vision into
ger immediately break the spell. Instead, the victim must roll
Twilight. She can see ephemeral entities, though she cannot
Resolve to break the spell when attacked or threatened.
interact with them. She also gains a chance to see things
that would otherwise be invisible, such as a vampire using Failure: The hand does not catch flame, and the power
a power to make itself invisible, or an Ascending One using fizzles.
Amun’s Water, provoking a Clash of Wills. Dramatic Failure: The hunter is mesmerized by his own
If the hunter has the Unseen Sense Merit (p. XX), she hand and suffers from the Immobilized Tilt until the flames
can forgo gaining the Spooked Condition to pinpoint where are doused or he can no longer see the flame.
the source of her feeling is coming from. Backlash: The Hand of Glory periodically takes small
Backlash: Seeing into Twilight draws the attention of actions of its own without the user’s consent or knowledge.
ephemeral entities nearby, who might be overly interested in The Storyteller may impose a –2 penalty to rolls for one
the hunter who is looking at them. scene each day due to the hand’s antics.

Hand of Glory Personal Defense Swarm


The Cheiron Group’s new-and-improved version of the Unlike other implants, this device doesn’t replace a vital
Hand of Glory represents the latest in hand-reattachment organ or limb. Instead, a small, flexible, silicon sac is im-
technology. Enhanced with post-biological materials engi- planted just above the wrist. Inside are tiny metal beads that,
neering, the conspiracy can “all-but guarantee” a patient’s when injected with a special solution, come swarming out of
body won’t reject the augmentation. In layman’s terms, a the sac in the user’s defense. Even the scientists who made
dead hand is grafted onto a living subject’s stump, and func- the swarm aren’t sure where they came from. One night, a
tions from that point forward as a perfectly ordinary hand. box full of tiny mechanized creatures was dropped on their
Though occult tradition demands the Hand of Glory be desk. After playing with them for some time, they figured
“manufactured” from a thief’s left hand, the Cheiron Group out that vampire blood activated them.
doesn’t appear to follow folklore. Many hunters wear a glove Cheiron didn’t question its mysterious benefactor, and
on their replaced appendage to cover its wrinkled and dis- doesn’t really care where they came from. Whatever they
colored appearance with makeup. The hand is curiously were before the Cheiron scientists got ahold of them, they
resistant to fire, and the fingers may be lit like the wicks were certainly not living creatures on their own.
of candles —when they do, they burn with a mesmerizing, Cost: 1 Willpower
resilient flame. Dice Pool: None
The specifics of the Hand of Glory’s manufacture aren’t Action: Instant
important for test subjects, but are rumored to involve a Duration: One scene
hanged corpse, pickling the relevant limb in disgusting and bi- The user summons a small swarm of insect-like creatures
zarre reagents, and letting it sit under the light of a new moon that defends the hunter. The swarm cannot be directed, but
for several hours. Subjects are repeatedly warned to only douse it won’t fly more than 10 yards away from its host. It attacks
the flames in cow’s milk — other substances will not work. anyone it perceives as aggressive toward the user. The swarm
Some members suspect the Cheiron Group stole the formula can make simple actions, mainly to attack with 4 dice, with a
to create a Hand of Glory from the Ascending Ones. weapon rating of 1L. The swarm has a Defense rating of 4 and
Cost: 1 Willpower can take up to 4 damage (of any kind) before it stops function-
Dice Pool: Presence + Occult vs. Resolve + Supernatural ing. Otherwise, it does not go away unless the user recalls it by
Tolerance cutting open his arm. If he does not recall it before the end of
Action: Contested the scene, the swarm deactivates and falls to the ground.
Duration: One scene (see below) Backlash: Activation of this power is particularly pain-
ful. The user suffers one lethal damage each time he uses the
Roll Results swarm. Recalling them causes the user to suffer an additional
Success: Anyone who can see the hand is fascinated by its one lethal damage. If he doesn’t recall them before the end of
light. They gain the Immobilized Tilt as long as they can see the the scene, he needs to collect each creature for later reinsertion.
flames. Additionally, this fascination effect fills their mind, occu-
pying it to the detriment of all else. Those affected by the flame’s Regenerative Nodule
light forget anything that happened while under its spell. They This wad of meat and scar tissue may not be much to look
do not remember the hunter using the hand, nor the hand itself. at, but it’s a medical miracle. When attached to a patient’s

119
CHAPTER THREE: CHARACTER CREATION

circulatory system — a surgical feat in and of itself, consider- without food; every lethal damage counts as a day without
ing the thing heals over almost instantaneously — it vastly aug- food or water. The Regenerative Nodule does not heal dam-
ments the subject’s natural healing capabilities. Wounds that age caused by this deprivation. If the user doesn’t eat, they
would require a lengthy hospital stay vanish in days. suffer a –3 penalty to all actions until they do.
When physically triggered by the subject, the nodule
kicks into overdrive, hyper-saturating the bloodstream with,
Sonic Resonance Attenuator
well, whatever the nodule contains, causing the subject’s This tiny implant goes just behind the ear, a small bump
wounds to knit themselves closed while someone watches. barely noticeable to anyone who isn’t looking for it. The de-
If there’s a downside, it’s the metabolic cost — early test sub- vice is derived from something the Cheiron Group doctors
jects died of dehydration in less than an hour. call “special pets” because they pull a great deal of implants
Users are advised to gorge themselves — constantly — from whatever the monster is. They claim it is a reverse en-
when employing the nodule to quickly heal their bodies of gineer of their hearing apparatus, but most hunters just as-
serious or deadly wounds. Otherwise, they may rapidly starve sume they are getting a monster’s cochlear bone implanted
to death before they realize they’re hungry. directly into their skulls. They aren’t wrong.
Cost: None The device enhances hearing, but not just by a little bit.
Dice Pool: None It somehow drowns out all background noise and lets the
hunter listen in on the one thing she wants to hear, no mat-
Action: Instant
ter how unlikely it is she would normally hear it.
By simply pressing the nodule, the hunter can initiate
Costs: 1 Willpower
quick healing. Aggravated damage heals at a rate of one every
two days, lethal damage heals at a rate of one every 15 minutes, Dice Pool: Wits + Empathy
and bashing damage heals at a rate of one per turn. While the Action: Instant
Regenerative Nodule is in use, the user ignores wound penalties. Duration: One scene (see below)
The user may trigger the Regenerative Nodule as a re- Roll Results
flexive action before they fall unconscious from damage.
Success: The hunter concentrates on something she
Backlash: The Regenerative Nodule can only be used wants to hear within 10 yards per success, and everything
once per story. Every bashing damage healed counts as a day else but that thing fades out of her awareness while it comes
120
Thaumatech

into sharp relief. She doesn’t have to see it, but she must
know it is there. For example, she could concentrate on a
The Twitcher
conversation going on behind a closed door down the hall- Cheiron Group scientists are adept at thinking outside
way, but she couldn’t try to listen in on a conversation she of the box — it’s a basic job requirement for them, consider-
has no idea is happening, even if it’s in the same room. She ing what they work with. Take the Twitcher, for example:
could listen in to the other side of a phone conversation only Cheiron Group professionals would ever have the inspi-
though, knowing the person she is watching is surely talking ration, much less the skill, to take a strange stick-insect-like
to someone else. creature and implant it in the base of a human’s spine. The
Exceptional Success: The hunter can pick up on conver- little pink symbiote makes itself right at home, tapping the
sations she doesn’t know are happening. user’s senses and sipping on cerebrospinal fluid.
Failure: The hunter fails to narrow down the conversa- Whenever the host is threatened, the Twitcher drives
tion to which she wants to listen. the host’s nervous system to hyperactive levels, leading
to reaction and reflex times that verge on superhuman.
Dramatic Failure: The hunter focuses on a conversa-
Unfortunately, the creature doesn’t seem to understand that
tion but cannot tune out everything else. The feedback is
dreams aren’t normal sensory stimuli, and tends to react to
painful, causing one lethal damage.
REM sleep as though it is violence — most hosts report a
Backlash: The dampening of sound is not without con- significant increase in night terrors, anxiety, and paranoia
sequence. The hunter gains a –2 penalty to react to situa- compared to their pre-implantation norm.
tions in her own vicinity, and is always surprised unless she
Cost: None (see below)
can see an attack coming.
Dice Pool: None
Time Attenuator Action: Reflexive
Time moves on, marching ever forward without fail. Duration: Indefinite (see below)
Except some monsters seem timeless, or even in some cases The hunter receives a +3 bonus to all Initiative rolls,
separate from time. They interact in a way that defies all logic which is always in effect. As a reflexive action, the hunter
or physics, and yet it exists. And of course, Thaumatechnology may spend 1 Willpower to use the higher of her Dexterity
researchers are fascinated by these abilities. And while many or Wits to determine Defense, rather than lower, even when
of them are impossible to capture, collect, or even recreate, surprised for the turn.
someone clever has come up with the Time Attenuator. This Backlash: The Twitcher causes the hunter to suffer from
small device goes at the base of the hippocampus in a rela- terrible nightmares. If she uses her inhuman reflexes, that
tively easy surgical procedure that inserts it via the nose. night she has night terrors that leave her feeling unrested.
The user can use the attenuator to slow down how She suffers a –2 penalty to Mental actions until she gets a
time affects her body — just for herself, and only for a short good night’s sleep.
amount of time. Her body stops bleeding, bones do not
break, and skin does not burn as time refuses to pass. Tools of the Trade
Cost: 1 Willpower Not every job requires a lot of firepower and a little
Dice Pool: Intelligence + Medicine flash; the Cheiron Group values subtlety — at least in the
Action: Instant Silent Acquisitions Division. In cases where a mystical flam-
ing hand might be overkill, the Cheiron Group offers the
Duration: One scene
Tools of the Trade when stealth and finesse are required.
Roll Results These weapons are claws or fangs surgically removed from
Success: The user’s body resists the effects of time for monsters, reconditioned, and then grafted to a host’s living
the rest of the scene. Anything that would worsen with tissue. Special care has been taken to ensure the augmenta-
time, such as bleeding out, diseases, or poisons and toxins, tions are easily overlooked when not in use.
stops affecting her. She does not suffer from new Tilts or With physical therapy and exercise to work the affected
Conditions while this is active. muscles, the relevant grafts are fully retractable, allowing
Exceptional Success: The hunter does not suffer the ill the patient to live a normal life — and bring an unexpected
effects of Persistent Conditions while the Time Attenuator “weapon” into areas or fights where it might otherwise be
is active. impractical or impossible.
Failure: The hunter’s body functions in normal time. Costs: None
Dramatic Failure: The hunter not only fails to slow Dice Pool: None
time but speeds up the process for a vital organ, dealing one Action: None
aggravated damage. The user’s unarmed and bite attacks act as weapons with
Backlash: While the attenuator is active, the hunter can- a rating of 1L. While not in use, the Tools of the Trade are
not heal normally, nor can she benefit from medical care or undetectable without close medical examination. The hunt-
Endowments to heal wounds. Her body resists the changes er can spend a Willpower after a successful bite attack to
being applied to her. inflict the Immobilized Tilt on her victim.

121
May 7th, 2016, at approximately 7:30 like me, so I appreciate this opportu-
p.m., we made contact on Tinder with nity to savor a courtship.”
an individual named Michael S. In his LESLEY: “Why go on Tinder, then?”
profile, he appears to be a Caucasian
male, blonde with strong bone struc- MICHAEL: *hesitation* “Because I
ture, somewhere between his late 30s am told that it is the only way to meet
and early 40s. During our brief conver- people.”
sation, he divulged he was a professor of LESLEY: “I suppose. There are other
medieval literature at the University of dating sites, too.”
Oxford, an Akira Kurosawa aficionado, MICHAEL: “None with the same imme-
and a mediocre cook. The aforementioned diacy of contact. Too much stalking. Too
data matches our reports and several much circling profiles, like a wolf out
verified testimonies. of time. I suppose I’m just hopelessly
We — or more specifically, Lesley, our complicated.
designated Judas — have set up a date LESLEY: “I can get behind that.
for next weekend. Anyway, I was thinking — do you want
••• to do Chilango, or a bar, or – have you
May 14th, 2016. eaten yet?”
It was always going to have to be MICHAEL: “I have. But there’s no rea-
Lesley. She was precisely his type. son you shouldn’t be able to eat.”
Young, with an Eastern-European cast LESLEY: “Oh! I’m sorry! In that
to her features and something co- case—”
quettish about the crooked line of her MICHAEL: “No. Please. If you haven’t
mouth. We dressed her for innocence: had dinner yet, I’d be more than happy
knee-length skirt and cardigan, opaque to accompany you. I like watching peo-
tights and sensible flats — attire remi- ple eat.”
niscent of a college student. No weapons
were provided. Instead, I, Bishop, and We followed the pair to the local
Saraswati would function as back-up. Chilango without incident. Michael S.,
despite rumor, behaved in an exemplary
At approximately 8:20 p.m., Lesley fashion, and the meal concluded with-
convened with Michael S. for their out event. The two did not extend their
scheduled encounter. He appeared ex- encounter past dinner. Instead, they
actly as he did in his photos; at worst, exchanged chaste kisses on the cheek
slighter paler, as though the winter had before separating, Michael S. citing the
blanched his skin. Michael S. brought need to attend family obligations.
flowers for Lesley. Red carnations,
with a sheaf of baby’s breath. She ac- •••
cepted them genially, threading her May 16th, 2016.
arm through his proffered elbow, before
Two more incidents were reported on
they meandered into a side street.
campus. Michael S. made contact again,
Through the microphone we’d taped to this time through Telegram. Since the
the inside of Lesley’s collar, we heard initial encounter, we have maintained
their conversation: close communications with the man,
LESLEY: “Thanks for coming out on, building a rapport and exchanging
well, such relatively long notice.” anecdotes. Throughout these conver-
sations, Michael S. made no overtures
MICHAEL: “The pleasure’s mine. towards a second encounter.
Tinder moves too quickly for an old man
So we did it for him. broken glass. It took our target two long
••• minutes to writhe from the wreckage,
skin boiled away in places, yet somehow
May 21st, 2016. still impossibly, horrifically alive.
We spent the afternoon rigging a Or at least whatever passed for alive
rental coupe for this evening’s encoun- with his kind.
ter. IEDs beneath the seats, inside the
headboard, and in the trunk. Anywhere Lesley and I didn’t waste any time.
they’d go. Whatever space remained we I came out of my car, swinging a bag of
then lined with pressurized canisters bullets on one shoulder, a shotgun over
of kerosene. the other. Lesley emerged with an axe.
There was nothing supernatural about
Once prepared, we had Lesley drive what we did next. It was old-fashioned
to the gates of the university, where human brutality: hosannas of lead,
Michael S. waited. The latter evidenced heavy steel through the point. Michael
mild surprise at the manifestation S. didn’t go down easy. But between our
of the vehicle, but Lesley was able to weapons and another canister of gaso-
convince him of its innocuousness. Said line, we succeeded.
it was easier than walking. Satiated,
Michael S. entered the car. Together, Don’t know if you knew, but old bones
they proceed through the motions of burn bright.
early courtship: small talk, an unin- The public nature of our assault,
teresting movie, drinks in a bar. however, required us to evacuate sleepy
At the end of the night, Michael S. Oxford as quickly as humanly possible.
acted as we’d predicted. He asked to see As of the time of writing, our cell is
her again. Here, Lesley escalated with a fine. No one is injured or at risk of dis-
direct proposition, which her counter- covery. We have temporarily relocated
part laughingly accepted. Because of to [REDACTED], but we have every inten-
course, he fucking would. tion of coming back.

The two agreed to make their way In the meantime, should you wish to
back to Michael S.’ accommodations, continue the fight for us, included is an
although not before first picking up inventory of everything we’ve learned:
essentials from Lesley’s apartment. names, social-media accounts, peekyou
Michael S. exhibited neither interest reports, whatever other dirt we could
nor suspicion as Lesley exited the car. dig up.

Then, I hit the button. To our knowledge, there are over 100
members of the undead living on the
For the purpose of minimizing col- campus. Let’s not talk about the rest of
lateral damage, we chose a site slight- Oxford.
ly outside the center of Oxford. We’d
scouted the location beforehand. The Be careful.
few people who lived in the wide cul-de- It is easy to assume that your prox-
sac worked nights; the worst they’d come imity to London puts you in the aegis of
home to was property damage. the local compacts. But London is sub-
Which was a pity, I think, because sumed by its own problems and frankly,
the resultant bonfire was beautiful. that city doesn’t give a rat’s arse about
anyone else.
The explosion sent the car geyser-
ing upward into flames and black twists You’re on your own out here.
of ruined metal. It spun over itself to But you already knew that.
land on its roof with a brittle shriek of
This chapter contains the basic rules for playing Hunter:
The Vigil. It also includes additional rules that expand your
options when your characters take risks and work together in
the name of the Vigil.

Rolling Dice
When your character is trying to accomplish something
and the outcome is in doubt, you roll a number of 10-sided
dice. The result of that roll determines whether your char-
acter succeeds and accomplishes their goal, or whether they
fail and don’t do what they set out to. Failure doesn’t mean
“nothing happens,” just that your character doesn’t get what
they want and they’re in for complications.
You might also score an exceptional success or suffer a dra-
matic failure (p. XX).

Dice Pool
The number of dice you roll depends on the action your
character is taking. Most of the time, it’s the value of one of

your Attributes plus one of your Skills, or the value of two
different Attributes put together; for example, fast-talking
your way past a bouncer might be a roll of Manipulation +
Subterfuge, which means you roll a number of dice equal
to your Manipulation rating plus your Subterfuge rating.
(Sometimes you’ll roll a different pool, but those are special
cases the text calls out when necessary.)
Circumstantial factors, appropriate equipment (or lack
thereof), or opposition from another character can add or
subtract dice from the total; see below.
The total number of dice you roll is called your dice pool.
The Storyteller determines the appropriate dice pool
based on what you’re trying to do and how you’re trying to do
it, using the descriptions of the various traits involved. In the
above example, if you explained to the Storyteller that you
weren’t trying to lie your way past the bouncer but schmooze
her into liking you enough to let you in, the Storyteller might
revise the dice pool to Manipulation + Socialize.
Most of the actions described in this book tell you what
the dice pool should be, but it’s fine to come up with dice
pools for other actions on an ad hoc basis. Just try to be
fair and consistent — if you decide bashing down a door “Being brave means to
is Strength + Stamina in one session, it should always be know something is scary,
Strength + Stamina unless the situation radically changes.
difficult, and dangerous, and
Dice Rolling Basics doing it anyway, because the
• Building a Pool: Unless otherwise noted, a dice pool is possibility of winning the
always Attribute + different Attribute or Attribute + Skill. fight is worth the chance of
losing it.”
• Modifiers: Bonuses add the indicated number
of dice; penalties remove them. Unless otherwise — Emilie Autumn,
specified, modifiers never exceed +/–5. Add all
bonuses before subtracting penalties. American Singer-Songwriter

• Successes: Any die showing 8, 9, or 10 counts as a


success.
CHAPTER FOUR: RULES OF THE HUNT

is the most appropriate. Specific actions might have


additional effects on an exceptional success.
ROLL MODIFIERS
• Failure: 0 successes. Your character’s action fails.
Sometimes, fortune favors your
character, or they’re packing • Dramatic Failure: chance die shows a 1. Your
the right tools for the job. character’s action fails and something goes significantly
Other times, the odds are awry. Specific actions might have additional effects on
stacked against them or they a dramatic failure. Otherwise, the Storyteller decides
don’t have the right gear at on an appropriate turn of events.
all. The Storyteller should
weigh how circumstances or • Voluntary Dramatic Failure: Take a Beat and
equipment affect a character’s convert a failure into a dramatic failure, up to once
chance of success and assign an per scene.
appropriate modifier. A slight
advantage — picking an old and • Risked Willpower Dramatic Failure: 0 successes for
damaged lock — might be worth an action on which you risked Willpower (p. XX). Take
a bonus die, while a stressful
situation — trying to pick a two Beats and apply the effects of a dramatic failure.
lock while people are shooting
at you — might subtract three Additional Rules
dice from your pool. These additional rules explain options that are unlocked
through various Merits, Endowments, or other rules that in-
tersect with the dice-rolling mechanics.
10-again: Any die that shows a 10 is counted as a • 9-Again: Reroll dice that show 9 or 10, as opposed to
success, then rerolled. Rerolled dice count successes just 10. Keep rerolling until you get a result that isn’t a
as normal. Continue counting successes and 9 or 10. Certain Conditions, Merits, or other special
rerolling as long as you keep rolling 10s. circumstances may award you 9-again on specific
kinds of rolls. If you gain 9-again on a roll that already
Chance Die had that quality, it becomes 8-again instead.
If penalties ever reduce your dice pool to 0 or fewer dice,
roll a single die anyway. This single die is called a chance die, • 8-Again: Reroll dice that show 8, 9, or 10 — any
and it follows slightly different rules. successful die — and keep rerolling as long as your
dice show successes. Certain Conditions, Merits, or
Chance Die Basics other special circumstances may award you 8-again
on specific kinds of rolls. If you gain 8-again on a roll
• Success: A chance die showing a 10 counts as a
that already had that quality, it may become a rote
success.
action, at the Storyteller’s discretion.
• No 10-again: Do not reroll 10s on chance dice.
• Extra Successes: Assuming your roll succeeds, you
• Dramatic Failure: A chance die showing a 1 is a get a number of extra successes added to your total.
dramatic failure (p. XX). This permutation mostly applies to weapons, which
add their damage bonus as extra successes on your
Roll Results attack roll.

Once you’ve rolled all the dice, counted all your suc- • Rote Actions: When you’ve got plenty of training and
cesses, and finished any rerolls or other permutations, it’s the steps you need to follow are laid out in front of you,
time to see how your character fared. On most actions, you’ve got a significant chance of success. When you
you’ll only worry about whether your character succeeded make a roll with the rote quality, reroll any dice that do
or failed. Sometimes, however, the outcome of an action is not show an 8, 9, or 10. If you’re reduced to a chance
more dramatic. die on a rote action, don’t reroll a dramatic failure. You
may only reroll each die once. Certain Conditions,
Roll Result Basics Merits, or other special circumstances may award you
the rote quality on specific kinds of rolls.
• Success: 1-4 successes. Your character’s action
succeeds. • Successive Attempts: When you fail a roll, you may
be able to try again. Normally, you make successive
• Exceptional Success: 5+ successes. Your character’s
attempts with your full dice pool. If time is short
action succeeds and your character gains a beneficial
and the situation is tense, each subsequent attempt
Condition (p. XX). Usually, the Inspired Condition
126
Time | Actions

instead has a cumulative one-die penalty — so the the moment you sit down and start playing to the
third time a character tries to break down the door point where you pack up your dice, you’re playing
that’s keeping her from chasing her prey, her roll out a chapter of your story.
suffers a –2 penalty. Successive attempts do not apply
to extended actions. • Story — A story tells an entire tale, following the
dramatic arc of a related series of events. It might
• Teamwork: Working together is crucial for hunters comprise several chapters or be completed in just
fighting to overcome impossible odds. See p. XX one. It has an introduction, rising tension, a number
for rules about teamwork, as well as special group of twists, and a climax that brings things to a
actions called Tactics. conclusion.

When to Roll Dice • Chronicle — The big picture, a chronicle is the


collection of interlinked stories that involve your
You don’t need to roll dice for every action you want characters. They might be linked by a common
to take. If your character isn’t in a stressful situation — no- theme or overarching plotline, or they may only share
body’s actively trying to tear his throat open or demolish the characters and locations. As your story progresses,
building as he works — you don’t need to roll; as long as it’s the players and Storyteller work together to create
something your character could reasonably do, he just does an ongoing chronicle by linking chapters together in
it. As a general guideline, roll dice when a success or failure thematic and dramatic ways.
impacts the narrative.

Actions
When the dice hit the table, the Storyteller should
have some idea of what happens if the roll fails or succeeds.
Sometimes that’s coded in the rules. If you fail on an attack
roll, for example, you don’t deal any damage. Other times, Hunter: The Vigil rates each action by two criteria: how
it’s up to the Storyteller. If you fail a roll to jump between long it takes to attempt and whether another character op-
buildings to catch a group of necromancers, do you make poses it. All actions fall into one category in both arenas: an
it but fall on the other side, grab the next building by your action might be instant and simple (usually just abbreviated
fingertips, or plummet to the alley below? to “instant”), extended and contested, or reflexive and re-
sisted, for example.

Time Actions by Time


• Instant: The action is resolved in a single roll. Unless
Time in the story can speed past or slow to a crawl com- otherwise noted, an instant action only takes a few
pared to time in the real world. Weeks or months might pass seconds and takes up your turn in an action scene.
in the space of few words, while a tense negotiation plays out
in real-time — or takes even longer. • Reflexive: The action takes no appreciable time or
In addition to years, days, hours, and so on, Hunter effort, and is resolved in a single roll, or may not
also uses five units of dramatic time. These build upon one require a roll at all. In an action scene, you can take
another, from shortest to longest. reflexive actions on other characters’ turns, and
reflexive actions don’t take up your turn. Contesting
• Turn — The smallest increment of time, a turn lasts someone else’s action is always reflexive.
for about three seconds. A character can perform
a single instant action and move their Speed in a • Extended: The action requires multiple rolls over
turn. Turns normally only matter in action scenes, time to complete; as such, an extended action is not
like fights, chases, and other dramatic and stressful usually an option in action scenes, unless otherwise
situations. noted.

• Scene — Much like a scene in a play, a scene in a Actions by Opposition


roleplaying game is the time spent dealing with a
single, specific event. The Storyteller frames the • Simple: No opposition. Calculate dice pool and roll
scene, describing what’s going on, and it’s up to results as normal.
the players to resolve the event or conflict. A scene
• Contested: Calculate dice pool as normal and roll.
might be played out in turns (called an action scene),
The target rolls a dice pool specified by how they
progress in real-time, or skip forward depending on
contest the action. If your total successes exceed the
dramatic necessity.
target’s, your action succeeds; if their total successes
• Chapter (or Session) — A chapter is the collection of exceed yours, your action fails. If you and your target
scenes that happen during one game session. From roll the same number of successes, both of you reroll
the same pools until someone comes out on top.
127
CHAPTER FOUR: RULES OF THE HUNT

The exception is when hunters use teamwork; the Extended Action Roll Results
primary actor always wins ties on contested actions These apply to each roll of an extended action. Specific
in that case. extended actions may have additional effects.
• Resisted: Calculate dice pool, then apply a penalty Success: Add the successes earned on the roll to your run-
equal to one of the target’s Resistance Attributes ning total. Work with the Storyteller to determine what steps
(Stamina, Resolve, or Composure) or Defense. Roll, your character takes toward his goal.
and calculate roll results as normal. Exceptional Success: Choose one: Reduce the total num-
ber of successes required by your character’s Skill dots, reduce
If you’re not sure whether to use resistance or a contest- the time interval for each following roll by a quarter, or apply
ed action, use this guideline: Resistance applies in situations the exceptional success result of the entire action when you
where the number of successes on the roll is an important complete your goal.
factor. If what matters is just whether the roll succeeds or not,
Failure: You face a setback. The Storyteller offers you a
use a contested action. For example, combat applies Defense
choice: Take a Condition (p. XX) of her choice or abandon
as a resistance because the number of successes on the roll
the action. You can offer a different Condition if you think
determines how badly the attacker messes up his victim. A
it makes sense. If you refuse or cannot agree on a Condition,
Tactic that traps a demon uses a contested action, because the
you lose all accumulated successes.
number of successes you roll doesn’t matter.
Dramatic Failure: Lose all accumulated successes. In addi-
Extended Actions tion, the first roll on a subsequent attempt suffers a two-die penalty.
Use the following guidelines to decide when to call for
Some actions require a great deal of effort over time and an extended action vs. an instant action that takes a defined
represent the sort of project you can abandon and resume lat- amount of time:
er. Such actions are modeled as extended actions, and they’re
• Time Pressure: If the hungry ghosts manifest at dusk
a little more complex than instant or reflexive actions.
and the characters need to fix their car before that
When you take an extended action, the Storyteller de-
happens, the question of “how long does it take?” has
termines how many total successes you require. Most actions
real stakes and tension. If the characters aren’t under
require between five and 20 successes. Five reflects a reason-
time pressure, extended actions can feel like a lot of
able action that competent characters can achieve with the
tedious rolling for no reason.
right tools and knowledge. Ten represents a difficult action
that’s still realistic for a professional in the field. Twenty rep- • Take a Break: Extended actions are best suited for
resents a very difficult action that even a particularly skilled things the character could conceivably abandon for
character has trouble pulling off. some time and then resume later: fortifying a safehouse
The Storyteller also determines the interval between or researching a monster, for example. If it’s something
rolls. If an action would take weeks to complete, she might that has to be done all in one go, like preparing a
consider one roll per week. If it’s likely to take a day’s work, magical binding ritual or casing a scene, it’s probably
one roll per hour makes for a solid timeframe. better modeled as an instant action unless time is short.
Once those factors are determined, you make a number
of rolls, counting up the total number of successes across
all your rolls. If you earn the required number of successes
Common Actions
before you run out of time, you accomplish your goal. The following list represents some of the more common ac-
tions characters might undertake in a Hunter: The Vigil game.
Extended Action Basics
• Multiple Rolls: You roll your dice pool multiple
times over the course of the action. Successes earned ARGUMENT
on all rolls count toward completing the action. (INSTANT AND CONTESTED;
INTELLIGENCE + EXPRESSION VS. TARGET’S
• Roll Limit: You can make a total number of rolls RESOLVE + COMPOSURE)
equal to your base dice pool for the action, before
factoring in any modifiers. The Storyteller may You try to sway someone with a rational argument. (If
reduce this value if time is short. arguing with a crowd, use the highest Resolve in the crowd.)
(See also Social maneuvering, p. XX.)
• Time Interval: Each roll takes a certain amount of • Success: They accept the truth (or apparent truth) of
time, determined by the Storyteller. your words.
• Required Successes: The Storyteller sets the total • Exceptional: They’re convinced and become recruits
number of successes required for the action, usually to your point of view, though they might change their
between five and 20. minds if they find themselves at risk.

128
Actions

• Failure: They listen but are ultimately unaffected.

• Dramatic: You convince them of quite the opposite.

CAROUSING
(INSTANT; PRESENCE + SOCIALIZE OR STREETWISE)

You mix with a group, bringing fancy cocktails and


flasks filled with whiskey, and use your gifts to loosen
tongues and help strangers feel at ease.
• Success: You impress a party-goer for the night who
might be willing to whisper secrets or go with you
somewhere private.

• Exceptional: You make a friend you can contact again.

• Failure: You’re a wallflower sipping on a drink in


your hand you don’t want.

• Dramatic: A faux pas reveals you don’t belong in


this social circle, and some people are wondering
what you’re really up to.

FAST-TALK
(INSTANT AND CONTESTED;
MANIPULATION + SUBTERFUGE VS. VICTIM’S
COMPOSURE + EMPATHY)

You may not be able to win the argument with facts, but
you can try to get out of trouble with a little judicious spin.
• Success: The other party swallows your story.

• Exceptional: The other party believes you so


thoroughly they’re even willing to offer a little aid…
though they won’t put themselves at any kind of risk.

• Failure: The other party doesn’t believe you.

• Dramatic: The other party has a good idea what the


truth is.

HACKING
(EXTENDED AND CONTESTED;
INTELLIGENCE + COMPUTER VS. VICTIM’S
INTELLIGENCE + COMPUTER)

You overcome network security and computer pass-


words to gain access to digital files and resources.
• Success: You access the computer or network as
though you had proper clearance, but you only have
a short time before someone notices.

• Exceptional: You access the computer or network, and


no one notices until you’ve got what you came for.

129
CHAPTER FOUR: RULES OF THE HUNT

• Failure: You’re locked out of the system and you • Failure: You find evidence, but it’s damaged and
can’t access anything. hard to interpret. Or you miss a spot in your clean-
up that you won’t find out about until later.
• Dramatic: You trip an alarm or corrupt your own
flash drive beyond use. • Dramatic: You find clues but you contaminate them,
or you leave evidence of your presence.

INTERROGATION
(EXTENDED AND RESISTED; MANIPULATION + JUMPING
EMPATHY OR INTIMIDATION − VICTIM’S RESOLVE) (INSTANT; STRENGTH + ATHLETICS – (YARDS OR
METERS OF DISTANCE))
You try to dig secrets out of a reluctant informant. (See
also Social maneuvering, p. XX.) To get past an obstacle or out of danger, you leap into
the air.
• Success: You get the information you were looking
for; one piece per success rolled. • Success: You clear the obstacle or avoid the danger.

• Exceptional: You get the information you were looking • Exceptional: You may attempt another instant action
for, and the informant is willing to continue cooperating. in the air or upon landing.

• Failure: The informant blabs a mix of truth and • Failure: You don’t achieve any significant distance at all
falsehood — even he may not know the difference. — you jump too early, get a false start, or lose your nerve.

• Dramatic: The informant is so alienated or injured • Dramatic: The task not only fails, but you lose your
that he no longer reveals information. balance.

INTIMIDATION RESEARCH
(INSTANT AND CONTESTED; (EXTENDED; INTELLIGENCE + ACADEMICS
STRENGTH OR MANIPULATION + INTIMIDATION OR OCCULT)
VS. VICTIM’S RESOLVE + COMPOSURE)
Using your existing knowledge, you look for informa-
You try to get someone to do what you want by making tion on a current mystery. (See also Tactics, p. XX.)
them afraid of you.
• Success: You find the basic facts you were looking for.
• Success: They’re coerced into helping you.
• Exceptional: You find what you were looking for, which
• Exceptional: They develop a lasting fear of you, leads towards a much bigger score of information.
which could make them easier to coerce in the future.
• Failure: You turn up a lot of promising leads, but
• Failure: They’re unimpressed with your threats. they’re all dead ends.
• Dramatic: They don’t take you seriously, even if you • Dramatic: You learn something, but it doesn’t help.
knock them around a bit. They won’t be doing what In fact, it sets you back. If using Occult, this could
you want. mean dangerously false assumptions.

INVESTIGATING A SCENE SHADOWING A MARK


(EXTENDED; INTELLIGENCE + INVESTIGATION) (INSTANT AND CONTESTED; WITS + STEALTH OR
DRIVE VS. WITS + COMPOSURE)
You look for clues to what’s happened in the recent
past…or tidy up so that no one else can find them. (See also You follow someone, perhaps in the hopes of ambushing
Investigation, p. XX.) them, or of finding out their destination. (See also Tactics,
p. XX.)
• Success: You find a clue of exactly the sort you need or
manage to significantly confuse future investigators. • Success: You follow the mark to his destination.

• Exceptional: You find a clue, and know exactly how • Exceptional: You find some means by which you can
it fits in, or you leave the scene immaculate and continue following the mark, such as an unlocked
impossible to decipher. entrance into the building he arrived at.

130
Willpower

• Failure: The mark senses he’s being followed and • Touchstones: Regain 1 or full Willpower when
manages to lose you. defending your relationship with your Touchstones
(p. XX).
• Dramatic: You’re caught, either by the mark or some
observer that’s become suspicious of you. • Experiences: Spend 1 Experience (p. XX) to roll
Resolve + Composure, with no modifiers. Regain
1 Willpower for each success rolled, up to your
SNEAKING maximum Willpower. Even on a failed roll, regain 1
(INSTANT AND CONTESTED; DEXTERITY + STEALTH Willpower.
VS. WITS + COMPOSURE)
• Risking Willpower Successfully: Regain the
Willpower you risked on a successful action and one
You’re trying to avoid notice by someone, or some-
more. (See below.)
thing…or multiple somethings. Maybe you want to get into a
place undetected. Maybe you’re trying to break out. • Maximum Willpower: Your total Willpower can’t
• Success: You avoid notice and get closer to your goal. exceed your maximum (p. XX) unless otherwise
indicated by a power or Condition.
• Exceptional: You avoid notice and get away before
anyone has another chance to catch you.
Risking Willpower
• Failure: You’re noticed but still have the chance to Lighting a candle against the darkness isn’t easy. By
slip away. dedicating themselves heart, body, and soul to the Vigil,
hunters can call upon reserves of dedication that far surpass
• Dramatic: You attract a lot of attention…enough
anything an ordinary person can muster. Hunters who use
that now it’s going to be hard to get out.
Willpower stick their necks out, ignore the voice inside their
head screaming for self-preservation, and stand up to powers

Willpower beyond human ken.


A hunter’s player can risk one point of Willpower in-
stead of spending it to enhance a single action, once per
A hunter’s Willpower represents their determination
scene. They may only do so when the action their character
and ability to go above and beyond what should be possible
takes is in direct pursuit of the Vigil and carries some risk.
to achieve their goals.
The outcome of risking Willpower is determined by the roll
Spending Willpower results.
• Reflexive Action: Unless otherwise specified, Examples of eligible actions include: attacking or defend-
spending Willpower is a reflexive action. ing oneself (or others) against a monster in a fight, interrogat-
ing a known monster’s minion, sneaking into a monster’s lair
• Roll Bonus: Spend 1 Willpower to gain a three-die or a place that holds information about a known monster,
bonus on a single dice pool. resisting a monster’s powers, and setting a trap for a monster.
The following actions are never eligible for risking
• Increased Resistance: Spend 1 Willpower to gain +2 Willpower:
to resistance (see above) against a single action.
• Perception-based actions and actions to investigate
• Other Expenditures: Other abilities may require possible monster involvement, unless it’s a Tactic.
Willpower expenditure, as noted under their Cost.
• Avoiding ambush, resisting toxins or fatigue, and
• Per Turn Limit: Characters may only spend 1 other actions to preserve the hunter’s own safety at
Willpower per turn. the expense of the hunt. However, protective actions
on behalf of other people, such as warding someone
Regaining Willpower else’s house against a monster’s entry, are eligible.
• Rest: Regain 1 Willpower after a full night’s sleep. • Activating Endowments.
• Anchors: Regain full Willpower when meaningfully When a player risks Willpower, they may choose two of
acting in accordance with your Virtue, up to twice the following benefits to apply to a single roll:
per chapter; regain 1 Willpower when meaningfully • Gain a three-die bonus.
acting in accordance with your Vice, up to once per
scene (p. XX). • Achieve exceptional success on three successes
instead of five.

131
CHAPTER FOUR: RULES OF THE HUNT

• Gain +1 to an attack’s weapon damage bonus. of roleplayed effects until resolution, such as the Shaken
Condition (p. XX), in which the mechanical effect is the
• Gain the 9-again quality. resolution.
• Remove the 10-again quality from an opponent’s roll A Condition resolves when the character does something
that contests yours. significant to act on it, or when she addresses the original source.
The sample Conditions in this book (p. XX) give examples of
• Enact a Tactic (p. XX), which counts as two benefits. how to resolve them, but players can also resolve them follow-
ing the conclusion of an event if the Storyteller feels that makes
Risking Willpower Roll Results sense in the story. Resolution criteria for improvised Conditions
offer a way for the Storyteller to encourage certain kinds of dra-
• Success: In addition to the action’s success, gain
matic action, especially when they want a story point to have
one Beat and regain the Willpower you risked
lingering effects on characters. For instance, a Condition that re-
plus another point of Willpower, up to your usual
solves when the character deals lethal damage to someone clearly
Willpower maximum.
reflects the violent nature of that story point.
• Exceptional Success: As success, with the action’s It’s best to keep the resolution criteria for a new
usual exceptional benefits. Condition somewhat general, rather than requiring one spe-
cific action. For example, a Condition that resolves when the
• Failure and Dramatic Failure: As the action’s usual player commits any act of vengeance allows the player flex-
dramatic failure effects, and you gain two Beats. Your ibility in exactly what the character does, while a Condition
risked Willpower point remains spent. that resolves when the character kills a particular person re-
stricts the player’s options. More options are usually better.

Conditions
Exceptional successes are the most common opportuni-
ties for creating new Conditions. When none of the given
example Conditions seem to apply, or the player has an idea
Conditions represent ways in which the story affects a for a different way the momentous event affects their charac-
character, and what they can do to move past those events. ter, Storytellers should feel free to invent a Condition. The
Players cannot “buy” Conditions; events in the game apply Storyteller can also invent Conditions whenever they want
them and they remain until certain resolution criteria are met. to offer Beats for roleplaying significant behavioral or situ-
A character can only have one instance of a specific ational shifts, or for some mechanical effect that they want
Condition unless each applies to a distinctly different cir- to impose, such as a lingering penalty.
cumstance — for example, they may be Informed about both

Action Scenes
the occult symbol he stayed up all night to research and
the innerworkings of the corporation they infiltrated. Each
Condition is resolved independently of each other. Various
systems and supernatural powers bring Conditions into play, Sometimes it’s useful to zoom in on the action and track
and the Storyteller can do so based on story circumstances. movements moment by moment. Having a clear understand-
For a full list of sample Conditions, see p. XX. ing of who does what in what order is useful and necessary in
a game of Hunter, to prevent misunderstandings regarding
The listed resolutions for each Condition are the most
who shot first.
common ways to end its effects; other actions may also re-
solve it if they would reasonably cause the Condition’s ef- Action scenes take place when multiple characters take ac-
fects to end. When a character resolves a Condition, the tions in a short (or simultaneous) unit of time. To keep ev-
player takes a Beat. However, if a Condition has a natural eryone’s actions straight, they proceed by turns in order of
time limit and then fades away without proper resolution, Initiative. The most common action scenes are fights but are
he doesn’t take a Beat. If a Condition lingers beyond its rel- not limited to combat. They may also extend to tense, dramatic
evance in the story, the player and Storyteller may agree to events where the hunters are pressured to act. These might in-
simply let it fade. clude an escape from a burning haunted house or crumbling
mine, a heist to steal a relic from a warlock’s well-guarded li-
Some Conditions are marked as Persistent. These
brary, or rescues to save victims trapped by their captors.
Conditions last for a long time and can only be resolved
permanently with a specific and impressive effort. Once per Turns
chapter, a player may gain a Beat when a Persistent Condition
impacts their character’s life. • What You Can Do: On your turn, move up to your
Speed and take one instant action, or move twice
Improvising Conditions your Speed.

A Condition typically consists of a modifier between +2 • How Long It Lasts: A turn is roughly three seconds.
and –2 dice to a certain type of action, or to any action taken If an effect says it lasts “until your next turn,” it lasts
with a certain motivation. Conditions can also consist solely until the beginning of your next turn.
132
Action Scenes | Violence

• Order of Action: Characters involved in an action • Multiple Hazards: In an action scene, each time
scene take turns one at a time in order of Initiative, you resist an action with your Defense, you suffer a
from highest to lowest. cumulative –1 penalty to Defense. This penalty goes
away at the beginning of your next turn. You can
• Cycle: Once all characters involved in the scene have choose not to resist an action with Defense; if you
acted, the order of action returns to the character do, the penalty doesn’t increase.
with the highest Initiative. Initiative can change from
turn to turn, if for instance one character delays his
action, or a supernatural power makes a character Tilts
faster or slower. Tilts apply temporary circumstances to both characters
and the environment during action scenes. Outside action
Initiative scenes, use Conditions instead.
• Calculating: When you come into the action scene, Tilts do not grant Beats when they end, but the effects
roll one die and add the result to your Initiative of a Tilt can easily cause a Condition. For instance, a char-
modifier (p. XX). This is the only roll in the game acter in a fight gets a handful of road salt flung into his eyes
on which you treat the result of the die as a number and receives the Blinded Tilt. When the action scene ends,
rather than a success or not. Wielding a weapon this shifts to the Blind Condition. Resolving this Condition
inflicts a penalty to Initiative based on the type of grants a Beat as usual. If the character enters an action scene
weapon (p. XX). again before the Condition is resolved, the Blinded Tilt ap-
plies again.
• Delaying: You may choose not to act when your turn Tilts come in two forms: Personal and Environmental.
comes up and instead act at any point later in the Personal Tilts only apply to one character and include ways in
scene, even if the order of action resets. When you which that character can overcome the effect. Environmental
do act, change your Initiative to the Initiative you Tilts affect the whole scene and offer ways for individual
acted on for the rest of the scene. characters to mitigate their effects.
• Surprise: If the start of the action might take a For a full list of sample Tilts, see p. XX.
character unawares, the Storyteller may call for a
surprise roll. Roll the character’s Wits + Composure,
possibly contested by an opponent’s relevant dice pool
(Dexterity + Stealth for an ambush, Manipulation
Violence
Few hunters avoid violence for long. Even those who pre-
+ Subterfuge if they lull you into a false sense of fer research to rifles come face to face with a monster eventu-
security, etc.). If the surprised character’s roll fails, ally, and the Code doesn’t like letting threats to humanity
they cannot act or apply their Defense until their walk the streets unchecked. Protecting the innocent usually
second turn. means spilling blood when the thing you’re protecting them

Speed
from has claws bigger than your head, and some hunters live
for the kill more than anything. Hunters might even come
into conflict with each other that can’t be reconciled without
Your character’s Speed is the number of yards or meters
them beating the living shit out of each other…and some-
they can travel in a single turn. This trait is a combination
times, other people get in the way of the Vigil, and have to be
of their Strength, Dexterity, and a species factor that reflects
removed. Below are rules for resolving violent conflict.
age, physical configuration, Size, and other considerations.
The species factor for a human adult is 5; that of a human
child is 3.
Intent
Other species, such as horses and many monsters, have Everybody wants something out of a conflict. The very
physical configurations that lend themselves to high travel rates. first thing you need to do — before worrying about who attacks
first — is determine what each character wants to get out of the
Defense fight. Boil it down into a simple sentence that starts with the
words “I want:” “I want to kill that vampire,” “I want the book
Defense measures your character’s ability to react to Frances is holding,” or “I want to rescue my cellmate.”
danger and mitigate harm to oneself. It’s most often used
when violence breaks out but is sometimes used to resist Declaring Intent
harm from other sources as well.
• By Violence: Intent must be something achievable
Defense Basics by violence within the current scene.
• Resistance: Defense counts as a Resistance Attribute • The Price: If your intent doesn’t include causing
(p. XX) for any rule that interacts with Resistance harm and your character ends up killing someone,
(e.g. spending Willpower). lose one Willpower point.
133
CHAPTER FOUR: RULES OF THE HUNT

Down and
Dirty Combat
The Storyteller might decide your character can get
what they want without focusing on the details of the fight.
Maybe they’re picking on a weak antagonist. Maybe the
details of the fight aren’t all that important. In these cases,
the Storyteller can opt to use Down and Dirty Combat.
This system resolves the entire fight in a single roll. If
multiple hunters have separate intents, such as one charac-
ter trying to exorcise a spirit while another beats informa-
tion out of a flunky, resolve each intent as a separate Down
and Dirty Combat action. If the group only has one intent
but multiple hunters are participating, they can use team-
work (see p. XX) on the roll. Players and the Storyteller
must agree to reduce a fight to Down and Dirty Combat.
Action: Instant and contested; takes anywhere from
30 seconds to a few minutes.
Dice Pool: Combat pool (Dexterity + Firearms,
Strength + Brawl, or Strength + Weaponry) versus either
the opponent’s combat pool (as above) or an attempt to
escape (Strength or Dexterity + Athletics).
Roll Results
Success: Inflict damage equal to the difference in suc-
cesses + weapon modifier and achieve your intent — includ-
ing killing, if that was on the table.
Exceptional Success: As success and gain 1 Willpower.
Failure: You don’t achieve your intent. If the opponent
rolled a combat pool, suffer damage equal to the difference
in successes + opponent’s weapon modifier. Opponent es-
capes if they want to.
Dramatic Failure: The opposite of your character’s
intent happens, they’re knocked out, or they suffer other
serious consequences.

Detailed Fight Scenes


When the fight is a significant event in the story, or
Down and Dirty Combat doesn’t suit, these rules apply for
this type of action scene.
Fight-Related Actions
The most common action in a fight is to attack.
Characters can also dodge or push themselves to the limit,
sacrificing Defense for greater effect.
Attack
All attack actions are instant actions. Unarmed, me-
lee, and thrown attacks are resisted, while ranged attacks
and touching an opponent are simple actions.
• Unarmed Attack: Strength + Brawl – Defense;
bashing damage

134
Violence

• Melee Attack: Strength + Weaponry – Defense; Defense as your dice pool, and unlike a normal
lethal damage contested action, your successes cancel out the
attacker’s successes on a one for one basis.
• Ranged Attack: Dexterity + Firearms; lethal damage
• Multiple Attackers: Apply the Defense penalty
• Thrown Attack: Dexterity + Athletics – Defense; for multiple attackers before doubling. If your
lethal damage character’s Defense is reduced to 0, roll a chance die.
• Touching an Opponent: Dexterity + Brawl or • Dramatic Failure: Defense suffers a –1 penalty until
Dexterity + Weaponry; inflicts no damage. your next turn.
• Damage: A successful attack inflicts damage equal Special Maneuvers
to the number of successes rolled + weapon modifier
(p. XX), if any. To enact any of the following instant actions, the charac-
ter sacrifices their Defense until their next turn. If the char-
• Pulling Blows: Set a maximum damage value up to acter has already lost their Defense, by being surprised or
the highest trait in your attack dice pool and grant attacked by enough opponents in one turn to reduce their
the target +1 Defense. Your attack cannot inflict Defense to 0, they cannot take any of these actions.
more than the maximum damage you set. • Charge: Move up to twice your character’s Speed
and make an unarmed or melee attack.
• Offhand Attack: Take a two-die penalty to attacks
made with the character’s non-dominant hand. • All-Out Attack: Make an unarmed or melee attack
with a two-die bonus.
Specified Targets
A normal attack is aimed at the target’s center of mass. You • Aim: Keep an opponent in your sights with a ranged
can aim for specific body parts by taking a penalty on your attack weapon to gain a one-die bonus per consecutive Aim
roll. Attacking a specific body part can bypass armor (p. XX) or action on your next attack against that target, to a
inflict a Tilt (p. XX) on the target. Attacks against specified targets maximum of three bonus dice. Incompatible with
aren’t a way to inflict extra damage or instantly kill people; that’s autofire (below).
covered by simply rolling a lot of successes on the attack action.
The following modifiers assume a target roughly human Other Actions
in size and shape. The Storyteller can adjust these for more These are all instant actions.
unusual targets. • Drop Prone/Stand Up: Ranged attacks against prone
• Arm (–2): If damage exceeds victim’s Stamina, characters suffer a two-die penalty but unarmed and
inflicts Arm Wrack Tilt. melee attacks against prone characters gain a two-die
bonus if the attacker is standing.
• Leg (–2): If damage exceeds victim’s Stamina, inflicts
Leg Wrack Tilt. • Reload a Weapon: If rounds must be loaded
individually, lose Defense until your next turn.
• Head (–3): If damage equals or exceeds victim’s Size,
inflicts Stunned Tilt. • Killing Blow: Inflict damage equal to your attack’s
dice pool + weapon bonus. Requires an unconscious,
• Heart (–3): If damage equals or exceeds 5, the attack immobilized, or otherwise helpless target. May
pierces the victim’s heart. This isn’t instantly fatal prompt a breaking point.
but may have special effects against certain monsters
(like vampires). Unarmed Combat
• Hand (–4): If the attack deals any damage, inflicts These rules present special cases that come up when
Arm Wrack Tilt. fighting without weapons.

• Eye (–5): If the attack deals any damage, inflicts


Bite
Blinded Tilt. Biting counts as an unarmed attack action.
• Damage: Human teeth inflict –1 bashing damage
Dodge (so an attack that rolls only one success inflicts no
Dodging is a reflexive action, but after dodging your damage). Animals and monsters may treat their teeth
character loses their next turn. as weapons, with a bonus between +1 and +4.
• Contested Attacks: Attacks made against your • Grapple Required: Humans must first grapple an
character become contested instead of resisted until opponent to bite them.
your next turn. Contest attacks with double your
135
CHAPTER FOUR: RULES OF THE HUNT

Grapple • Short Burst: Uses three bullets. +1 bonus to attack


Grappling counts as an unarmed attack action. To start action.
grappling, you have to grab your opponent.
• Medium Burst: Uses 10 bullets. +2 bonus to attack
• Grab: Make an unarmed attack. On a success, inflict no action. Can attack multiple targets, up to three.
damage but start a grapple. On an exceptional success,
also choose a grapple option to enact reflexively. • Long Burst: Uses 20 bullets. +3 bonus to attack
action. Can attack multiple targets, with no limit.
• One Action: All participants in the grapple act on
the highest Initiative among them. The only action • Multiple Targets: –1 penalty per target after the
they can take is the grappling action. first. Roll individually against each target.

• Grappling: Instant and contested; Strength + Range


Brawl vs. Strength + Brawl. The character with Ranged attacks suffer a dice penalty the farther away the
the most successes chooses a grapple option to target is. Ranged weapons have a short, medium, and long
enact immediately, or two grapple options on an range listed on the weapons table (p. XX).
exceptional success. On a tie, the characters continue
• Short Range: No penalty.
to grapple but nothing else happens.
• Medium Range: –1
Grapple Options
• Break Free: The grapple ends, and your character • Long Range: –2
may take another instant action immediately.
Concealment
• Control Weapon: Take firm hold of a weapon, If the target of a ranged attack is partially or fully ob-
either your character’s or her opponent’s. Lasts until scured, they are concealed. Concealment applies a penalty to
your character’s opponent chooses Control Weapon. the shooter’s dice pool.
Required for other grapple options. • Barely Concealed: –1 (hiding behind an office chair)
• Damage: Treat the grapple action as an unarmed • Partially Concealed: –2 (hiding behind the hood of
attack, inflicting damage equal to your rolled a car, with upper body exposed)
successes. If you have control of a weapon, this
counts as a melee attack with the weapon’s modifier. • Substantially Concealed: –3 (crouching behind a
car).
• Disarm: Remove a weapon from the grapple entirely.
Requires Control Weapon. • Shooting from Concealment: Barely concealed:
no penalty; partially concealed: –1; substantially
• Drop Prone: Throw all participants to the ground. concealed: –2. You can ignore this penalty, but if so,
Requires Break Free to stand back up. you lose your own concealment until your next turn.
• Hold: Immobilize an opponent. Both characters lose
Defense.
Cover
If a target’s entirely hidden by a substantial object, they
• Restrain: Your opponent suffers the Immobilized Tilt have found cover.
(p. XX). Requires Hold. If your character uses equipment
• Tough Cover: If the cover’s Durability (p. XX) is
to restrain her opponent, she can leave the grapple.
greater than the attacker’s weapon modifier, the
• Take Cover: Any ranged attacks against your attack can’t penetrate the cover.
character automatically hit her opponent. Lasts until
• Less Tough Cover: Subtract the cover’s Durability
your next turn.
from the attacker’s damage roll. Both the object and

Ranged Combat
the target take any remaining damage.

• Transparent Cover: If the cover is transparent


These rules apply when shooting at a moving target that (bulletproof glass, for example), subtract half the
can resist being shot by firing back, using Dread Powers, cover’s Durability, rounding down. Both the object
dodging, taking cover, etc. and the target take any remaining damage.
Autofire
Covering Fire
Automatic weapons can fire a short, medium, or long
With a weapon capable of autofire, a character can lay
burst in place of a single shot.
down covering fire to keep anyone from entering his target area.
136
Injury and Healing

• Action: Instant • Improvised Weapon Traits: If it’s not similar to a


weapon in the chart, its damage modifier is (object’s
• Dice Pool: Dexterity + Firearms Durability –1); Initiative penalty and Strength
requirement equal to weapon’s Size.
• Bullets: Uses 10 bullets.
• Attack Modifiers: –1 to attack roll. If successful, the
• Characters in Area of Effect: On their next turn,
improvised weapon takes the same damage it inflicts;
they must either take cover within range of their
Durability applies.
Speed or drop prone, to avoid suffering damage
equal to successes on covering fire roll + weapon
modifier.
Armor
Armor provides protection against a variety of attacks
In Close Combat: Wielding a ranged weapon larger and reduce damage from bullets, knives, and fangs.
than Size 1 in close quarters grants the opponent (weapon’s
Size +1) as a bonus to Defense. Armor Basics
Shooting into Close Combat: Take a two-die penalty • Ballistic Armor: Each point of ballistic armor
for each character involved in close combat with your target downgrades one point of lethal damage from
that you want to avoid hitting, or a four-die penalty if they’re firearms to bashing.
grappling your target. You can’t selectively avoid targets this
way with autofire. • General Armor: Each point of general armor
reduces the total damage taken by one point, starting
Weapons and Armor with the most severe type of damage.
Weapons are one of the fastest ways to end a fight and • Order of Operation: If armor has both ballistic and
help level the playing field between hunters and monsters. general ratings, apply the ballistic armor first.
Armor keeps hunters safe and shields them from an antago-
nist’s deadly attacks. Traits for specific weapons and armor • Minimum Damage: When applying armor to an
are in the Appendix starting on p. XX. attack inflicting lethal damage, you always suffer at
least one point of bashing damage from the shock of
Weapons the blow.
Ranged and melee weapons share certain common
traits. Armor-Piercing Damage
• Type: A weapon’s type is a general classification Some weapons have an armor-piercing rating, usually
that fits any number of specific weapons. A metal between 1 and 3. When attacking someone wearing armor,
club might be a crowbar or a length of rebar, while a subtract the armor piercing rating from the target’s armor.
light revolver might be one of any number of .22-.38 Subtract from ballistic armor first, then general armor.
caliber weapons. Armor-piercing attacks in close combat subtract from gen-
eral armor only.
• Damage: Added to successes rolled on attack to When shooting at an object — or a person in cover — sub-
determine total damage inflicted. tract the armor piercing quality from the object’s Durability.
• Initiative: The penalty to Initiative when wielding
the weapon.
Injury
• Strength: The minimum Strength needed to use a
weapon effectively. A wielder with a lower Strength
suffers a –1 penalty on attack rolls.
and Healing
Characters can suffer three types of damage. Fists and
• Availability: The cost in Resources dots or level of feet, along with other kinds of low-impact trauma, deal bash-
Social Merit needed to acquire the weapon. ing damage. Brass knuckles, knives, and speeding trucks deal
lethal damage. Some horrifying powers deal aggravated dam-
Improvised Weapons age. When something deals aggravated damage directly, it’s
quite obvious. Flesh bubbles and sloughs away. Foaming pus-
Characters who grab lamps and pool cues still stand a
tules taint the victim’s flesh. Blackened veins streak out from
chance of dealing serious damage.
the site of the injury.
• Use Existing Weapon Traits: If it’s close enough to The following rules apply to humans and animals.
a weapon in the chart on p. XX, use the associated Monsters have their own rules regarding the effects of dam-
weapon traits. For example, a pool cue might count age (p. XX).
as a sap.

137
CHAPTER FOUR: RULES OF THE HUNT

Suffering Damage Example of Marking Damage


Cassidy has seven boxes of Health. She’s just taken two
When a rule tells you to suffer an amount of damage, points of bashing damage. Her Health boxes look like this:
you mark off that many Health boxes, starting from the left-
most side and continuing to the right. A box marked with
any kind of damage is called a point.
Damage Basics If a vampire later bites her and deals a point of lethal
damage, her Health boxes looks like this:
• Bashing: Mark bashing damage with a (/) in the
leftmost empty box of the Health track.

• Lethal: Mark lethal damage with an (X) in the


leftmost box that is empty or filled with bashing If Cassidy next suffered a point of aggravated damage,
damage. If you mark over bashing damage, move her Health boxes would look like this:
that bashing damage to the rightmost empty box of
the track. If no empty boxes are left, that damage is
overwritten but not moved.

• Aggravated: Mark aggravated damage with an (*) Healing


in the leftmost box that does not already contain
aggravated damage. If you mark over bashing Characters need time to heal once they’ve been beaten
damage, move that bashing damage to the rightmost to a pulp. Normally, a character can heal without medical at-
empty box. If no empty boxes are left, that damage is tention, though use of the Medicine Skill helps them recover
overwritten but not moved. If you mark over lethal (see below). The only exception is if a character has all her
damage, move that lethal damage to the rightmost Health boxes full of lethal damage — they’re bleeding out.
box that is empty or contains bashing damage. If no they can’t recover from that without urgent medical atten-
empty boxes or boxes containing bashing damage are tion and emergency surgery.
left, that damage is overwritten but not moved. Healing Basics
• Upgrading Damage: If your character suffers bashing • Rightmost Box: Natural healing only affects the
damage but has no empty Health boxes in which to rightmost point of damage. Once the rightmost box
mark it, upgrade each point of bashing damage to is cleared, healing time for the next-rightmost box
lethal damage. If she suffers lethal damage but has starts.
no empty Health boxes or boxes marked with bashing
damage, upgrade her leftmost Health box that’s • Bashing: Clear bashing damage after 15 minutes of
filled with lethal damage to aggravated damage. in-game time.

• Lethal: Clear lethal damage after two days of in-game


Effects of Damage
time.
• Wound Penalties: If your character has any damage
marked in their third-to-last Health box, they suffer a • Aggravated: Clear aggravated damage after a week of
–1 penalty to all actions except Stamina rolls to stay in-game time.
conscious. This increases to –2 when their second- Example: Cassidy escapes the scuffle with the vampire
to-last Health box is filled, and –3 when their last and lays low for a while, eschewing hospitals to avoid awk-
Health box is filled. ward questions. Her health track looks like this at the end
of the fight:
• Unconscious: If your character’s rightmost Health
box is filled with bashing or lethal damage, roll their
Stamina every turn as a reflexive action. Failure
means they fall unconscious until their rightmost
Health box is empty. Her rightmost wound heals first. Since it’s a bashing
wound, she clears it after 15 minutes. After another 15 min-
• Bleeding Out: If your character’s rightmost Health utes, her second bashing wound clears. Her lethal damage
box is filled with lethal damage, they suffers 1 then heals over the course of the next two days. Finally, her
lethal damage per minute until they receive medical aggravated wound heals over the course of the next week. In
attention (p. XX). all, it takes a little over a week and two days for her to recover
from her injuries.
• Dead: If your character’s rightmost Health box is
filled with aggravated damage, she is dead.
138
Sources of Harm

Medical Care Disease


Characters can use the Medicine Skill to speed up
healing. Supernatural horrors and mundane diseases can expose
hunters to sickness.
• Action: Extended and simple
Disease Basics
• Dice Pool: Dexterity + Medicine with a one-minute
interval, for emergency treatment; Intelligence + • Tilt: During action scenes, sick characters suffer the
Medicine with a one-hour interval for long-term Sick Tilt (p. XX).
hospital care.
• Moderate Disease: Outside action scenes, moderate
• Benefits of Emergency Care: Requires total successes sickness might impose a –1 or –2 penalty on actions
equal to total damage the patient suffers. Successful where concentration or stamina are required.
treatment heals one point of bashing damage.
• Grave Disease: Outside action scenes, grave diseases
• Benefits of Long-Term Care: Successful treatment inflict a certain amount of damage at specified time
downgrades one point of aggravated damage to intervals, as determined by the Storyteller. The sick
lethal, or one point of lethal damage to bashing. character’s player makes a reflexive Stamina + Resolve
Requires 10 total successes per aggravated wound, roll to resist; success means no damage this time.
five per lethal.
• Recovery: Most diseases simply run their course over
• Long-Term Care Limitations: Heals the leftmost a certain amount of time. Others require a minimum
injury first and can only downgrade one wound per number of successful resistance rolls, require medical
patient per day. intervention, or merely go into periodic remission as
determined by the Storyteller.

Optional Rules: Beaten • Conditions: The Storyteller may represent short-


Down & Surrender term illnesses with Conditions and long-term
illnesses with Persistent Conditions, which earn
These optional rules only apply to people who would players Beats whenever the illness causes significant
incur a breaking point for committing (or attempting) “mur- harm or inconvenience for the character.
der.” Monsters that don’t have a problem killing people can
ignore Surrender and never suffer the Beaten Down Tilt
from damage taken. Hunters only abide by these rules if they
Poison
suffer a breaking point (p. XX) in the process of taking dam- Whether from the sting of a venomous monster or a
age or ignoring surrender. pinch of arsenic in the food, poison can lay even the craftiest
hunter low.
• Beaten Down: A character who takes more than his
Stamina in bashing damage or any amount of lethal Poison Basics
damage suffers the Beaten Down Tilt (p. XX): they’ve
had the fight knocked out of him. • Tilt: In action scenes, poisoned characters suffer the
Poisoned Tilt (p. XX).
• Surrender: A character can choose to surrender and
give their attacker what they want. If your character • Toxicity: Outside action scenes, the Storyteller assigns
surrenders, regain a point of Willpower and take a the poison a Toxicity rating. The poisoned character
Beat. This signals the end of your participation in suffers lethal damage equal to Toxicity. Mild poisons
the fight. Your character’s opponent must spend a only inflict damage once. More severe poisons may
point of Willpower to attack you. inflict damage every hour or even every turn for a
period of time determined by the Storyteller.
If one side’s intent involves violence for its own sake,
their intended victims don’t get Beaten Down and can’t sur- • Resistance: The poisoned character’s player rolls
render. When someone wants to kill you, the only thing you Stamina + Resolve – Toxicity every time the poison
can do is to try to stop them. Run like hell, unload a clip, or inflicts damage. Each success cancels one point of
fight until one of you is left standing. damage.

Drugs
Sources of Harm Many hunters turn to alcohol and narcotics to escape
In addition to damage suffered in fights, characters face the stresses of their lifestyle, and subtle menaces might drug
peril from a variety of sources. These are just a few of them. a hunter to keep him off their game.
139
CHAPTER FOUR: RULES OF THE HUNT

Drug Basics • Armor: At the Storyteller’s discretion, armor may


reduce damage from falls of less than 30 yards.
• Tilt: In action scenes, drugged characters suffer the
Drugged Tilt (p. XX). • Reduced Damage: If there’s a reasonable way for
a character to slow her fall, she makes a reflexive
• Effects: Drugs can have a wide variety of effects, Dexterity + Athletics roll. Each success reduces
ranging from dice penalties to imposing Conditions. damage from a fall of fewer than 30 yards by one
Most drugs last for a scene, but some burn through a point.
character’s system more rapidly or linger for more time.
• Soft Landing: Landing in water or snow, or on
• Resistance: A drugged character can shake off the another soft surface, may automatically reduce
effects temporarily by succeeding on a reflexive damage from falls of fewer than 30 yards at the
Stamina + Resolve roll. Depending on the potency Storyteller’s discretion.
of the drug, this roll might be required every hour,
scene, or even turn.
Fire
Overdose Hunters often play with fire, as it makes an effective
• Poison: Characters who overdose on drugs treat the weapon against monsters that are otherwise difficult to
drug like a poison, with a Toxicity somewhere between harm, but isn’t easy to control. Fire automatically inflicts le-
3 and 7. The drug inflicts damage once per hour. thal damage per turn of exposure (no attack roll is required).
The damage inflicted depends on both the size and intensity
• Duration: The overdose typically runs its course of the flames.
after (8 – Stamina) hours, though the Storyteller may
adjust that. Size of Fire Damage
Torch 1
Electricity Bonfire 2
Electric shocks inflict damage based on the strength of Inferno 3
the current.
Damage
Source Damage Heat of Fire Modifier
Minor; wall socket 4B Candle (first-degree burns) —
Major; protective fence 6B Torch (second-degree burns) +1
Severe; junction box 8B
Fatal; main line feed/subway rail 10B Bunsen burner (third-degree burns) +2

Chemical fire/molten metal +3


Electricity Basics
• Damage per Turn: Electricity inflicts damage every Fire Basics
turn if the current is continuous.
• Combustion: Exposure to fire for longer than a turn
• Breaking Away: Characters in contact with a ignites anything combustible on the character; they
continuous electrical current must succeed on a continue to take full damage even after escaping the
reflexive Strength roll to pull away. source of the flame.

• No Armor: Worn armor provides no protection • Firefighting: Fighting a fire typically requires an
against electrocution. instant action but no roll. At the Storyteller’s
discretion, an action might immediately put out the
Falling fire (e.g. diving into water) or reduce its size by one
level (e.g. stop, drop, and roll).
In their line of work, hunters run the risk of getting
shoved off rooftops by flying monsters or mind-controlled • Armor: Most armor can block its general rating in
into jumping from bridges. fire damage automatically for a number of turns
equal to that rating.
Falling Basics
• Uncontrolled Blaze: If an area containing flammable
• Damage: Falls of fewer than 30 yards inflict one
objects is set on fire, it may acquire the Inferno
point of bashing damage per three yards fallen. Falls
Environmental Tilt (p. XX).
of 30 yards or more inflict 10 lethal damage.
140
Objects

Objects
a list of sample equipment in Appendix I, starting on p. XX.
This list is not all-inclusive but features many of the tools
that hunters might have at their disposal.
Objects such as lead pipes, walls, and cars have three Equipment is divided up by the Skills with which they
traits: Durability, Size, and Structure. Mostly, these relate to typically assist. Mental equipment typically assists with
how easy the object is to destroy. Mental Skills, for example.
Object Traits Equipment Traits
• Durability: How hard the object is to damage. • Availability: The minimum level of a relevant trait
Subtract Durability from any damage inflicted on a character must have to acquire the equipment
the object. Durability has no effect against attacks with a single roll. Resources is the most often used
that inflict aggravated damage. trait, but other Social Merits or Skills may work at
the Storyteller’s discretion (e.g. Larceny to steal it,
Durability Material or Compact Status to take it out on loan from The
Union’s stockpile).
1 Wood, hard plastic, thick glass
2 Stone, aluminum • Size, Durability, Structure: See above.
3 Steel, iron
• Dice Bonus: The bonus the equipment adds to
+1 per reinforced layer relevant actions.

• Size: How large the object is. Objects smaller than • Effect: Any special rules that apply to using the
Size 1 can fit entirely in a person’s palm. equipment.
See p. XX for rules on how Hunter characters can build
Size Object their own equipment, and p. XX for optional rules expan-
1 Pistol sions for customizing gear and building monster traps.
2
3
Crowbar, sawn-off shotgun
Assault rifle
Vehicles
A hunter may need to get across town in record time be-
5 Door
fore the sun goes down, navigate rough terrain in an off-road
10 Sports car vehicle to find the reclusive priest who can properly bless a
15 SUV specific talisman, or just run down a monster in the street
with something that deals more damage than a bullet can.
• Structure: An object’s Structure equals its Durability Vehicle Basics
+ Size.
• Dice Modifier: Dice subtracted or added from the
Damaging Objects driver’s Dexterity + Drive pools.
• Damage: Each point of damage removes a point • Size, Durability, Structure: See “Objects,” above.
of Structure. Objects do not differentiate between
bashing and lethal damage. • Speed: How fast the vehicle can safely go. Apply the
vehicle’s dice modifier (positive or negative) as an
• Reduced Functionality: Once it’s taken more additional dice penalty when operating the vehicle
damage than its Durability, anyone using the object above its safe Speed and treat all failures as dramatic
suffers a –1 die penalty. failures. Penalties can’t exceed –5.
• Destruction: When an object’s Structure hits 0, it is • Dangerous Maneuvers: At safe speeds, only
destroyed. particularly dangerous maneuvers call for a roll;
above the vehicle’s safe Speed, sharp turns and other
• Repair: See p. XX for rules on how to repair damaged relatively common maneuvers also may require a roll.
objects. These are instant and simple actions unless characters

Equipment
are engaged in a chase (p. XX) or a contested action.

• Acceleration: Vehicles normally increase their


Equipment, tools, and technology help to solve prob- Speed by 5 per turn. With the High Acceleration
lems. Having the right tool for the job can mean the differ- modification, they gain 10 Speed per turn. Characters
ence between life and death — or in Hunter: The Vigil, the can take an instant action with Dexterity + Drive to
difference between life and a fate worse than death. There is increase normal acceleration by 5 Speed per turn.
141
CHAPTER FOUR: RULES OF THE HUNT

• Examples and Modifications: See Appendix 1: parallel to each other, subtract the lower Speed
Equipment, starting on p. XX. from the higher and then divide by 10. Both drivers
roll Dexterity + Drive; each success reduces vehicle
Crashes damage by two.
Vehicles can crash into characters, other vehicles, or ob-
• Damage to Driver and Passengers: Damage that
jects like lampposts and walls.
exceeds a vehicle’s Durability is also applied to anyone
• Hitting Light Objects: vehicle hits something equal in the car as bashing damage; safety equipment such
to or less than half its Size. Object suffers one-tenth as seat belts and air bags halves this damage.
the vehicle’s current Speed in bashing damage +
half its Size (rounded down). Driver rolls Dexterity
+ Drive – vehicle’s Dice Modifier; failure means the
vehicle takes damage equal to half the struck object’s Chases
Size + one-tenth its own Speed. A hunter may find herself running for her life when a
witch calls for reinforcements or chasing down a fleeing pack
• Hitting Light Objects Deliberately: requires an of werewolves in a pickup truck rigged with silver weapons.
instant action with Dexterity + Drive – Defense if In most action scenes, a character’s Speed trait determines
applicable. Add successes to damage inflicted on the how much she can move. This means you can usually figure
victim, but not the vehicle or people inside; however, out who is faster without dice. The following rules let you
the driver must still roll again to avoid damage, as turn the chase into the focus of the scene instead, adding
above. excitement and drama.
• Hitting Heavy Objects: vehicle hits something Chase Basics
greater than half its Size. Both objects suffer one-half
the other object’s Size (rounded down) + damage • Set the Terms: By default, each party requires five
based on one-tenth their relative Speeds. If the total successes to prevail. Apply modifiers to this
objects collide head on or perpendicularly, add the total as follows.
Speeds together and divide by 10; if they’re moving
142
Chases | Social Maneuvering

Circumstance Modifier
Opponent’s Speed is higher
than yours
+1 OPTIONAL RULE:
Opponent’s Speed is twice +3
SEIZING THE EDGE
yours In Hunter: The Vigil, characters
Opponent’s Speed is at +5 often contend with foes who
least 10 times yours outclass them in sheer physical
Initiative modifier is higher -1 power, speed, or supernatural
than opponent’s advantages. Introduce this
optional rule if you want a
Initiative modifier is twice -2 chase to favor the underdog.
the opponent’s
Initiative modifier is at least -3 After the side with the Edge
three times the opponent’s determines the dice pool for
the turn, each side predicts
Your character knows the -1 how many successes they will
territory somewhat roll that turn. Write down
Your character knows the -3 these predictions and don’t
territory intimately show them to anyone. After each
Your Size is lower than your -1 roll, uncover that party’s
opponent’s prediction. The first person
to correctly guess how many
Opponent immune to +2 successes they would roll gains
fatigue the Edge for the next turn,
Actively dangerous +1 to +3, regardless of contested rolls
environment Storyteller’s or circumstances.
discretion
Opponent starts with a one- +1
turn lead
Roll Results
Opponent starts with at least +2
a two-turns’ lead Success: You overcome the immediate challenge and
make headway. Add rolled successes to your running total.
• Determine the Edge: Whoever has better manipulated Exceptional Success: As success and inflict the turn’s
the environment, terrain, and circumstances to his terms of failure upon your opponent regardless of his roll.
advantage based on the ever-changing situation gains Failure: Determined each turn by the side with the
the Edge, not counting circumstances listed above to Edge, before dice are rolled. Choose from among the follow-
modify required successes. If the character with the ing: lose one accumulated success from your total, suffer two
Edge isn’t obvious, make a contested roll for each points of bashing damage or one point of lethal, or suffer an
involved character using a relevant pool determined appropriate Tilt.
by the player, with Storyteller permission. Relevant Dramatic Failure: As failure, and the Storyteller may
Skills could include Athletics, Streetwise, Survival, impose a negative Condition as well.
etc. If the context of the scene changes significantly,
determine who has the Edge again.
Other Kinds of Chases
The chase system may also be used to represent other
• Turns: Each turn represents roughly 30 seconds to kinds of contests that fall outside the immediate timing of an
a minute of chase time. The character with the Edge action scene, such as tracking a monster through the woods
rolls first. If she accumulates the requisite total successes by its trail, or as an alternative to the Social maneuvering
before others have a chance to roll, she wins immediately. system to finesse another character into a particular position
or behavior.
Pursuit and Evasion
Both pursuit and evasion use the same chase action.
Action: Instant Social
Dice Pool: Determined each turn by the side with the
Edge, based on the current situation. You can use a different
pool, but unless you have the Edge, you lose the 10-again
Maneuvering
A hunter tries to banish a ghost by convincing it to let
quality on your roll and suffer a cumulative one-die penalty go of its obsession with its murderer. Two cells struggle to
that increases each turn you don’t have the Edge and use the resolve their compact’s desires to deal with a monster that af-
wrong pool. These turns don’t have to be consecutive. fects both organizations. Agents from two conspiracies make
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CHAPTER FOUR: RULES OF THE HUNT

equally tantalizing offers to recruit the cell, each with its own • Aspiration: If the stated goal is in opposition to one
private agenda. All of these scenes are rich with potential of the subject’s Aspirations, and the subject is aware of
drama and complexity, which might be undercut if they’re that fact, add one Door. If the goal would clearly help
resolved in a single throw of the dice. When you want to the subject achieve an Aspiration, remove one Door.
spotlight interpersonal relationships and conflicts that may
be solved without violence, Social maneuvering is the system • Virtue: If the stated goal is in opposition to the
to use. It is a flexible set of rules that can work in tandem subject’s Virtue, and the subject is aware of that fact,
with other systems and offers more choices for Storytellers add one Door.
and players who prefer to resolve conflicts without always
• Adding Doors: If things change such that the
resorting to combat in their Hunter chronicles.
Breaking Point, Aspiration, or Virtue rules above
In a Social maneuver, you start by stating your charac- apply during the Social maneuver, add Doors to the
ter’s goal. Maybe you want to convince the police chief to remaining total (two for Breaking Point, one each for
keep his officers out of the Tenderloin tomorrow night or get Aspiration or Virtue). If your character goes back on
One-Eyed Jack to tell you where the Reverent Lodge of the her word during the maneuver, add two Doors.
Crow holds their sacrificial rites.
Once you and the Storyteller have agreed that the goal
is reasonable, you’ll have to overcome the other character’s Impression
resistance by taking actions that make them more likely to The Storyteller sets the first impression based on any past
agree to your terms. Successful actions open Doors (as in, history between the characters, the circumstances of their meet-
“the door is open for further discussion,” not literal doors). ing, the nature of the favor being asked (if the acting character
How often you can try to open Doors depends on the is asking right up front — sometimes it’s a better idea not to
impression your character makes — the more they like you, the lead off with what you want!) and any other factors she deems
more often you can try to sway them. relevant. Most interactions default to an average impression,

Goals
which makes the maneuver a long, drawn-out process. Your
character can take steps to improve that such as meeting the
subject at their favorite restaurant, wearing their favorite per-
When using Social maneuvering, the first step is to de-
fume, and so on. The Storyteller is the final arbiter of whether
clare your character’s intended goal. This is as simple as stat-
any particular action raises the impression level, but she should
ing what you want the subject to do and how your character
be open to working with the players to develop a plan.
is going about making it happen. You need only announce
Impression level determines how frequently you’re al-
the initial stages, as the effort will likely occur over multiple
lowed to roll to open the subject’s Doors — the more they
rolls, reflecting different actions.
like your character, the more often you can roll. If the im-
At this point, the Storyteller determines whether the
pression is too hostile, you might not be able to roll at all.
goal is reasonable. A character might, with time and proper
tactics, convince a rich person to give him a large sum of Impression Time per Roll
money. He probably isn’t going to convince the wealthy indi-
vidual to abandon all of his wealth to the character, though Perfect One turn
it might be possible to get him to name the character as heir, Excellent One hour
at which point the character can set about speeding up the Good One day
inheritance process.
Average One week
Doors Hostile Cannot roll

Once you’ve declared your character’s goal, the next step


Adjusting Impression
is to determine the scope of the challenge. We represent this
with Doors, which reflect a character’s resistance to coer- • Favorable Circumstances: A comfortable
cion: her social walls, her skepticism, their mistrust, or just environment, appealing clothing, or similar pleasant
his hesitance with intimacy. It’s abstract and means different situations can raise a hostile impression to average,
things in any given case. or an average impression to good.
Calculating Doors • Actions: Success on an appropriate action, like a
• Baseline: The subject starts with Doors equal to the Wits + Socialize action to create the ideal guest list
lower of their Resolve or Composure. for a party, can raise an average or good impression
to excellent.
• Breaking Point: If the stated goal would be a breaking
point (p. XX) for the subject, and the subject is aware • Soft Leverage: A bribe, gift, or offer of service or
of that fact, add two Doors. payment raises the impression level one step if the
subject accepts the offer.
144
Social Maneuvering

• Vice Leverage: An offer that indulges the subject’s • Bad Impressions: The impression level reaches
Vice (or equivalent trait) raises the impression level “hostile” and remains so for the rest of the current
one step if the subject accepts the offer. story. The character can try again during the next
story.
Opening Doors
At each interval, you may make a roll to open Doors and
Forcing Doors
move closer to your character’s goal. The roll might be differ- When a character just can’t wait to get what she wants,
ent each time, depending on the character’s tactics. Some of she can force Doors open instead. This degree of urgency is
the rolls might not even be social. For example, if your char- high risk, high reward. Forcing Doors leads to burned bridges
acter is trying to win someone’s favor, fixing his computer and missed opportunities but provides instant gratification.
with an Intelligence + Computer roll could open a Door.
• One and Done: Forcing Doors achieves the character’s
As Storyteller, be creative in selecting dice pools. Change goal immediately in a single roll if successful. The roll
them up with each step to keep the interactions dynamic. takes a penalty equal to the opponent’s Doors and
Similarly, consider contested and resisted rolls. Most resisted the subject contests it as normal.
actions or contested rolls use either Resolve or Composure,
or a combination of the two, but don’t let that stand as a lim- • Hard Leverage: Forcing Doors requires a threat,
it. Contested rolls don’t necessarily require a Resistance trait. drugs, intimidation, blackmail, kidnapping, or other
For example, Wits might be used to notice a lie, Strength to heavy-handed forms of coercion. Hard leverage that
help a character stand up to threats, or Presence to protect makes the character employing it suffer a breaking
and maintain one’s reputation at a soiree. point removes two Doors if the base modifier would
be –3 or less, or one Door if it would be –4 or higher.
Roll Results
Success: Open one Door. • Roll Results: On a success, proceed to resolution
Exceptional Success: As success and open an additional as normal. On a failure, the subject is immune to
Door. further Social maneuvering from the character.
Failure: Open no Doors. Subsequent actions as part of
the Social maneuver suffer a cumulative one-die penalty. The Social Maneuvering
Storyteller may choose to lower the impression level by one
step; if she does so, take a Beat. and Consent
Dramatic Failure: The Social maneuver fails utterly. No Social maneuvering is designed to allow one character to
further rolls can be made. Any attempt to achieve the same manipulate or convince another character to perform favors
goal must start from scratch, likely with a worse impression. or undertake actions. This system can be used for a variety of

Resolution
actions ranging from conning a mark or convincing a shell-
shocked witness to provide them with information. It can
work on groups as well.
The outcome of a Social maneuver is either success or
failure. Don’t confuse this with the success or failure of any Under a strict read of the rules, this system can also be
particular action that’s part of a Social maneuver; here we’re used to seduce or abuse an intended target. A member of
talking about the whole thing. the Ashwood Abbey compact might seduce a vampire or a
charming hunter turned slasher could lure a nurse back to
Success their hotel room. The specific goal would be to “get that char-
Once your character opens all the Doors in her path, acter to sleep with my character,” the number of Doors is the
the subject must act. Storyteller characters abide by the in- decided, and impressions along with other factors play into
tended goal and follow through as stated. How they feel af- the final result. This is not too different from how seduction
terwards might vary, but they always do what you and the and other, less carnal forms of persuasion actually work — the
Storyteller agreed on. persuader tries to make the offer as enticing as possible.
The rules were designed to put the spotlight on the
Failure player and some hunters may opt to use Social maneuvering
A Social maneuvering attempt can fail utterly under the instead of resorting to violence. But, because the persuader’s
following circumstances: player makes the roll determining the outcome, the target
• Dramatic Failure: The player rolls a dramatic failure is left without a way to say “no.” As such, this system is in-
on an attempt to open a Door. tended for use by player-controlled characters vs. Storyteller
characters instead of player vs. player. Storytellers are encour-
• Deception: The target realizes that he is being lied aged to let players make their own decisions. If one player’s
to or manipulated. This does not apply if the target character wants to seduce, persuade, convince, or intimidate
is aware that the character is trying to talk him into another’s, let the players make their own decisions about
something, only if the target feels betrayed or conned. what their characters do through roleplay.
145
CHAPTER FOUR: RULES OF THE HUNT

Optional Rule: a single mystery, you can use this system rather than boiling
it down to a single action. Characters uncover Clues they can
Negotiating Outcome use to benefit the later actions the investigation enables — for
Social interactions in Hunter aren’t always cut and dry. instance, hunters who investigate the scene of a gruesome
Sometimes, two players may want to willingly participate in killing to determine what kind of monster was involved can
a Social maneuver when one character is an antagonist at- later use that information to track the monster down.
tempting to undermine or thwart a fellow hunter. This modi-
fication may be used in the Slasher Chronicle (p. XX) when Investigation Basics
appropriate, provided all affected parties consent to this rule. • No Hard Answers: The Storyteller doesn’t need to
Further, Social maneuvering does not prevent or stop a hunt- come up with all the potential Clues and answers
er from become a slasher; it can, however, slow them down. ahead of time. Letting the players fill some of them
In this situation, the characters’ identities matter to the in themselves as they succeed in finding Clues
fiction; one player character is a subject and the other is the gets them invested in the outcome and creates “a-
initiator. One is a hunter and the other is either a hunter ha!” moments. If players put Clues together to
turned slasher or one who’s in danger of becoming one. For reach conclusions that don’t match the outcome
the purposes of this example, the subject is a hunter and the Storyteller had in mind, she should consider
the initiator is a hunter turned slasher. The slasher’s goal is changing it to match.
“come into my van alone.”
First, gameplay proceeds as previously described up to • No Binary Rolls: Failing to find information
the resolution stage. Once the player characters reach the crucial to the characters’ progress when players
resolution stage, the subject must choose a resolution: roll unsuccessfully only slows the game down to no
Go with the Flow: If the subject does as requested and satisfying end. Instead, the Storyteller should raise
abides by the initiator’s intended goal, their player takes a the stakes or introduce complications when a roll
Beat (p. XX). The initiator’s player does not earn a Beat. The fails. Failure doesn’t mean the players didn’t find
hunter decides to go into the slasher’s van alone; their player a Clue — instead, it means they miss out on extra
earns a Beat. benefits success would have afforded them and must
adjust to new challenges.
Offer Alternatives: The resolution stage proceeds as a
negotiation, rather than a mandate, with two possible out- • Frame the Action: The Storyteller can intersperse
comes. The subject may choose to offer an alternative that Clue-finding actions with other events in the story
benefits the initiator in some way. Instead of heading into to keep the momentum going and give players
the slasher’s van alone, the hunter proposes they take her opportunity to choose which set of heightening
car instead. stakes to address first.
This offer occurs between players and does not need to
exist in the fiction — though it can when appropriate. The • Clues: Clues are a specialized type of equipment
alternative must be truly beneficial and not a twist of intent. that represent objects, facts, and deductions. They
The Storyteller is the final decision maker to ensure the ne- have elements players can spend for benefits, either
gotiation is fair. In some cases, it might make sense that one to solve a particular mystery or to stockpile for
(or both) of the player characters incurs a Condition follow- other uses: leverage in Social maneuvering, proof of
ing their negotiation. Any further rules applied following supernatural influences in someone’s life, etc.
the resolution are at the Storyteller’s discretion; they should,
however, be applicable to the fiction. Scope
Investigation
First, the players declare a goal to accomplish via inves-
tigation. Decide how many total Clues the characters need
to uncover to achieve their goal. For smaller-scope investi-
Monsters hide their existence and predations from com- gations, this usually falls between one and five Clues. For
mon awareness, lurking just beneath the everyday reality broad investigations spread out across the chronicle, the to-
to which humanity clings. Police reports don’t include the tal should equal at least half the number of planned chapters
strange wounds on homicide victims’ bodies that the medi- and can range up to twice the number of planned chapters in
cal examiner can’t explain. People whose nightmares are an investigation-focused chronicle.
more than just dreams deny anything is wrong, desperate to
believe the horrors aren’t real. A hunter trying to get to the Interval
bottom of these mysteries so she can get rid of what’s causing
them has a daunting task ahead of her — and connecting the Each roll to find a Clue is an instant action but takes
dots can make for exciting stories. some amount of time based on the kind of action the play-
ers take. For instance, if a hunter cases a room from which
When you want an investigation to play a large role in the
a monster fled, it might only take a few minutes. If she’s
tale, with entire scenes, chapters, or even stories dedicated to
146
Investigation | Building Equipment

Uncovering the Truth


diving to a sunken ship to find a chipped goblet the monster
owns, that could take an hour or more. The Storyteller can
add challenges and obstacles to these attempts to turn simple
Players don’t need to roll to put their Clues together
die rolls into interesting scenes of their own — maybe the
once the investigation is over. Once they accumulate the req-
monster left behind a dangerous contaminant the characters
uisite number of Clues specified by the investigation’s scope,
must overcome to case the scene, or maybe the characters
the characters learn the truth.
must traverse shark-infested waters to get to the ship. If they
perform particularly well in these efforts, the Storyteller can Players may choose to uncover the truth before they’ve
offer bonuses to the roll to uncover the Clue. accumulated enough Clues, as long as they have at least one
that isn’t tainted. If they do, they still learn the truth, but
Uncovering Clues the Storyteller introduces one major complication per Clue
they fall short. Perhaps the monster escapes or takes a hos-
Once the characters get where they need to be, they roll tage. Perhaps cornering the monster would risk legal conse-
to uncover the Clue. quences or attract the wrong attention. Perhaps the monster
Action: Instant is part of a larger group of monsters with which the hunters
Dice Pool: Varies. Players can use any pool that matches must now contend.
the action they take to uncover the Clue. The Investigation
Skill is appropriate to case a scene or search through files and
evidence, while other Mental Skills can be used to perform Building
Equipment
research, experiments, or autopsies. Social Skills can be used
to interview witnesses or interrogate a monster’s lackeys.
The pool suffers a cumulative one-die penalty each time
While hunters can gain access to equipment of all kinds
the same Skill is used again in an investigation. However, if
through purchase, borrowing, blackmail, or theft, some pre-
hunters use teamwork to uncover Clues, only the primary
fer (or are forced) to make it themselves. Sometimes, a hunt-
actor suffers this penalty, and only his roll contributes to
er has to scrounge up a contraption made of duct tape and
further such penalties in the same investigation.
hairpins in the middle of an infiltration. Sometimes, she
Roll Results needs to pull together an ad hoc shotgun-toting mob before
Success: Clue is uncovered, with one element plus one the undead horror catches wind and leaves town. If it will
more if the character has four or more dots or a Specialty in offer a bonus to an action, or would make actions possible
the relevant Skill; each Specialty or Skill can only contribute that were previously not, it can be considered “equipment,”
to extra elements once per character per investigation. and you can build it.
Exceptional Success: As success, and the Clue gains one Equipment Types
bonus element; character gains a beneficial Condition.
Failure: Clue is uncovered but incomplete: Its elements • Physical Objects: the most common type. Items
may only be used to uncover other Clues. listed in the Appendix (p. XX) are physical objects,
Dramatic Failure: Clue is uncovered but tainted. Each as are weapons and armor. Creative works also fall
accumulated tainted Clue forces the player to ignore one into this category.
success rolled on any future actions pertaining to the inves- • Organizations: small groups of people assembled
tigation; these are cumulative, and all apply to each such to address a particular need, like a cadre of
roll. The Storyteller may impose an appropriate Condition bodyguards or research assistants. Organizations
as well. built as equipment disband after one chapter unless
Clue Elements purchased as Merits afterward.

• Repositories: collections of research materials and


Players can spend Clue elements to add a one-die bo-
information sources on a particular topic, like a
nus per element to any roll pertaining to the investigation,
library of books, a database, or an assortment of
including, but not limited to, rolls to uncover more Clues. A
security footage. This reflects gathering materials for
player can only spend elements from one Clue at a time, or
repeated future use, not benefiting from an existing
Clues equal to her character’s Investigation dots, whichever
source. Repositories linger; if you purchase the
is higher. She may spend any number of elements at a time
Library Merit (p. XX) for a repository your character
from a single Clue.
built, it stacks with the equipment bonus, to a
Elements from tainted Clues impose a two-die penalty
maximum of +5.
when spent instead of a bonus; however, this is the only way
to get rid of tainted Clues, since once all its elements are • Plans: abstracted plans that orchestrate complex
spent, it sheds its tainted nature. encounters with specific goals involving multiple
people, like heists or rescues. A plan grants its

147
CHAPTER FOUR: RULES OF THE HUNT

bonus to all participants but ceases to exist when the traits than the standard example, or something the
endeavor succeeds or definitively fails. Plans can’t Storyteller determines is too complex — roll.
grant bonuses to Tactics, as they are already plans.
• Built-In Penalty: The roll always suffers a penalty
• Mystical Equipment: anything that carries minor equal to the intended equipment bonus. Each other
supernatural potency, such as a circle of protection intended benefit, like a new function, an increased
using salt and bone, a protective amulet, or a trait, or access to a resource, counts as a one-die bonus
werewolf trap made of silver. for this purpose, as well as to determine whether
to roll in the first place. Weapons impose a penalty
Build Equipment Basics equal to their weapon modifier; armor imposes a
penalty equal to its highest armor rating (general or
• Scope: Build Equipment actions never take longer ballistic). Penalties can’t exceed –5.
than the time between one scene and the next. If it
can’t reasonably be built in a few hours or less, the • Requirements: The Storyteller may require the
character needs to acquire it another way. use of Resources, Contacts, or other Merits, or
a separate research action, to reflect extra effort
• When to Roll: If the character has plenty of time, isn’t necessary before you can roll. This should only apply
under any duress, and has dots in the relevant Skill to enhance the drama of the story or introduce
equal to the equipment bonus a standard example interesting plot elements to the action.
would provide, don’t roll. If the character is under
pressure or in danger, roll. Likewise, if she’s trying to These rules don’t replace the need to discover a crea-
build something beyond her casual expertise — i.e., ture’s weakness before creating ritual equipment to bind or
something with an equipment bonus greater than ward against a particular monster; the best you can do is an
her dots in the relevant Skill, something with higher equipment bonus or minor benefit without that information.
See p. XX for how to use Tactics for more powerful rituals.

148
Building Equipment

Repair, Modifications,
• Time: ranges from a few minutes to a few hours, but
the important factors are whether you finish before
something else happens, and what else happens in
the meantime.
and Upgrades
During an action scene, a Build Equipment action A character may want to fix or alter a piece of equip-
takes a number of turns equal to the built-in penalty; the ment that already exists. These actions usually only apply to
Storyteller may rule that something can’t be built during an physical objects, though exceptions are possible.
action scene. These rolls use the normal Build Equipment action,
with the following exceptions:
Build Equipment Action
Action: Instant
Repair, Modification, and Upgrade Basics
Dice Pool: Determined by the type of equipment. Wits • Built-In Penalty: equals the difference between the
+ Crafts for physical objects, or Wits + Expression for creative object’s current state and the bonus or benefits the
works; Presence or Manipulation + Socialize or Streetwise player wants to add. Broken objects are considered to
for organizations; Intelligence + Academics for repositories; have an equipment bonus of 0. Partially functional
Wits + Occult for mystical equipment; Wits + Composure objects may have a bonus only one or two dice lower
for plans. The Storyteller or player can suggest alternatives than their usual bonus. For instance, if a computer
if appropriate. would normally grant +2 to research rolls but won’t
start and is therefore currently at a 0, the roll to
Roll Results repair it would suffer a –2.
Success: You build the equipment.
Exceptional Success: As success and add one equipment • Increased Traits and New Functions: treat each
bonus die or other benefit; bonuses still may not exceed +5. modification or upgrade as a +1 equivalent. You can
Failure: You build the equipment, but it carries the replace one function with another at no penalty —
Fragile (p. XX) or Volatile (p. XX) Condition. for instance, reversing the function of a walkie talkie
to cause interference instead of receiving signals.
Dramatic Failure: You fail outright and suffer a conse-
quence at the Storyteller’s discretion, such as taking dam- • Modifying Vehicles: see p. XX.
age from an explosive reaction, suffering a Condition like
Leveraged or Embarrassing Secret, or leading a supernatural • Customizing Gear and Traps: see p. XX.
threat directly to your location.

Improvise Taking Your Time


You may build equipment as an extended action instead;
When you’re dangling from a grappling hook 30 feet you’ll take no built-in penalty to any of the rolls. Instead, the
above the cold concrete with an angry vampire on your tail, target number of required successes equals the total intend-
you don’t have the luxury of time. That Molotov cocktail ed bonus and benefits of the equipment +1.
you’re mixing gets done now or never. That’s where improvis-
Typically, players do this to avoid taking large penal-
ing comes in.
ties for complex equipment, or when they have small dice
Improvising always takes place in action-scene timing. pools to begin with and don’t want to risk a chance die.
Action: Instant; takes one turn The Storyteller determines the time between rolls as usual.
Dice Pool: Same as above. The Storyteller may rule that Overall success and failure work as normal for the Build
some equipment is too complex to be improvised. Equipment action.
Roll Results The Storyteller may also allow a player to build equip-
ment that normally lies beyond the scope of this system, such
Success: You build the equipment, but it carries the
as a car or a business, with an extended action. In this case, the
Fragile (p. XX) or Volatile (p. XX) Condition.
time between rolls and total successes required should match
Exceptional Success: You build the equipment. the effort involved. Building a car may take a week between
Failure: As dramatic failure. rolls and require 15 total successes, for example. Storytellers
Dramatic Failure: You fail outright and suffer a conse- should keep in mind, however, that it’s usually much easier to
quence at the Storyteller’s discretion, such as taking dam- acquire such equipment in other ways, like stealing or purchas-
age from an explosive reaction, suffering a Condition like ing a car, or using Social maneuvering to convince a potential
Leveraged or Embarrassing Secret, or leading a supernatural business partner to take the bait. As a result, building this
threat directly to your location. kind of equipment with extended actions should only be done
if the player really wants to make it from scratch.

149
CHAPTER FOUR: RULES OF THE HUNT

Teamwork
Anyone assisting him is a secondary actor, and rolls the same
pool before the primary actor does.

and Tactics Secondary Actor Roll Results


Success: +1 die to the primary actor’s roll for each suc-
cess earned, cumulative for each secondary actor’s success.
A living nightmare of teeth and whirling shadows lunges
for a lone hunter when they least expect it. Without backup, Exceptional Success: As success.
a solitary hunter is vulnerable and often finds themselves Failure: Primary actor receives no bonus dice.
in mortal danger. When the shit hits the fan, hunters must Dramatic Failure: As failure, and –4 dice to the primary
find a way to uphold the Vigil. When they don’t, they’re actor’s roll, cumulative for each secondary actor’s dramatic
in danger of falling into despair, taking dangerous risks, or failure. Primary actor must continue.
becoming so corrupted they’re no better than the monsters The primary actor’s roll results are as normal for the
themselves. Even hunters who hate each other grudgingly action the group undertakes, except that hunters always win
acknowledge they must set aside their differences when it ties on contested actions when they use teamwork.
matters. Otherwise, they’re easy prey for the darkness. More participants don’t always mean better results,
Hunters have two ways to work together. The first is however. Every action has a point of diminishing returns at
teamwork: one person performs a single action, like break- which too many cooks are in the kitchen. This number usu-
ing down a door or researching Bloody Mary, and the oth- ally ranges from three to six, depending on the action, at the
ers help. The second is with Tactics. A Tactic is a specialized Storyteller’s discretion. Excess participants’ rolls grant no
group action that is usually more complex than a single ac- bonuses to the primary actor’s pool, and may levy penalties
tion. Tactics allow participants to roll dice in pursuit of a instead at the Storyteller’s discretion.
specific, desired outcome.

Teamwork Tactics
A hunter alone may not have what it takes to deal with
When two or more hunters work together on a single a situation, no matter how well-prepared or trained he may
action of any kind, one person takes the lead. He’s the pri- be, but with several highly trained professionals working to-
mary actor, and his player assembles his dice pool as normal. gether, there is little they can’t get done. Tactics are not just
teamwork actions professionals can use, but instead repre-
sent self-contained group activities that require coordinated
training and specialized instruction.
TEAMWORK VS. Tactics allow hunters to accomplish larger-scale goals us-
TACTICS ing different dice pools by leaning on each other’s strengths.
Each Tactic is unique. Some have prerequisites that shape
Teamwork represents multiple the dice pools and what the outcome might be. Others only
characters working together on function in specific situations, or may fail even if the rolls
the same task, while Tactics are successful, depending on the monster. Any hunter may
allow hunters to play to choose to participate in any Tactic, but only hunters can;
their individual strengths without dedication to the Code, ordinary people don’t have
to do something more complex. what it takes to put their fates in the hands of someone will-
Because Tactics require risking ing to risk everything for victory. Many Tactics are designed
Willpower, they always involve
for use in desperate or otherwise-impossible situations to
a monster or something monster-
adjacent — unlike teamwork. save the day. A cell tracked a venom-spitting humanoid back
Tactics also exist as a tool to to its lair and wants to corner the monster. A group found
do something one hunter could a nest of slimy, oozing eggs and plans to burn them. Tactics
not typically accomplish by allow hunters to face the darkness because they’re putting
themselves, whereas teamwork their faith in a leader and upholding the Code together.
increases the chance for a Tactics work similarly to teamwork actions with the fol-
single action’s success. lowing notes:
Storytellers should note that • Risking Willpower: To perform a Tactic, the primary
increasing threat levels may actor must risk a Willpower point (p. XX) on its
incur a greater desire for team- outcome, and they do so before anyone makes any
based actions, and Tactics are
a great way of facilitating a rolls. Once the Tactic begins, the group must follow
possible win. it through to its end, even if it goes horribly awry
in the middle. Enacting the Tactic takes up both

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Tactics

benefits of risking Willpower for the primary actor. Numbers in the parentheses after a listed pool for second-
All usual roll results for risking Willpower apply. ary actors denote the minimum and maximum number of
Secondary actors may risk Willpower normally on participants for that pool. For instance, Dexterity + Firearms
their rolls if they wish. (1/2) means that one participant must use Firearms for the
Tactic to work, but more than two using Firearms won’t con-
• Participants: For a Tactic to work, multiple hunters tribute any dice to the primary actor’s roll.
are required. However, sometimes the number of Occasionally, an optional dice pool is included for sec-
players isn’t enough. Storytellers are encouraged to ondary actors whose successes don’t contribute dice to the
be flexible during gameplay when a cell comes up primary actor’s pool; instead, they grant the Tactic some
short. Should more characters be required, consider other benefit, noted under the roll results. These optional
adding Storyteller characters as secondary actors to pools include (ND) in parentheses after the listed roll, mean-
round out the difference. Then, let the players roll ing “no dice.”
dice for any additional secondary actors to complete
Primary Actor Roll Results: The roll results given for
the Tactic.
each Tactic generally affect the primary actor only. Secondary
• Multiple Moving Parts: The secondary actors in a actors abide by the usual roll results for teamwork, given
Tactic each perform their own actions, meaning they above, unless otherwise noted, and their normal failures
roll their own dice pools based on what they are doing aren’t dramatic (unless they choose to risk Willpower also).
rather than the same dice pool as the primary actor. Rote Actions: No Tactic roll can become a rote action,
even if an effect would normally make it so, such as the
• Initiative: If a Tactic takes place during an action Professional Training Merit (p. XX). Tactics are inherently
scene, all participants must delay their actions to the risky, and thus are never routine.
lowest Initiative among them so they can all act at
the same time. Mental Tactics
• Time and Place: Tactics aren’t supernatural powers The following Tactics use primarily Mental Attributes
and don’t automatically function if the situation and Skills or are useful in primarily Mental contexts.
doesn’t allow it. For instance, Controlled Immolation
doesn’t work if the target is immune to fire, or if the Identification
environment is soaked in gasoline, and the primary Hunters must take care not to jump to conclusions
actor requires a method to set the fire in the first about a potential monster too quickly, lest they accidentally
place. Hunters work to set up situations that make murder an innocent human being. With careful observa-
their best options viable. If the characters enact tion, they can make a definitive call without having to show
a Tactic and discover through doing so that it was up on someone’s doorstep and douse her with holy water
never possible to begin with — e.g. they didn’t know when she comes to the door.
the monster was immune to fire or the place was The secondary actors tail the target, collect evidence,
soaked with gasoline until after they used Controlled and perform research. Then, the primary actor puts it all
Immolation — the Tactic automatically fails. together.
If a secondary actor fails dramatically, the target cap-
Tactics Overview tures or compromises that actor in some way in addition to
The following is a view of what you will find in every the usual effects.
Tactic description. Requirements: Primary actor: Occult 2.
Requirements: Some Tactics have basic requirements Action: Instant and contested; each roll takes an hour,
the participants must meet to perform without penalty, such including the primary actor’s
as a minimum number of dots in a particular Skill or Merit, Dice Pools: Primary: Intelligence + Occult vs.
or a type of Specialty. A participant without these require- Manipulation + Subterfuge + Potency. Secondary: Wits +
ments suffers a –1 for each dot or Specialty that falls short, Investigation (collecting evidence, 1/3, or 0/3 if someone
in addition to suffering from any untrained penalties, on tails the target); Wits + Stealth (tailing target, 1/1, or 0/1 if
their roll. someone collects evidence); Wits + Occult (research, 0/3).
In some cases, the requirements include a required ac-
tion or presence of a circumstance, such as “target must be Roll Results
injured” or “during an investigation for Clues.” Success: The hunters discern whether the target is an
Action: Each Tactic specifies the type of action it uses; ordinary human, a hunter, or a supernatural creature; if the
some Tactics may give options. latter, they learn the type of creature. They also learn one of
the following about the target: one Anchor, one Aspiration,
Dice Pools: Each Tactic includes a list of its dice pools
the location of her lair or home, or the identity of one char-
for the primary and secondary actors, with a note in pa-
acter important to her. All participants gain the Informed
rentheses to indicate which roll goes with which action.
Condition regarding the target.
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CHAPTER FOUR: RULES OF THE HUNT

Exceptional Success: As success, but players learn two Investigation, or Computer (tracking down rare resources,
specific pieces of information. 1/3); Strength or Presence + Intimidation or Streetwise (in-
Failure and Dramatic Failure: The target becomes terrogation, 0/2)
aware of the investigation and takes one group of secondary
Roll Results
actors by surprise with an ambush, an automatically success-
ful supernatural power, or a disadvantageous circumstance. Success: For each successful roll within the extended
action, the hunters learn one weakness the creature type
Monster Lore in question generally possesses, one common Dread Power
Too often, the information hunters need to prevail or other capability it usually has, or one piece of informa-
against their foes is badly diluted by urban legends and pop tion about where it comes from and how it came to be. This
culture or hidden in forbidden tomes that haven’t seen the doesn’t grant information about a specific monster unless
light of day since their writers perished centuries ago. Even it’s the only one of its kind. The primary actor gains the
monsters that loom large in the public imagination, like Informed Condition about the monster type.
vampires, usually don’t follow the rules everybody “knows,” Exceptional Success: As success, and the hunters learn
and a hunter who relies on television for his lore is usually one additional piece of information. They also learn wheth-
a dead hunter. er a specific monster they’re hunting follows the usual pat-
The secondary actors call in favors, consult with experts, tern or not, but it requires further investigation to find out
locate hard-to-find resources, and shake down information how it differs.
brokers in the supernatural underground. Then, the primary Failure and Dramatic Failure: The information the
actor hits the books and finds the key to stopping the threat. hunters discover is not only wrong but will lead to cata-
Each roll represents one hour of work. strophic results when used.
Requirements: Secondary actors: 2+ in a relevant Social Profiling
Merit, such as Contacts or Compact Status. Characters must
research a specific type of monster. Some monsters crawled out of malefic hellholes or were
built by human hands, but many were once human them-
Action: Extended; total required successes equals twice
selves. Others have mortal minions whom savvy hunters can
the monster’s Potency, plus a modifier between +0 and +5, cho-
exploit, or cover stories that give them false human identi-
sen by the Storyteller based on the monster’s type and rarity
ties. Those who can uncover dirt on who a monster or its
Dice Pools: Primary: Intelligence + Occult. Secondary:
lackeys really are and where they came from has leverage to
Presence or Manipulation + Socialize (calling in favors/
use against them.
consulting with experts, 0/3); Resolve + Academics,
Secondary actors talk to witnesses, hack into databases,
take incriminating photos, or dig into public records to col-
lect information, and then the primary actor uses the gath-
ered intel to profile the target and match it up to a human
TACTICS AND identity. It could be that of a monster’s previous life or its
INVESTIGATION current fake persona, or it could be someone who works for
the monster — whichever is most relevant to the characters’
Tactics such as Identification, goals.
Monster Lore, and Profiling may
be regarded as a shortcut in an At least two secondary actors must participate, and at
investigation since they take least one must perform a non-research action. If a secondary
less time and effort than using actor fails dramatically, the target captures or compromises
the full-blown investigation that actor in some way in addition to the usual effects.
system (see p. XX). This is Requirements: Primary actor: Empathy 2 and
by design; a Tactic is a risky Investigation 2. Secondary actors: 2+ in the Skill used for
gamble a cell can take to cut the Tactic. Characters must already have basic knowledge of
to the chase more quickly in the target, such as from casing a crime scene or personal
exchange for potential dire interactions.
consequences. Use the full
system for larger and more Action: Instant and contested; everyone must spend
complex mysteries, or when one hour researching or putting information together before
the characters want to play it rolling.
“safe” (at least, more so). Use Dice Pools: Primary: Intelligence + Investigation vs.
these Tactics for smaller, more Wits + (Subterfuge or Investigation) + Potency. Secondary:
focused investigations, or when Presence or Manipulation + Persuasion (talking to witnesses,
the characters are ready to 0/2); Intelligence + Computer (hacking, 0/2); Wits + Stealth
throw caution to the wind for a or Expression (taking photos, 0/1); Intelligence + Academics
chance at pay dirt. or Occult (research; 1/3)

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Roll Results
Success: The hunters profile a monster and pinpoint Physical Tactics
a human identity associated with it, as above. They learn The following Tactics use primarily Physical Attributes
the following about the monster: its Anchors, one of its and Skills or are useful in primarily Physical contexts.
Aspirations, its Potency, and the rating of one of its Mental
or Social traits (players’ choice). Called Shot
Exceptional Success: As success, and the players may Some monsters have particular weaknesses that require
ask one yes or no question of the Storyteller regarding what unwavering accuracy and a good, clear shot to strike. Others
the target is likely to do next and receive an accurate answer. have claws, fangs, or bestial speed that give them the edge
Failure and Dramatic Failure: The monster catches while standing toe to toe; taking them out first is a hunter’s
wind of the investigation and deliberately plants false infor- best chance to even the playing field. Either way, a cell can
mation, pointing the hunters definitively to the wrong per- work to set one among their number up for the perfect blow.
son. The monster also learns information about one of the The secondary actors bait the target into exposing the
secondary actors as though it had successfully profiled her. crucial part of its body and then tackle it to hold it in posi-
tion. Finally, the primary actor takes the shot, whether with
Sweep a hand-held weapon or a ranged one.
Sneaking into monster lairs to find human hostages or The primary actor takes the usual specified target pen-
steal powerful tomes from vampiric scholars is risky business. alty to his roll in addition to the target’s resistance, as noted
A cell needs to sweep the perimeter and meticulously check on p. XX.
room by room to make sure no nasty surprises await them, Action: Instant and resisted
both swiftly and thoroughly.
Dice Pools: Primary: Strength + Weaponry or Dexterity
Secondary actors ensure access to every nook and cran- + Firearms – target’s Defense. Secondary: Manipulation +
ny of the area, kicking down doors or picking locks, and un- Persuasion or Subterfuge (baiting, 1/2); Strength + Brawl
cover any hidden passages or cubbyholes where a monster (tackling, 1/2)
could be lying in wait. Then, the primary actor does a final
sweep to make sure the area is clear — and if it isn’t, to clear Roll Results
it out by any means necessary or make sure everyone escapes Success: The opponent suffers the appropriate Tilt for a
with their limbs intact. successful hit on the specified target, and the hunter’s attack
Action: Instant or instant and contested; see below deals damage as normal with a +1 to his weapon modifier.
Dice Pools: Primary: Wits + Composure. If one or more The target takes a penalty to Initiative equal to the number
foes lie in wait in the area, each one contests the roll with of participants for the rest of the scene.
Wits + Stealth + Potency. Secondary: Strength + Athletics Exceptional Success: As success, and the Storyteller of-
or Dexterity + Larceny (opening portals, 1/5); Wits + fers an immediate surrender in exchange for a non-lethal
Investigation or Survival (spotting hiding places/traps, 0/5) outcome to the scene. If the players accept, the Tactic’s tar-
get submits to whatever fate the hunters choose that can be
Roll Results enacted within the current scene, such as capture or giving
Success: If the area is clear, the characters confirm this something up, as long as it doesn’t involve further violence
and need fear no ambushes or traps for the rest of the scene; against the target.
the primary actor gains a +2 equipment bonus to any rolls to Failure and Dramatic Failure: The target twists or ducks
investigate the area. If not, the characters avoid any trap they at the last minute, and the primary actor makes a reflexive
come across, find anyone hidden in the area, and gain +2 to attack against the secondary actor closest to the target, ignor-
Initiative, Speed, and Defense for the first turn of any action ing Defense.
scene that ensues.
Exceptional Success: As success, but the dice bonuses Capture
are +3 instead. Hunters may wish to capture a monster rather than kill
Failure and Dramatic Failure: The characters miss it, for any number of reasons. It’s dangerous, but worth the
something crucial — a trapdoor with zombies behind it, a risk — hunters can force a captive monster to provide infor-
monster behind a curtain, a trap they spring in their haste, mation or perform services, use it as a hostage or lab speci-
or a prisoner they mistake for an enemy. Every foe present men, or harvest it for parts.
gets a surprise attack or other immediate advantage, such as The secondary actors corner the target and wrestle it
grabbing an allied Storyteller character to use as a hostage or to the ground, so the primary actor can secure it with rope,
escaping without the possibility of pursuit. If a trap is pres- chains, a metal box, or whatever else is on hand.
ent, the primary actor springs it and falls prey to its effects. Action: Instant and contested
If a prisoner or other ally is present, the primary actor makes Dice Pools: Primary: Dexterity + Survival or Crafts
an attack against them, ignoring Defense. vs. Dexterity or Strength + Athletics, or Brawl + Potency.

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CHAPTER FOUR: RULES OF THE HUNT

Secondary: Wits + Athletics (cornering, 1/3), Strength + Dice Pools: Primary: Stamina + Firearms or Athletics
Brawl (wrestling, 1/3) vs. Stamina + Athletics + Potency/Rank. Secondary: Wits
+ Weaponry or Brawl (contain the monster, 1/4); Wits +
Roll Results Survival or Science (contain the blaze, 1/5)
Success: The target suffers the Immobilized Tilt and
takes a penalty equal to the number of participants to at- Roll Results
tempts to break free. Success: Target is set on fire at the bonfire level, with
Exceptional Success: The target cannot attempt to break torch-level intensity (see p. XX), and suffers the Blinded Tilt
free at all for the rest of the current scene. (p. XX). The flames don’t spread beyond the target, and the
Failure and Dramatic Failure: The target breaks free, target cannot put them out, no matter what it does. The
ruining whatever the characters tried to capture it with, and hunters may continue to make the contested teamwork roll
makes a reflexive attack on the nearest hunter, who loses each turn to keep the Tactic going; as soon as the primary
Defense. Alternatively, the target fools the participants into actor fails a roll or anyone decides to stop, the Tactic ends,
thinking it’s restrained, and may break out at any time. and the fire goes out immediately.
Exceptional Success: The monster remains on fire even
Controlled Immolation after the hunters end the Tactic and must douse the flames
Fire is a staple weapon in a hunter’s arsenal. It is a pri- in usual fashion.
mal force that lights, warms, purifies, and destroys with pri- Failure and Dramatic Failure: The monster is not set
mal abandon — the bane of many creatures that otherwise on fire, and all flammable objects in the immediate vicinity
defy harm. Unfortunately, fire burns hunters, victims, and combust instead, giving the area the Inferno Tilt (p. XX).
their gear, too. Controlling a blaze to target a monster with-
out causing an accident requires bold and decisive action. Corral
The primary actor sets the monster on fire and keeps Forcing giant, albino alligators to steer clear from snatch-
it burning. Some secondary actors ensure it doesn’t escape, ing New Yorkers or head straight for a trap is no mean feat.
while others keep the flames from spreading to other flam- Whether they’re targeting an unusual cryptid or not, hunters
mable objects (and people) in the area. must figure out what the monster fears to temporarily control
Action: Instant and contested their movement.

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Tactics

The primary actor threatens the monster, causing it to Failure and Dramatic Failure: The monster lashes out
move in a specific direction at its full Speed. Some secondary at the primary actor, inflicting the Stunned Tilt, and auto-
actors ensure the monster has nowhere to hide while others matically escapes any grapple or restraints.
herd it toward a dead end or trap.
Requirements: Must take place in action timing
Lure
Action: Instant and contested Setting traps to turn the tables on would-be predators
Dice Pools: Primary: Strength or Manipulation + is useless without bait. Hunters who want to lure a monster
Intimidation vs. Composure + Empathy + Potency/Rank. out of hiding or to a particular location use this Tactic to
Secondary: Wits + Composure (keeping target in sight, 1/5); make use of hard-won knowledge.
Manipulation + Subterfuge or Survival (herding target, 1/3) One secondary actor presents — or is — the bait, while
others draw the target in with rituals or clever word of
Roll Results mouth, and carefully hide the ruse. Once they’re ready, the
Success: Target goes where the hunters wish. If it takes primary actor drops the other shoe.
more than a turn to get there, the hunters must continue Requirements: Any actor: Occult 2. Characters must
to make the contested teamwork roll each turn to keep the know something about the target they can use to entice it,
Tactic going until either the target arrives, the primary actor such as an Aspiration, a weakness, or a favored type of victim.
fails a roll, or anyone decides to stop. If the target arrives, Action: Instant and contested; primary actor’s and bait-
the players may declare that something reasonably likely hap- ing secondary actor’s rolls take one turn, while other second-
pens when it gets there, such as the monster opens a particu- ary actors’ rolls take half an hour each
lar door or loses line of sight to someone in another room. Dice Pools: Primary: Wits + Composure vs. Wits +
Exceptional Success: The hunters surround the mon- Composure + Potency; Secondary: Presence + Persuasion or
ster upon arrival and may choose one character to take an Subterfuge (bait, 1/1); Manipulation + Occult or Streetwise
immediate instant action regardless of Initiative. (drawing target in, 1/2); Dexterity + Larceny (concealing
Failure and Dramatic Failure: The monster catches lure, 0/2)
wind of the ruse. It may take an action immediately, re-
gardless of Initiative, even if it has already taken one before Roll Results
Initiative resets. Success: The target falls for the ruse or is drawn to the
hunters by arcane rites, and comes to a place of their choos-
Harvest ing, taking the bait. If the primary actor springs a physical
Not all hunts are about the kill. Hunters who want to trap, she automatically catches the monster. If she attacks,
study their prey or claim supernatural advantages for them- she takes it by surprise (p. XX). Other actions should simi-
selves need to harvest samples from monsters in the field, larly have their desired effects as long as they only take one
and few monsters sit quietly for the syringe. turn; for instance, she may snap the perfect photo that proves
The primary actor collects the sample, while some sec- the monster’s existence or tear away a tarp to let in sunlight.
ondary actors hold the monster still and others provide the However, the character who offered the bait remains within
necessary knowledge to ensure they collect what they need. arm’s reach of the monster — inside the trap, if they spring
Requirements: Any actor: Occult 2. Any actor: a one.
Specialty related to the target’s monster type in any Skill. Exceptional Success: The hunter who presented or
Action: Instant and contested posed as bait manages to get out of the trap or line of fire,
and the monster can’t target him for a full turn.
Dice Pools: Primary: Dexterity + Medicine vs. Strength
+ (Athletics or Brawl) + Potency. Secondary: Strength + Brawl Failure and Dramatic Failure: The monster wises up to
(restraining, 1/3); Intelligence + Occult (knowledge, 1/2 or the lure and takes the hunters by surprise instead, ambush-
0/2 if characters have previously researched the monster) ing them or preparing some worse fate that they walk into un-
awares. This reverse trap needn’t be sprung immediately — the
Roll Results Storyteller can hold it in abeyance for a later dramatic moment.
Success: The primary actor collects one sample — they
yank out a fang, extract a vial of blood, cut out a venom sac,
Scatter
etc. The hunters may continue to make the contested team- When a plan falls apart disastrously, the cell has to get
work roll each turn to keep the Tactic going and collect another the hell out of there and live to fight another day. Hunters
sample per additional turn. As soon as the primary actor fails are rarely so lucky as to stumble across opportunities to do
a roll or anyone decides to stop, the Tactic ends. The primary that against superhuman foes, though, so usually, one of
actor gains the Informed Condition regarding the creature. them has to take one for the team.
Exceptional Success: As success, but the hunters may The primary actor coordinates the group’s efforts to
also either collect a number of samples on the first turn of scatter and ensures they know where to meet up later, while
the Tactic equal to the total participants, or fully restrain the most of the secondary actors find places to hide and escape
monster, inflicting the Immobilized Tilt. routes without giving the plan away. One secondary actor
instead stays behind to distract the threat.
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CHAPTER FOUR: RULES OF THE HUNT

Action: Instant and contested instincts in the rush of adrenaline. They all suffer the Insane
Dice Pools: Primary: Wits + Composure vs. Wits + Tilt for the next full scene and can’t end it early.
Composure + Potency. Secondary: Dexterity + Stealth (es-
cape, 1/5); Presence + Expression or Intimidation (distrac-
Expose
tion, 1/1) Sometimes it’s more important to shine a light on the
darkness and expose it for all the world to see than to sim-
Roll Results ply get rid of it. With the right combination of investigative
Success: All participants except the distraction escape the technique and clever setup, hunters can force their prey into
scene immediately with no further harm or risk, and the pri- tipping its hand.
mary actor gains the Informed Condition regarding the threat The secondary actors find the right times and places to take
they escaped. The one left behind must fend for herself. pictures, catch the target on surveillance cameras, and record
Exceptional Success: As success, and the character left be- incriminating statements. Then, the primary actor corners the
hind automatically finds a way to escape the scene as well after target and either holds the evidence over their head or blurts it
a number of turns equal to the total number of participants. out in front of just the right people — to hell with consequences.
Failure and Dramatic Failure: The players have a If a secondary actor fails dramatically, the target cap-
choice. Either the ruse fails completely, inflicting the Beaten tures or compromises that actor in some way in addition to
Down Tilt on all participants, and no one escapes; or they the usual effects.
can successfully escape at the cost of letting the threat catch Requirements: The characters must already know or
the distracting character outright and achieve its intent in have the means to easily discover the identity and nature of
the fight, as long as it isn’t lethal. It might capture her, put the target, represented by a Condition like Informed, a previ-
her under a spell, or knock her unconscious and leave her ously successful Tactic like Identification or Profiling, Clues
lost and alone without her phone, for instance. from an investigation (p. XX), or information the characters
Social Tactics gained another way.
Action: Instant and contested; each roll takes an hour
The following Tactics use primarily Social Attributes except the primary actor’s, which takes five minutes
and Skills or are useful in primarily Social contexts.
Dice Pools: Primary: Wits + Presence or Manipulation
Adrenaline Rush vs. Manipulation + Subterfuge + Potency; Secondary: Wits
+ Investigation or Stealth (gathering evidence, 1/4); Wits +
Taking on a foe with unholy advantages is daunting, to
Socialize (finding key people to tell, 1/3)
say the least. Hunters can pump each other up beyond rea-
son to push themselves past their usual limitations and ban- Roll Results
ish fear, for a time. Success: The hunters may inflict either the Leveraged
The secondary actors enact a ritual of sorts, and the pri- (Primary Actor) Condition or the Notoriety Condition (p.
mary actor leads it. It could be a literal rite, with focusing XX) on the target, depending on whether they choose to
chants and blessings of aid, or it could be more akin to a blackmail the target or expose it once and for all. If they
football team’s pregame traditions — or a little of both. The choose Leveraged, the target must submit to two requests to
primary actor provides a capstone for the ritual to shove all shed the Condition. If they choose Notoriety, their impres-
the participants into overdrive. sions for Social maneuvering with other hunters in the area
Action: Instant improve by one for the rest of the story.
Dice Pools: Primary: Presence + Expression; Secondary: Exceptional Success: As success, and each hunter gains
Resolve + Occult (rite, 1/6, or 0/6 if someone pumps the a temporary dot of a relevant Merit thanks to their efforts
group up), Resolve + Empathy (pumping up, 1/6, or 0/6 if for the rest of the story. For instance, one might gain an
someone performs a rite) extra dot of Status in his compact, while another gains a new
Mentor eager to capitalize on her success, or a dot of Fame
Roll Results as a paranormal reporter.
Success: For the next full scene, the participants don’t Failure and Dramatic Failure: The characters all gain the
fall unconscious if their Health boxes fill with bashing dam- Leveraged or Notoriety Condition instead, at the Storyteller’s
age, and they don’t suffer wound penalties. They gain the suc- discretion, depending on how the target turns the tables.
cesses on the primary actor’s roll as a bonus to all Resistance
traits for the purpose of resisting (not contesting) actions or Freeing Mind
supernatural powers that would inflict fear or cause them to As people who survive on hard-won trust in their com-
question themselves, to a maximum of +5 or the number of rades, hunters fear mind control and demonic possession
participants, whichever is higher. more than most horrors. When one among them is com-
Exceptional Success: The primary actor may grant a ben- promised, the other cell members exhaust all their options
eficial Condition to all participants, rather than just herself. before admitting defeat and losing one of their own. This
Failure and Dramatic Failure: High on danger, the par- Tactic lets them fight through the false memories and feel-
ticipants work themselves into a frenzy, losing their better ings to restore someone’s mind to the state it was in before
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Tactics

a ghost, spirit, demon, or other antagonist took over. It is a Tactic multiple times on the same target, the Resolve bo-
social means of connecting to the person’s mind as opposed nuses don’t stack. Conditions that resolve as a result of this
to an exorcism which uses occult or religious methods to Tactic still grant Beats as normal.
drive an unwelcome antagonist out of their body. Exceptional Success: As success, but the target’s player
The primary actor antagonizes the target to force her (or Storyteller, for characters they control) may instead end
subconscious into fighting the influence, while the second- the effect immediately even if it’s more complex. If they do
ary actors call upon bonds of friendship and shared experi- so, Conditions grant no Beats for resolution.
ence to remind the target what she’s fighting for. In certain Failure and Dramatic Failure: The hunters do or say
circumstances, another secondary actor might need to fend the wrong thing and prompt the target to either attack some-
off interruptions or outside attempts to poison the target one, ignoring Defense, or succumb to some side effect or
against her fellows or stop the target from fleeing the scene. worsening of the influence, and then escape the scene.
This Tactic is an extended action, and the time each roll
takes depends on the effect the hunters are up against. For Creating New Tactics
an effect that would last a scene or less, each roll represents
five minutes of work. For an effect that would last longer Players may want to create their own Tactics in play, as
than a scene, each roll represents one hour of work. situations arise that seem ripe for complex, team-based ac-
tions. A Tactic doesn’t need requirements unless it’s hard to
If any participants devote rolls to controlling the situa-
imagine succeeding without a specific background or piece
tion and succeed, nothing from the outside may interrupt
of knowledge, or a situation has to be present for the Tactic
or sabotage the extended action. The target cannot attempt
to make sense. Most Tactics give players more options in vio-
escape. If any of these secondary actors fails dramatically, the
lent conflict than kill or be killed and help introduce fun
hunters must deal with an interruption, such as the target
complications to the story as the drama of their risks pays
escaping or a monster crashing the party; the extended ac-
off — whether in success or in failure.
tion can resume later without ending the Tactic, but all par-
ticipants suffer a cumulative one-die penalty for each such The Storyteller should work with the players to create a
dramatic failure rolled. new Tactic using the following guidelines.
Requirements: The target must suffer a Mental or Concept
Social effect imposed by a supernatural power or phenom-
A good Tactic has a specific, desired outcome. Some
enon that causes her to act counter to her best interests or
Tactics can have any kind of target, while some only make
out of character. Examples include possession, a magical
sense when used against a monster. In general, Tactics can:
command, false love, or unnatural memory loss.
Action: Extended and contested; requires total success- • Combine what would normally be multiple and
es equal to twice the Potency (for monsters) or Rank (for separate rolled actions into a single Tactic to save the
ephemeral entities) of the creature that imposed the effect characters time
Dice Pools: Primary: Manipulation + Intimidation or • Grant benefits a simple teamwork action doesn’t by
Subterfuge vs. subject’s Composure + Resolve + the Potency itself
of the monster that inflicted the effect. Secondary: Presence
+ Persuasion or Empathy (appealing to emotions, 1/2); Wits • Create new actions the characters can’t otherwise
+ Brawl, Weaponry, or Intimidation (controlling the situa- perform with mundane Skills
tion, 0/3, ND)
• Allow the characters to do something in action
Roll Results timing that they otherwise can’t
Success: The target spends a Willpower point; if she
can’t, the Tactic fails. • Allow more people to contribute to a teamwork
For simple effects like Tilts or single commands, the effect action than normal
ends immediately. For more complex effects, such as those rep- Remember, Tactics incur great risk, so they should al-
resented by Conditions or those that would last longer than a ways confer greater benefits than a simple teamwork action
scene, the effect is suppressed for the rest of the current scene on its own could achieve. Likewise, since every failure is dra-
and the Storyteller offers a new, alternate way for the target to matic, the stakes should be higher than usual.
resolve the Condition or end the effect permanently, such as
sacrificing something significant, gaining Willpower through Dice Pools
their Virtue, or harming the monster that inflicted the effect. Keep in mind when you’re forming dice pools for your
For Persistent Conditions or effects that last longer than new Tactic that secondary actors usually use different Skills
a day, the effect is suppressed for the rest of the current scene than the primary actor does. Typically, Tactics also offer sec-
but can’t be ended this way; however, the target gains bonus ondary actors more than one way to participate. Tactics al-
dice equal to their Resolve on the next roll they make to low all characters to shine with their various strengths as they
resolve or end it permanently. If the hunters perform this work together to achieve a common goal.

157
I saw the girl again: black hair, cartridges with salt, holy water, the
a slender frame in silhouette, the dirt from the church. I holstered a
warm circle of a child’s face. Between bolo and unwound the cured tail of a
each slant of shadow, her appear- stingray from my right wrist. There
ance flickered. Wolf to youth, youth to are so many ways to kill an aswang. It
wolf. No footprints followed behind. is a wonder they aren’t just myth.
I exhaled into my scarf. My breath Then, I waited as the dusk gorgeted
unwrapped in slow plumes of white. the horizon, rose and drips of gold,
Not an amarok, though I’d thought staining the mountains orange until
she was one in the beginning. the stars seeped into the encroaching
Werewolf was my second guess. But blackness before descending from the
once, I saw her transform into a gar- watchtower.
gantuan boar, tusks curving from her The air shivered with ice. The wind
snout, four too many. And once, when dragged veils of snow across the air,
the moon was a cut of silver, I thought thick upon the steps and my shoul-
I saw her untangle from her skin and ders, the brim of my Yankees cap.
take flight. The woods were quiet, of course.
“Aswang,” my Greenland contact If the aswang noticed my entrance,
had said. But what could one be do- she made no sign of it. Nonetheless,
ing here in Duluth so many miles from I paused at the foot of the steps,
home? gripping my rifle. Nothing emerged
••• to challenge the loud clack when I
cycled the bolt. Somewhere, some-
It had been three weeks since the thing howled — a ragged sound, full
aswang arrived in my woods. of grief.
Three weeks and no reports of Still nothing.
death on the radio. No disappear-
ances. No miscarriages, no deflated I slid a vial from a pocket and de-
wombs pierced by a proboscis tongue. canted its contents onto the snow. The
Nothing. oil — a rare attar, imported at con-
siderable expense — began to smoke at
Yet. once, the substance lurching forward
I dialed down the volume of my as though propelled by some invisible
little box radio and flipped through breeze. I followed its tendrils into
the channels until I found some- the dark.
thing jazzy. Rose as Skip James began I went deeper, the pines closing
to moan, fingerpicking through the like teeth behind me, their shad-
chorus of “Be Ready When He Comes.” ows transformed into an oil slick.
Small ironies. Far below, the aswang Between their branches, the constel-
continued pacing through the pines. lations burned softly, like candles at
I sighed. At some point, the aswang a midnight mass.
would need to eat. Even the dead re- “I am not afraid to die.” Her voice
quire nourishment. And what kind of was soft, older than her appear-
watchman would I be if I permitted ance let on, a puff of sound and heat
such to happen? So, I loaded my rifle against my ear. It carried in its
lilt decades in America but also de- “Why are you here?” I said to her.
cades more in the monsoon-steeped “Because there is no safe place
Philippines. For all of its proximity, for us left in America. I came here
I could see nothing of its owner. with those who were once my family,
I stilled. “I’m not here to hurt who were my blood, and for a while,
you.” it was a place of plenty. Hard work,
“No? But you brought so many, many certainly. Thankless work. But we did
toys to hurt me with.” A rattling what was needed. And now, with what
laugh, tired. “I can smell all of them. is unfolding, it’s no longer a place I
Liar. It is alright, however. I under- wish to be.” She stopped then.
stand your kind.” “You’re not making any sense.”
“Precaution.” I told her. “You are “The truth, then? The werewolf
dangerous, after all.” you hunt slaughtered my kind. I want
“I am exhausted. That is what I it dead just as much as you.” The as-
am.” wang laughed. “My turn for questions:
We share a common enemy. Can we…set
Slowly, I unslung my rifle and aside our differences for now? You
placed it atop the snow. “In that case, know you are outmatched.”
I have something for you. A gift.”
I swallowed the sourness that
“A gift.” She repeated, her voice rose — a lode of bile at the base of my
swooping upwards. The aswang had tongue — at the thought of teaming
moved into the trees. I could hear up with a monster. In my spit, I could
a flutter of wings pulled together, taste sulfur and cinders, but I knew
rested against a slim spine. the vampire was right. “For now.”
From my bag, I pulled a thermos She laughed again, slow and rich.
and unscrewed the lid. A warm, copper “A hunter with manners. Interesting.”
scent flooded the cold. “I figured you
might be hungry.” I smiled. “Make no mistake. We are
not friends; we are enemies. When
“Blood?” this is over, I will find you. Do we un-
“Body-temperature blood.” I held derstand each other?”
the thermos aloft. Sometimes, to kill “Yes.” And she rose into the firma-
a monster, you have to give them what ment, a spiral of flesh and bare spine,
they need most. membranous wings, the curve of a
There was twitch of motion and she smile flashing bright.
took the container. I heard the rustle It was only much later that I re-
of leaves and branches settling as the alized she’d had taken my thermos as
aswang returned to her perch. “Why?” well.
“You haven’t fed in three weeks. I sighed, went home, and tried not
I don’t want anyone to get hurt.” I to think about the aswang. At least,
paused. “You are an aswang, right?” not until that werewolf was dead.
The darkness returned no reply.
Since the dawn of time, monsters have always preyed on the
innocent and naïve. Their existence is so terrifying most people
can’t accept the truth: Their nightmares could be real, and the
darkness teems with life. Human fears manifest when personal
anxieties and phobias take the form of crawling spiders crawl
and mysterious humanoid shapes linger in the shadows. To
help them cope, victims share urban legends about bizarre ani-
mal attacks and spirits of vengeance to warn people away. To
know fear is to be human. To understand what shape those fears
take, however, is to be a hunter.
In Hunter: The Vigil Second Edition, the definition of
monster can range from a giant alligator slithering through the
sewers in New York City to a shape-shifting soucouyant from
Trinidad. Monsters fall into several different classifications in-
cluding cryptids, spirits, humanoids, elementals, bloodsuckers,
were-creatures, fae-touched, and more, and they exist all around
the globe. Some monsters are fiercely intelligent while others
act on pure instinct — which forces hunters to ask questions
they may not want to answer.
Some hunters like to keep it simple: Monsters are super-
natural creatures that attack and harm victims. Those who don’t
wrestle with their conscience. Should a cell feel sorry for a werewolf
who’s desperate to find a cure for their condition? Is it right to ex-
orcise a ghost simply because they’re a nuisance? Or kill a cursed
shapeshifter who helped the cell track a dangerous warlock?
When the hunt is easy and the monster is no longer a problem,
hunters feel like heroes. When it’s not, however, they’re forced
to examine their thoughts and feelings before making a move.
Either way, it’s up to the hunters to figure out how to deal with
the strange and unusual, because if they don’t act, the monster
will.

Footprints
and Sightings
The core of a Hunter chronicle is the hunt. Sometimes, to
track down a monster a hunter needs more information than wit-
nesses or evidence can provide. Experienced hunters know all too
well how cloudy a victim’s memory can be and must learn how to
distinguish coyote from werewolf. To help point a cell in the right
direction, leverage the strengths of your chronicle’s tier. Tier-one
chronicles could benefit from a legendary hunter’s journal filled
with clues, tier-two chronicles might leverage what information
compacts such as Network Zero have gathered, and conspiracies
in tier-three chronicles could tap into their considerable resourc-
es to provide internal memos and reports.
The second way hunters can find information is by intro- “Villains used to always die
ducing knowledgeable Storyteller characters. Hint that tier-one
hunters are not alone and lend the cell a hand with a grizzled in the end. Even the monsters.
veteran when the situation calls for it. Introduce a tier-two com- Frankenstein — Dracula, you’d
pact to which the player characters don’t belong and round out kill them with a stake. Now,
their expertise with like-minded or competitive hunters. Show the nightmare guy comes back.”
how other members of a tier-three conspiracy have their own
goals that coincide and oppose a cell’s. — Benicio del Toro,
American Actor
CHAPTER FIVE: MONSTERS AROUND THE WORLD

By offering two different ways to find information, a rogue hunter cell, or a spirit forced to do its summoner’s
hunters will have plenty of opportunities to expand their bidding. What makes a monster unique is its set of Dread
knowledgebase during a hunt and delve deeper into hunter Powers and its place in a hunter’s world.
lore and relationships. When building a monster, save the rules for last. Instead,
This chapter first explains the nuts and bolts of build- figure out what place the antagonist has in a chronicle, and
ing your own monsters for this chronicle, including rules for build its purpose and backstory first. Otherwise, one mon-
ghosts and spirits. Storytellers are encouraged to create their ster is indistinguishable from another — save for its Dread
own monsters or customize existing creatures presented in Powers. This method will help ensure Storytellers are better
this chapter. Storytellers looking to drop a slasher into their prepared to handle how hunters explore an antagonist’s sto-
chronicle may reference slasher-creation rules found on p. XX. rytelling potential in their cell, compact, or conspiracy.

Step One: Concept


Then, this chapter provides a sampling of monsters
found in different parts of the world rooted in modern myths
and urban legends. Some monsters are portents to warn play-
ers they’re about to face a bigger, nastier threat while others
and Motivation
are more straightforward to hunt. These creatures comprise, What does it want? All monsters want or need some-
by no means, an exhaustive list of threats hunters might face, thing — even if they act on instinct. A spirit of vengeance’s
because sometimes the “monsters” are human. A broad range motivation may be clear, while a ghost’s desperate attempts
of examples have been included to give Storytellers more tools to contact a cell may not be. Frame the monster’s motiva-
to add plot twists and reduce “monster-of-the-week” hunts tion according to what role it has in your story. Then, think
that may feel too repetitive over the course of a chronicle. about what the hunters might assume the monster wants.
The space between why a chupacabra is terrorizing Phoenix,

Building
Arizona and why the hunters think that creature is doing so
creates tension and drama.

a Monster
How does it achieve that? What sort of actions would a
demon take? Does La Llorona convince people to help her
find her children and, when they don’t, share visions of her
Hunter antagonists can range from a cult leader bent grief with them? Is the Bell Witch the source of nightmares?
on protecting their master to an epidemic of parasitic plants,
162
Building a Monster

This is where you get an idea of the monster’s place in the Willpower Expenditure: A monster may spend 1 point
setting and how the hunters may first hear about them. Be of Willpower in a turn per dot of Potency. It may not, how-
sure to sketch out a few ideas to help you decide which Dread ever, spend more than 1 Willpower on the same effect. A
Powers are appropriate. Potency 3 monster may not spend 3 Willpower points to give
What are the physical details? What does your monster itself a +9 bonus on an action, for example, but it can spend
look like? Is it humanoid or more animalistic? What color are those 3 Willpower points to bolster its action, increase its
its eyes? What’s the shape of its mouth? How old is the mon- Defense, and activate a Dread Power in the same turn.
ster? Details allow Storytellers to embellish what a monster Supernatural Tolerance: Monsters are more resistant
looks like through the eyes of a witness, police officer, or fellow to the supernatural. Add the monster’s Potency dots to any
hunter. Appearance is important to hunters, because sightings contested roll to resist a supernatural power. This power may
are often counted as evidence. When deciding your monster’s originate from a variety of sources including an Endowment,
appearance, think about how this affects its Dread Powers, too. Bygone, or Dread Powers used by other monsters.

Step Three: Anchors


What is its history? Does the monster “belong” to the
location in which it was sighted, or does it appear to be out
of place? Where does it come from? How old is it? Flesh out
the monster by deciding what secrets it holds. Hunters may
and Aspirations
unlock these details over the course of a chronicle to track Monsters generally have Virtues and Vices (p. XX) like
a monster down. Monsters with mysterious origins or dark most characters. Monsters are not human, however, so what
pasts may be harder to track; the Storyteller should have an- they might believe to be virtuous (Gluttony, for example)
swers so the hunters may uncover them. During this step, could be the exact opposite to a hunter. Virtues and Vices are
you may want to assign a Storyteller character who possesses strongly recommended for recurring antagonists and human-
one or more pieces of the puzzle. seeming monsters: vampires, werewolves, ghosts, shapeshifters,
warlocks, demons, etc. The more animalistic or elemental a
Step Two: Potency monster is, the less a Virtue and Vice will matter in a chronicle.
Storytellers must choose a minimum of one Aspiration,
Potency measures a monster’s raw supernatural power
up to three, per monster. These may build off the antago-
and is rated from 1 to 10 dots, with 1 being the weakest
nist’s motivation or spin the monster’s purpose in a new di-
and 10 being the highest. This trait determines a suggested
rection. Aspirations connect the monster to the setting and
range of points you’ll spend on Attributes, Skills, Merits,
give it something to do in the story.
and Dread Powers.
When creating Aspirations, think about what the mon-
All monsters have a minimum Potency of 1. Additionally,
ster knows about hunters. Are they aware they’re being
Storytellers should note how Potency confers the following
tracked? Have they had run ins with it before? This detail
effects:
adds a layer of intrigue and deepens a cell’s reason to find
Willpower Capacity: Monsters add their Potency to out more about the monster.
their Resolve + Composure to determine their Willpower.

POTENCY
Dread
Potency Trait Limits* Attribute Dots Skill Dots Power Ranks Merit Dots
1 5 dots 15-18 10 3 3
2 6 dots 19-22 15 5 5
3 7 dots 23-26 20 7 7
4 8 dots 27-30 25 9 9
5 9 dots 31-34 30 11 11
6 10 dots 35-38 35 15 13
7 10 dots 39-42 40 19 15
8 10 dots 43-46 45 23 17
9 10 dots 47-50 50 27 19
10 10 dots 51+ 55 31 21
* Maximums are permanent ratings, not Traits boosted by Dread Powers.

163
CHAPTER FIVE: MONSTERS AROUND THE WORLD

Sample Aspirations are as follows: Before assigning Skill points, cross out the Skills that
don’t make sense for the monster. Then, determine two Skills
• Locate a safe place to hibernate for the season.
at which the monster is best and two in which it’s weakest;
• Enact vengeance on the people who tried to murder me. max out its Skill points for the first two, and assign one dot
for the second two. Following this, distribute Skills that make
• Find food to satiate my ravenous hunger. sense for the monster’s abilities. Monsters don’t really bother
with Skill Specialties; just assign an additional dot.
• Make myself invaluable to a hunter cell, compact, or
In some cases, you may get stuck. A wendigo may not
conspiracy.
physically be able to pick up a gun, so that Skill isn’t relevant
• Erase evidence of my existence. to it. It can, however, use its claws to attack, so put dots in
Brawl instead. After exhausting all options, if you can’t select

Step Four: any more relevant Skills, you may move on to the next step.
After monster creation, leftover points are discarded.
Dread Powers
Choose a number of Dread Powers (p. XX) as determined
Step Seven: Merits
by your monster’s Potency. Some Dread Powers have multiple Assign Merits (pp. XX-XX) if applicable but be careful to
dots; each dot counts as an additional Dread Power. The dot balance them against any Dread Powers the monster might
ratings are noted in each description when applicable. have. You may safely ignore innate Merits that modify the
During this stage, take note of which Dread Powers sup- monster’s traits. Size and Speed are calculated in the next
port your vision of the monster’s appearance. Remember: step and feel free to give them a little more than they would
hunters often use evidence to track down a monster; visual have based on their Attributes.
cues and witness testimonies are part of every Hunter in- When considering in which, if any, Merits to select dots,
vestigation. As the Storyteller, use what hunters don’t know review Social Merits (p. XX). Humanoid monsters who can
to throw them a curveball. After all, more than one type of pass as everyday citizens may have Allies, Contacts, Retainers,
creature can have glowing red eyes or the ability to shapeshift and Staff. These Merits provide more hooks to draw players
into a slithering pile of snakes. into the monster’s orbit.
The Dread Powers you choose also help inform the deci- For physical, violent monsters, refer to the Dread Powers
sions you make when allocating dots in Attributes, Skills, you’ve chosen. Additional Physical Merits may tip the scales
Skill Specialties, and Merits. If you do not wish to spend all in the monster’s favor and force the hunters into a vicious,
of the Dread Power dots, you may allocate them to Merits. extended battle when confronted. This is not necessarily a
bad thing, because hunters possess teamwork, Tactics, and
Step Five: Attributes other gifts like Endowments geared toward dealing with a
wide array of threats. The key here is balance. If the hunters
Unlike characters, monsters do not prioritize Attribute have an impressive set of physical skills, you might decide
categories (p. XX) for point allocation. They simply re- the monsters need to match their prowess so a fight is more
ceive a lump sum of points that are spent according to the satisfying.
Storyteller’s wishes.
Though you may want to build a monster by evenly dis-
tributing points, most antagonists function best when their
Step Eight: Advantages
strengths and weaknesses are clear. A monster with five dots Finally, calculate the monster’s Advantages. If any of the
in Intelligence and one in Strength is more compelling than numbers derived here don’t feel right, you are free to change
one with three in each. Hunters can quickly form strategies them. The formulae for calculating Advantages are there to
to attack an intelligent monster who’s not strong but won’t give you a ballpark range and are based on the values for an
know where to start if they’re average at everything. average person.
When assigning points, identify in which Attribute the Willpower
monster is strongest and in which they’re weakest. For ex-
A monster’s Willpower equals its Resolve + Composure +
ample, if you decide the witch in the woods with a Potency
Potency. A monster may spend a number of Willpower points
of one is best at Presence but weakest at Dexterity, assign five
to activate Dread Powers equal to its Potency each turn.
dots to Presence and one or two to Dexterity.
Integrity
Step Six: Skills Monsters with Dread Powers do not have Integrity. A
Now that you’ve assigned Attributes, it’s time to figure human being who possesses an innate supernatural gift, how-
out what Skills the monster has. You may assign points to ever, is still mortal and has Integrity. Some monsters, like
Skills derived from the monster’s Potency as you see fit, and shapeshifters and warlocks, may seem human. Ultimately,
do not have to prioritize categories. it is up to the Storyteller if a monster has Integrity or not.

164
Dread Powers

Should you decide that Integrity is crucial to your antago-


nist, refer to p. XX and assign an appropriate rating.
Weakness (Optional)
Not all monsters have an explicit weakness, but many
Size do. If it seems appropriate, give your monster a Ban or a
There is no restriction on a monster’s size. It can be as Bane, or both, as described on p. XX. Use the monster’s
big or as small as needed. A typical adult human’s Size is 5. Potency (halved and rounded up) as its Rank for determining
Remember that Size factors into a monster’s Health as well. the severity of the effect.

Size Object Finishing Touches


1 Handheld Object or Tool, Rodent Do one last check to make sure your monster is doing what
you need it to in the story. If you anticipate the monster con-
2 Infant, Cat, Sword, Shotgun, Skateboard fronting players head on, spot check its dice pools against the
3 Mid-size Dog, Child, Window, characters’. Check the cell’s teamwork, Tactics, Endowments,
Two-handed Tool, Stool Skills, and equipment to see what capabilities the hunters have.
4 Spear, Teenager, Chair If, at first glance, it looks like the monster will com-
5 Adult, Door, Electric Scooter pletely outclass the players, even the playing field by giving
the players another way to survive the monster or by ton-
6 Large Adult, Deer, Bicycle ing down the creature’s rules. Conversely, if the players’ dice
7 Alligator, Bear, Coffin pools outmatch the monster’s, don’t be afraid to beef up the
8 Vault Door, Compact Car monster’s traits.
10 Sports Car, Moose
12
15
Shark, Luxury Car
SUV, Elephant
Dread Powers
Dread Powers are a streamlined way of handling the stag-
20 Light Airplane, Yacht, Semi Truck gering variety of supernatural abilities possessed by targets of
25 Dump Truck, Houseboat, Tour Bus, the Vigil. These rules do not make a distinction between dif-
Semi with Trailer ferent creature types — vampires, shapeshifters, witches, and
30 Small House, Whale stranger things all make use of the same Dread Power system.
40 Large House, Small Cemetery This allows the Storyteller to customize each creature’s pow-
ers without worrying about whether a monster is “eligible”
50 Massive Airliner, Mansion to own or use a specific ability. Dread Powers, when used, are
60 Small Apartment or Office Building also clues the hunters can use when researching, identifying,
80 Large Apartment Building, Retail Store and encountering a specific monster.
Storytellers will note that while costs are provided in
100 Skyscraper, Shopping Mall, Stadium
each Dread Power’s entry, there isn’t a suggested dice pool
for use. This is because different creatures might activate the
Speed same power in different ways according to their nature and
A monster’s Speed is equal to Strength + Dexterity. abilities. Storytellers are encouraged be creative when deter-
Some monsters may have a Speed of 0 if stationary. Some mining what dice to roll. Some Dread Powers do not require
monsters have multiple Speeds that vary according to their a dice roll, however, and only cost Willpower. For example,
shape or method of locomotion. If your monster can fly, an occultist unleashing a Hex of unholy energy might use
swim, slither, burrow, etc., note those movement modes and Intelligence + Occult, representing how she uses her knowl-
Speeds here as well. For more overtly supernatural forms of edge of the dark arts to cast a deadly spell. By contrast, a
movement, like turning into fog or stepping through mir- hellhound’s howl might also be a Hex but use Strength +
rors, see Dread Powers. Intimidate to reflect the unearthly hound’s physical pow-
er. Then, if the power is successful, inflict an appropriate
Health Condition to narratively reflect how the hunter responds to
A monster’s Health is its Size + Stamina. a show of force. Some powers are contested by the victim roll-
ing a Resistance Attribute + Supernatural Tolerance (if any),
Initiative Modifier specified in the power. Others might be resisted, subtracting
A monster’s Initiative Modifier is equal to the monster’s the value of the victim’s Resistance Attribute from the mon-
Dexterity + Composure. ster’s pool; in these cases, don’t add Supernatural Tolerance
to the Attribute.
Defense Likewise, the Storyteller should feel free to adjust a pow-
Defense is equal to the lower of a monster’s Wits or er’s name and description to better suit the creature they’re
Dexterity, plus its Athletics Skill. introducing in a chronicle. For example, the Poison Mist

165
CHAPTER FIVE: MONSTERS AROUND THE WORLD

power might be renamed to Heart of Darkness for a demonic unconscious in their animal state, it may revert to its natural
warlock. Instead of becoming a poisonous gas, the warlock form after several hours.
becomes a roiling nimbus of cold shadows. The game me- This Dread Power may be selected up to three times with
chanics are the same, but the narrative effect is unique to the each selection granting an additional animal into which the
monster. This technique can also help Storytellers increase monster can shift.
the more mysterious aspects of the hunt and avoid revealing Special: Willpower does not need to be spent when re-
a tell that gives the hunters a boring win. verting to the creature’s natural form. It only needs to be
As a general guideline, Dread Powers do not have range spent when activating the power.
restrictions or suffer from other penalties by design. The
monster you create is not natural, and their Dread Powers
often defy logic; this is partly what makes them so terrifying BLACK GATE
— even for hunters. But also consider what your monster is
and if a range is necessary, a demon might need to have a Got a text that the tooth fairy was spotted all over town.
conversation to steal someone’s soul, while a more esoteric Sounded strange. The tooth fairy? Gotta be a hoax, right?
monster may suck it straight from a person 10 yards away. Managed to correlate a series of thefts with the tooth fairy’s ap-
Most Dread Powers are recurring abilities a creature can pearance. The perp had a fondness for ivory, of course. Anyway,
use multiple times in the same session; the Willpower cost we figured it’d hit the local museum eventually, so we hacked into
applies each time the power is used. A few Dread Powers may security and watched for signs of movement outside in the van. We
only be used once, like Last Gasp, and have been included to didn’t have to wait long. Of course, the tooth fairy wasn’t a fairy
add variability and help Storytellers increase tension. at all — it was a shriveled thing that ate old bones. We decided to
rush it, but never had the chance. Damn thing opened a portal
right next to a mummy, stepped into it, and vanished.
AGONIZE The monster has infernal knowledge allowing it to in-
stantaneously travel. The method for creating a Black Gate
Since I joined my cell I’ve been shot twice, bitten six times, may be a ritual sacrifice, spell, or some other mechanism
and broken more bones than I can remember. Hell, we were even chosen when you select the power. The monster can travel a
been struck by lightning after a warlock spit at me. Bad as those distance based on its Potency at 20 yards per dot for a maxi-
were, though, I don’t ever want to feel what the headmaster did mum of 200 yards. This allows the creature to enter locked
again. Not for an instant. My advice? If he’s got you cornered, use rooms, vaults, and other secure locations.
that last bullet wisely. To open the porthole, the creature spends 3 Willpower
The creature spends 1 Willpower and rolls an appropriate and takes an appropriate extended action. When a Black
dice pool, contested by the victim’s Resolve, to cause excruci- Gate is created, it opens a direct route from a fixed point
ating torment for a specific target who is incapable of saying in the physical plane to another of the creature’s choosing
more than a few pained sentences at a time. On a success, for minutes equal to the monster’s Potency. When the time
Agonize inflicts the Immobilized Tilt as the monster main- expires, the doorway slams shut. The monster may step back
tains eye contact with the victim or concentrates on the target and forth through the Black Gate as much as it likes during
in some other manner. that time. The portal can only be used by the monster who
opened it and any victims it drags through.

ANIMAL SHIFT
(• TO •••) BLACKOUT
I was visiting a friend in Japan, touring several historic sites, We thought were well prepared to take on the mothman. We
when we found ourselves in front of a waterfall. I stopped to heard every witness’ testimony, read every article, even did a little
admire its beauty, and heard a woman singing. I turned around, surveillance of our own. We had all the right tools to capture it:
and saw a gorgeous lady draped in cobwebs. She reached out to stun guns, tranquilizers. Hell’s bells, we even had an electric net.
me, but my friend stopped me cold. “Don’t do that. Just run!” So what went wrong? We managed to draw the creature into a
“Why?” I asked. “Look! She’s a jorōgumo!” When I looked at the trap we set up in a storage unit, but before we got inside? The
woman, I mean really saw her, I could tell she wasn’t human. damn thing sucked the shadows into its body, spit ’em back out,
When she turned into a spider, we ran so fast and hard we never then everything went dark. We didn’t stand a chance.
looked back. The creature rolls an appropriate dice pool. When suc-
Animal Shift allows the monster to change into the form cessful, the area is plunged into total darkness, imposing the
of a specific animal by spending 2 Willpower. Shapeshifters Blinded Tilt on everyone in the area. The creature gains a +2
can turn into ants, spiders, snakes, wolves, bears, seals, or on subsequent rolls to reflect its ability to hunt, hide, or run
any other animal the Storyteller deems appropriate. This ef- better in the shadows. Blackout costs 2 Willpower and lasts
fect lasts as long as the monster wills it; if the creature falls for the scene.

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Dread Powers

can be taken multiple times to represent different natural


DAMNATION weapons. If the creature’s natural weaponry includes a bite,
it doesn’t need to establish a grapple in order to bite.
I can’t explain it. I wish I could. It’s like nothing else could
satisfy me — not food, not sleep, not the hunt, nothing but…you
know. Pick any sin, and that’s what I did. Shoplifted. Armed EYE SPY
robbery. Driving drunk. Even… Well, I don’t want to think about
that. I swear, I didn’t mean to fall so hard so fast, but what could “It’s these creepy oil paintings,” Morgan explained. “I’m tell-
I do? Being wicked was my new normal, and anything else felt so ing you, it’s something in the paintings. Every room in the damn
wrong it hurt. place has at least one, and it seems to know what goes on in there
A monster with this Dread Power taps into a charac- no matter what. If we want to surprise it, we’re going to have to
ter’s Vice and forces them to take quick action to fulfill their take those down quickly and quietly. Just trust me.
darkest desires. It spends 3 Willpower and rolls an appropri- The creature falls into a trance to practice its preferred
ate dice pool contested by the victim’s Resolve. The charac- form of remote viewing. The creature has a specific form
ter does not regain Willpower by fulfilling their Vice should of remote viewing it can practice. It might be able to see
they fall prey to this power, but they suffer –2 to any action through any surveillance camera attached to a network it is
that does not indulge their Vice. This lasts until the victim accessing, or view from the eyes of a raven it touched; per-
replenishes all Willpower through their Virtue or until the haps it can pluck one of its eyes out and leave the bloodied
end of the session, whichever comes last. If Damnation is organ behind to observe. Using this ability requires the ex-
used during an action scene, it also inflicts the Stunned Tilt. penditure of 1 Willpower per hour. The creature remains
aware of its surroundings while surveilling.

DISCORPORATE
GLITCH (• TO •••••)
“Don’t let a single rat get away!” Seanan yelled, stamping
furiously on the squeaking, biting rats that poured out of the We managed to follow the warlock into the middle of a grove
shapeshifter’s discarded dress. Becca stomped on a rat and nearly of trees. There was an altar in the center, but no victim. I tried to
vomited at the sickening crack; there were so many. Too many. warn my fellow hunters. “Hey!” I cried out. “Something’s wrong.
How could they possible kill them all? And if they didn’t, how long Watch out for—” but it was too late. The warlock managed to put
until the shapeshifter returned to human form? Roberto in a headlock and dragged his unconscious body to the
Discorporate is used when the monster wants to escape altar. Wasting no time, I grabbed my rifle and aimed at the war-
the scene. When the creature suffers damage, is cornered or lock’s head. I…I don’t know what happened. I had that infernal
captured, or wants to quickly escape notice, it discorporates. warlock. I took my shot, but the bullet missed the summoner’s
The monster’s body dissolves into a huge swarm of vermin, head and curved to hit Roberto in the leg, instead.
carrion eaters, or similar small, repellent beasts, running in Glitch comes into play once per scene when the mon-
all directions. If even one tiny pest escapes, the creature’s ster spends Willpower to add dice to a pool, or to bolster a
spirit survives, and it may return whole after a period of time resistance trait. After the roll, reroll a number of failed dice
(hour, day, week, etc.) passes. up to the monster’s Glitch dots. When spending to bolster
a resistance trait, it may instead force the opponent to reroll
successful dice equal to the monster’s Glitch dots. Either
DREAD ATTACK (• OR ••) way, the second result stands.
This manifests as subtle shifts in expectation, or bouts
When we signed up for our first hunt, we were told to track of remarkable luck. Really, what’s occurring is that the fab-
a nest of bloodsuckers that had sharp teeth. I remember cracking ric of reality shifts to suit the monster’s immediate needs.
a joke. “What?” I said, “You mean we’re hunting Dracula? Nice Sometimes insignificant objects appear or disappear from
pearls that vamp had. They’d look good as a pendant.” Then I the environment in order to facilitate the monster’s desires.
saw a picture of what we were hunting. Didn’t know its name,
where it was from, how old it was. Didn’t care. All I could see
were rows and rows of needle-thin teeth. “We gotta fight that HEX
thing?” I asked. “Do they sell body armor for your neck?”
The monster has an innate natural weapon it can use We were visiting some friendly hunters in Brighton when
for attacks. Examples include fangs, claws, spiky spines, or they got a call from a biology student. Three-eyed toads, they said.
a whip tail, which act as weapons. For one dot, when this A bad omen, they said. We’d never dealt with one, so we weren’t
Dread Power is chosen, decide if the weapon has a damage sure what to do. We joined our mates and dropped by the uni to
rating of 2L or inflicts a Condition or Tilt upon a hit. With investigate. By the time we got there, the entire lab was covered
the two-dot version, the attack does both. This Dread Power in three-eyed frogs from floor to ceiling. “Looks like you’ve been

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CHAPTER FIVE: MONSTERS AROUND THE WORLD

hexed,” I said. Simple explanation, right? The problem was we


didn’t know who did the hexing. KNOW SOUL
The monster causes its victim to suffer through magical
means. It spends 1 Willpower and rolls an appropriate dice That damn cult didn’t bother torturing me. I was waiting
pool contested by the victim’s Stamina. On a success, the for that, for the razor blades and pliers and hooks to come out,
monster inflicts one of the following Tilts on their victim: but they never did. The cultists just brought a big bowl over, and
Arm or Leg Wrack, Blinded, Drugged, or Winded. I looked inside at a giant orb — a ruby-red eye — and that was it.
The eye chittered to them and suddenly the cultists started reciting
my whole life story. How the hell did it do that?
HOME TURF The creature peers into the depths of its victim’s soul.
(• TO •••••) Spend a Willpower and roll an appropriate dice pool con-
tested by the victim’s Composure. On success, it learns the
I’ll never forget how it felt heading into Echo Hill Penitentiary victim’s Virtue, Vice, Aspirations, and current Integrity. By
that dreadful night. We were all there — Luke, Cameron, Jack, spending an additional Willpower point, it learns the cir-
Sean, even the doc. We knew it was the warden’s territory, but we cumstances of the character’s most recent failed breaking
had to finish the job, because that’s what hunters do. If we’d known point. Subsequent Willpower points reveal older breaking
just how much scarier that damn ghost was on his own turf, though, points. If the creature uses its knowledge against the victim,
we might have said our goodbyes first. it earns an exceptional success on a roll of three successes or
more.
The creature has a lair that is well-protected. The loca-
tion might be an abandoned warehouse, forgotten cemetery,
condemned sanitarium, mystical grove, or a network of
caves, subway tunnels, or sewers. While on its Home Turf,
LAST GASP
the creature adds one die per dot selected to its rolls to con-
“Whatever you do,” Connor said, staring at each member
test effects that target it and gains a bonus to its Defense
of our cell. “We take our final shot, we drop that asshole to the
of the same amount, reflecting its supernatural and natural
ground, and we run like hell. You all remember what happened to
defenses.
Sam and Desi? Don’t you dare hesitate. We kill this thing, we’re
Special: The effects of Home Turf linger when the mon- not safe yet. And we are not putting another hunter in the ground.
ster is not present. Characters who tread on a monster’s Not today. Don’t ask me why. Just do it.”
Home Turf suffer a penalty equal to its dots in this Dread
After a creature dies, its corpse explodes into hot fiery
Power to investigate it there.
lava, acidic slime, shards of ice, or some other deadly sub-
stance. Treat the Dread Power as a ranged weapon with a
rating of 3L and a single range of 30 yards, which makes one
INFERNAL attack that’s applied to everyone in the area separately. No
trace of the monster’s body remains. This Dread Power may
Lawrence told us that he was going to Hell one day. We
create an appropriate Environmental Tilt instead of causing
didn’t know that he meant he was literally a spawn of Hell and
direct damage.
intended to go there to kick his great-great-great-something or
other’s ass. But when one of those infernal, fire-and-brimstone Special: One-time use. After Last Gasp is activated, the
types came around fucking up the neighborhood, the thing just monster is no more.
bowed down to Lawrence and called him “my liege” or some shit.
Anyway, I’m glad Lawrence is on our side.
The monster is an infernal demon from hell. This
MADNESS AND TERROR
Dread Power must be taken for any infernal demon. Infernal
I used to walk my dog in the park. I used to go grocery shop-
creatures are immune to the effects of fire and can spend
ping, run to the post office, drop by my neighbors, go about my
1 Willpower and make an appropriate roll to inflict the
day. I used to have a life. Now? I know what’s out there. What’s
Inferno Environmental Tilt on an area.
lurking everywhere in broad daylight. Yellow, yellow, all of them
Special: All demons have a true name. If anyone knows yellow, whispering, shrieking, begging me to unwrap their blood-
and uses that true name, they gain a +2 bonus to all rolls stained bandages fluttering in the wind like autumn leaves. I used
against the demon. The demon has an additional ban that it to go outside, you know? But not anymore. Not while it’s so yellow.
must come when it hears its name called, though it does not
The monster destabilizes a target’s mind. By expend-
have to reveal itself.
ing 1 Willpower and making a roll of an appropriate dice
pool contested by the victim’s Composure, the monster
may inflict the Guilty, Shaken, or Spooked Condition. For
3 Willpower it may instead inflict the Broken, Fugue, or
Madness Condition.

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Dread Powers

a ghost though; the thing was material as you or me. Good thing
MAZE silver did the trick, or we’d be goop by now.
In lieu of a Dread Power, the creature may select a Numen
Took us a while, but we figured out who was attacking from the ephemeral entities rules (see p. XX). The Numen
all those athletes: a skinwalker who wore a soccer mom’s face. costs Willpower instead of Essence, and if it has a dice pool,
We had no idea where a skinwalker might sleep, but we figured select an appropriate Attribute + Skill for the monster.
it probably moved into the victim’s house — and we were right. To select additional Numen, this Dread Power may be
Damn thing settled into that three-bedroom house on the corner selected multiple times.
of Pine Street, and nobody suspected anything was wrong. So, we
snuck in through the back door but didn’t see anything. After we
wandered inside, we were led right back out again. There was no POISON MIST
basement, no attic, not even a second floor. How did we get lost?!
The creature can turn a physical structure into an im- We chased a grandmother of four who ran on all fours
possible maze. By spending 3 Willpower and touching the into an alleyway. She glared at us with the eyes of a cat. Then,
building, the monster contorts the space into a tangled mess she asked us, “Are you hunting me?” Tommy couldn’t help but
of doors, corridors, stairwells, and rooms. This effect is not laugh. “Not anymore.” The rest of us, we just started giggling,
permanent, however, and lasts for the duration of one hour too. Grandmothers aren’t monsters. They bake cookies and put
or one scene when activated. bandages on sore knees. Right? Then, she started to laugh. So
Visitors in the monster’s maze must succeed on a Wits + now we’re all laughing, right? Yeah, so funny. Granny winked at
Composure roll minus the creature’s Resolve each time they us, then shifted into a cloud of mist. Floated right over our damn
attempt to leave an intersection or progress through the laby- heads and got away!
rinth to find a specific door, room, etc. On a failure, the maze By spending 1 Willpower, the creature shifts into a gas-
swirls and the visitors must find their bearings once again. eous form such as toxic air, a nauseous miasma, or headache-
inducing fog. Its movement is equal to its base Speed. In this
form, which lasts for a maximum duration of one scene, the
MULTIPLY Poison Mist may affect targets that come into contact with
it. On a successful attack roll, the victim suffers from the
We were underground in this mine, scouting out some strange Poisoned Tilt.
noises for this corporate stooge. We figured it was good money.
I mean, sure we’re hunters but we gotta eat, right? Anyway, we
hit a corridor and heard an eerie, hissing sound. We turned into PREDATOR’S SENSE
a cramped area and saw clumps of eggs stuck to the ceiling. The
minute I saw those, I gave the signal. “Light ‘em up.” I swear, I’m the last. I’m sure of it. I don’t know what my family did
when those eggs started to catch fire? I thought I heard them or why, but that insurance salesman was so angry. He picked them
scream, “Help me!” all off, one by one, and now I’m the only one left. I thought I lost
Multiply allows the monster to replicate or reproduce it for a little while. Tried ditching him by flying up north, but he
through supernatural means. Maybe it lays eggs or converts a was waiting for me when I got there, watching me jog in the park.
normal person into one of its own. For egg laying or creating I can’t run anymore. But maybe I can fight back.
new monsters without a victim, the monster simply spends The creature has incredibly honed senses for a specific
1 Willpower to do so. Eggs hatch new monsters in a matter type of prey, chosen when this power is selected. Against
of days or weeks. that prey — redheads, beginner occultists, families descended
To convert a person, the monster spends 3 Willpower from hunters who killed it long ago — the creature gains a
and takes an extended action with an appropriate roll contest- +3 bonus to all rolls related to tracking and identifying those
ed by the victim’s Stamina; the first one to reach the required targets and applies 8-again to these rolls.
success total wins. This effect is limited to corporeal creatures
and does not work on ghosts, spirits, or other disembodied
entities such as demons. Multiply can, however, be a power RAISE DEAD
the undead possess. This conversion is permanent but can be
reversed by various complex supernatural means. I sleep with the lights on. Everybody makes fun of me, but I
don’t care. When we hunt, I don’t want to go out alone. When I
grab a cup of tea, I don’t want to be on my own, either. My cell
NUMEN thinks I’m needy, but I’m the only witness left breathing after my
last cell fell. We were hunting a warlock, and, after an anonymous
We thought the thing was just a normal run of the mill tip, we found the bastard in a cemetery. By himself, no less! We
shifter. That is until it pulled out some fire-starting shit and lined up a shot but missed the mark. Then, he raised his arms,
started throwing blasts of energy at us like some ghost. It wasn’t called to the sky, and a hand — a skeletal corpse’s hand — shot up
right through the ground.
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CHAPTER FIVE: MONSTERS AROUND THE WORLD

The monster can raise the dead to create an army of this Dread Power to heal more severe wounds. Bashing dam-
mindless servants. This can be used on any corpse of Size age is healed first, then lethal.
5 or lower. The monster spends 3 Willpower and makes an Special: The monster’s body still heals when uncon-
appropriate roll to infuse the servant with a modicum of life. scious or stunned, even if the creature can no longer take
The roll is penalized by how long the subject has been dead: an action.
For a week –1, a month –2, a year –4, and anything longer
–5. Anything that’s been dead less than a week retains its
Attributes, Skills, Health, Size, Stamina, and Speed, but pos- SHADOW ATTRACTION
sesses no Mental or Social traits and cannot take those types
of actions. Otherwise, it loses a single dot in an Attribute “It went this way,” Micah said, pointing down the ruined
or Skill for each week it’s been dead to a minimum of 1 in hallway. “Careful.” The rest of the team followed, flashlights and
each Attribute or Skill. It does not possess any other traits, silver stakes in hand. We went room by room, checking the corners
including Dread Powers, but can communicate using a lim- carefully, leading with the light, hitting each dark patch with at
ited vocabulary. least two beams. It could use the barest scrap of shadow to hide.
The necromancer may control the creature with subse- But we knew. We weren’t losing anyone, this time.
quent rolls. The summoned corpses will remain in a state Shadows are pulled toward the monster. By spending
between life and death until either the necromancer or the 1 Willpower, the creature becomes cloaked in shadows and
risen bodies are destroyed. effectively invisible. Monsters may not attack, move quickly,
or use other Dread Powers without breaking the effect. The
creature may whisper, slowly manipulate small objects, open
REBORN unlocked windows and doors, and move up to its regular
Speed while maintaining this power.
Everyone else in my class went off to college, to jobs, to travel
the world. They think because I stayed, I’m just some small-town
nobody. That’s okay. They don’t know what I know. I had to. My SIGH
family has been living in this damn town for hundreds of years. No
matter how many times we’ve torched that damn cypress tree, it I was working at a senior center to keep an eye on my dad.
keeps growing back…and every time it does, it brings the night- I heard the place was haunted, but I couldn’t afford Whispering
mares back with it. Nothing works — not even exorcisms! Pines. Too fancy for a truck driver like myself. Anyway, I was
The creature has an immortal soul and can be reborn happy Pops was making friends, until I noticed a specific gentle-
into a new, supernatural body of its own making. As the mon- man was taking interest in him. Sure enough, I found the damn
ster dies, it can reflexively spend all its remaining Willpower thing hovering over my dad’s body in the middle of the night. I
to separate its soul from its body. It loses all its traits and didn’t have a gun on me, but I did have a scalpel. I lunged for that
Dread Powers except its Willpower rating and instead func- creature and slit its throat. It fell to the ground, hard, blood every-
tionally becomes a Rank 1 ghost with the Drain Numen and where. Then, it looked up at me and sighed. Damn thing vanished!
0 Willpower points. It must drain enough Willpower to refill The monster may willingly shed its corporeal body and
its own Willpower completely to reconstitute a body. This become a ghost when it has three or fewer Health boxes re-
can occur over a long period of time; there is no time limit maining without lethal or aggravated damage. When it does
for the use of Reborn. Once completed, the monster takes so, the creature leaves no trace of its existence behind save
the guise of a typical, mortal child and grows at a preternatu- for its clothes and worldly possessions. The monster spends
ral rate, regaining all its previous traits and abilities. When 3 Willpower and makes an appropriate roll to discorporate
corporeal, the Reborn creature suffers –2 to all its die rolls and become a ghost in the next session. The monster is re-
until it grows into an adult. made with the ephemeral entity rules (p. XX) with a Rank
equal to half its Potency rounded up. If unsuccessful, the
monster simply remains in its body and continues to suffer
REGENERATE damage as normal. The creature may make subsequent at-
tempts provided it has Health boxes left without lethal or
We heard werewolves could heal, but we didn’t know how aggravated damage.
fast. Oh, we hunted our fair share of werewolves, but this one? Special: This Dread Power may not be used in conjunc-
Every time we shot it, the bullet pushed out of its fur. Every time I tion with Reborn.
slashed its arm, the cut healed. To put it down, we were forced to
fill it up with tranquilizers until it fell unconscious. Thank God
we were prepared! SKIN THIEF (• OR ••)
The creature possesses incredible powers of regenera-
tion. As a reflexive action once per turn, the creature can Everyone thinks we’re crazy. Why shouldn’t they? The finger-
spend 1 Willpower, healing one point of lethal damage or prints match. The dental records match. Even the damn DNA is
two points of bashing damage. The monster must reactivate perfect. And this time, I’m sure it got rid of what was left of Ryan’s
170
Dread Powers

body. But we saw the whole thing. We know that’s not Ryan. And if sacrificing it willingly, or sitting in a specific chair. Once the re-
we can’t prove it in court, we’ll just have to take care of it ourselves. striction is met, the creature may spend 3 Willpower and roll an
The creature can steal the face and skin of another. At one appropriate dice pool, contested by the victim’s Resolve.
dot, it must kill the victim first, then spend 2 Willpower to If successful, Soul Stealer inflicts the Soulless Condition
merge the corpse’s features with its own. At two dots, the vic- on a victim. The target or their allies may find a way to restore
tim may already be dead. The change is permanent; it cannot the soul by freeing it from its prison. The Storyteller should
return to an earlier face and appearance. However, the disguise determine how the Condition may be resolved. Perhaps when
is flawless; only supernatural powers of perception have any the creature is killed the soul is restored, or maybe the object
chance of seeing that the creature is anything but the person in which the monster is storing it only needs destroying.
whose skin it has stolen, requiring a successful Clash of Wills
(p. XX). Scientific tests detect nothing out of the ordinary.
Special: This Dread Power does not work on the living. TAINT
We were told the rotting seaweed and bloated fish corpses
SOUL STEALER washing up on the beach were caused by climate change, but none
of us were buying it. Sure, that’s a logical, rational explanation,
We finally killed the Painter, so our nightmare should have but monsters don’t care what’s scientifically possible — that’s why
been over, right? Wrong. To get Lucky’s soul back, we had to I want to catch and study them. This one I’ve been tracking?
find their portrait and release it. When we finally broke into the Haven’t seen it yet, but I am analyzing patterns to find its lair.
Painter’s vault, there were thousands of tiny paintings, stacked Nature is giving us signs to point the way: Wherever this predator
floor to ceiling in impossibly neat rows. And the paintings? Each walks, its footprints taint the sand and poison the salty water.
one had a human face with eyes that moved as we walked past, Monsters aren’t always aware of the damage they cause.
silently pleading, begging us to set them free. But how? Whether they force wood to age or skin to blister, their presence
The creature is capable of stealing and collecting human is an unnatural taint. This Dread Power occurs after the monster
souls. When you give a creature this Dread Power, specify some interacts with its environment. When it nears a living thing, the
restriction or condition it must fulfill for the soul extraction to body mutates or starts to break down. When it interacts with an
work. Maybe the monster tricks the victim into signing a contract, inanimate object, the material begins to disintegrate. Hunters use
evidence of this Dread Power to track a creature’s movements,
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CHAPTER FIVE: MONSTERS AROUND THE WORLD

Making New
but even they must proceed with caution. The area around a
tainted creature has one of the following Environmental Tilts:
Filth, Unstable Terrain, or Viscous Terrain.

Dread Powers
UNNATURAL STEP This chapter includes a wide range of powers, each of
which can be tweaked or customized as needed. Given the
This time we didn’t bother trying to fight the old man. We variety of monsters in the Chronicles of Darkness, however,
just blocked the doors from the outside and burned the place down. more Dread Powers may be required to serve a chronicle’s
Seemed like the smart move, and we felt pretty good about it, at needs. When creating a Dread Power, think about how simi-
least until we saw that Neanderthal climbing out of the wreckage. lar that ability is to existing rules. If it’s too similar, tweak the
It was using the smoke like a ladder and kept climbing higher and original rule instead.
higher until it was out of sight. We didn’t find it again until days Concept: First, decide what you want the power to do.
later. Well, more like the old man found us. Try to think in terms of an essential concept: move, fight,
The monster has an unusual mode of travel. Maybe it can sense, alter, control, etc. Beware of “one size fits all” abili-
walk on walls, hover, or appear to teleport between steps, warp- ties — Dread Powers are intended to be focused. If it starts to
ing the world around it as it does. Each time Unnatural Step is cover too many situations, it’s probably best to break it into
selected, choose a new mode of movement or terrain type the several distinct powers instead.
monster can cross with ease. It moves its Speed, though it may Field Guide: How will you describe the power in your
appear to teleport, float across fire, or walk on water. chronicle? Strive to make powers engaging from a descriptive
If the chosen substance is normally harmful or toxic, the point of view. Generic powers are dull and lifeless, but an
monster suffers no harm from walking on it. By spending 1 evocative Dread Power can add tremendous mood and atmo-
Willpower point, it can choose not to leave tracks behind. sphere to relay how terrifying a monster can be.
Assign Rating: Many powers do not need to scale and sim-
ply have an effective rating of 1 dot — for instance, breathing
WEATHERVANE underwater doesn’t really have degrees. Some powers’ effects
(• TO ••••) scale with the number of dots a monster has just like Merits do,
ranging from a rating of one to two or more dots. Other powers
When I was growing up, I heard the stories of thunderclouds might have several versions that range from weaker to stronger,
that followed naughty teenagers wherever we went. Of course, I such as going from the ability to glide to the full power of flight.
never listened to them. Oh, I got into a lot of trouble. Sure. But Create Dice Pool: Not every Dread Power requires a
then, one day a cloud started chasing me and I was zapped by a dice pool, but if it does, it is formed as Attribute + Skill as
bolt. I had nightmares for weeks after that, but I straightened up normal; if you’re creating the power for one specific kind
my act. Now, after I found out the creepy crawlies are real? I have of monster, just choose a pool when you create the power.
to wonder if a witch was to blame. Time to find out. Select the Attribute and Skill that make sense for the power
After concentrating for 10 minutes, the monster can and how the creature operates. If you intend to use it for
affect the earth, air, fire, or water. Each dot selected in multiple kinds, leave it open per the Dread Power rules on p.
Weathervane grants control of one element. The range of a XX. Some dice pools may be better decided during a scene,
monster’s abilities is tied to how much Willpower the crea- so be flexible when thinking about these rules.
ture spends to achieve a desired outcome. See the table be- Determine Resistance: If a Dread Power affects other
low for suggestions. After Willpower is spent, the targeted characters directly and the number of successes rolled don’t
area is affected by a related Environmental Tilt; the charac- matter, select a Resistance Attribute targets can roll to con-
ters then deal with the Tilt as they normally would. test it; if it’s an attack, decide whether targets apply Defense
against it instead. As a rule, supernatural beings add their
Willpower Supernatural Tolerance rating to any rolls to contest a pow-
Spent Suggested Effect er unless something about the power specifically defeats it
1 Trembling soil, slight breeze, candlelit (which should be rare). If the number of successes rolled
flame, glass of water freezes does matter, such as a power that inflicts a penalty equal to
2 Bumpy ground, strong wind, roaring fire, successes rolled, select a Resistance Attribute for the victim
icicles to apply as a penalty to the monster’s roll instead. If some-
3 Boulders move, biting winds, whipping thing provides a modifier to contesting the effects, such as
flames, falling snow or rain the victim wearing a certain color that makes it easier or
harder to affect them, list that as well.
4 Rock or mud slides, wind or sandstorm,
towering inferno, thunderstorm or blizzard Determine Action Type: Decide whether the power
takes a reflexive, instant, or extended action. Instant actions
5 Earthquake, tornado, raging wildfires,
hurricane are simple enough to require just one roll, whether it takes a

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Making New Dread Powers | Ephemeral Entities | Game Systems

turn or an hour to complete. If it is extended, figure out how Ghosts can range from weak creatures unable to Manifest or
long each rolling interval is and how to determine how many affect the physical world to powerful entities bent on revenge
successes are required for the power to work. or filled with rage over their deaths. Hunters deal with both
Assign Cost: Unless it is a constant, low-level ability that kinds, knowing full well that a weak ghost left alone could
doesn’t affect other characters or the environment, such as eventually grow into one of these vengeful entities. At least,
night vision, every Dread Power should have a Willpower that’s what they tell themselves. Some hunters view this as
cost. Most common powers cost 1 or 2 points per use, but putting people to rest, as ghosts often form after a particu-
truly impressive powers can cost as much as 5 points. larly violent or traumatic death, meaning monster victims
Determine Results: Figure out what dramatic failure, are more vulnerable to leaving a ghost behind.
failure, success, and exceptional success mean after the Spirits are anything else that is not a physical entity. While
power is activated, if it requires a roll. Success and failure this classification is a gross mischaracterization of the variety
are usually straightforward — the power either works or it of entities that exist outside the physical world, hunters don’t
doesn’t — but a dramatic failure may invert a power, deny use care provided their methods can remain the same when deal-
of it for a time, or grant a target heightened resistance to it ing with them. Hunters rarely deal with spirits and don’t know
instead. Exceptional success typically adds a bonus: extra ef- much about them; spirits’ actions tend toward subtle and co-
fect, wider area, extended duration, or similar benefit. If the vert manipulations. Hunters are more likely to run into a spirit
power inflicts a Tilt or Condition, simply follow the usual in the presence of a witch or werewolf rather than on its own.
rules for how it ends or resolves. That isn’t to say they don’t find spirits around, but when they
Note Special: You may decide a Dread Power has a do it’s because the spirit has Manifested in the physical world.
unique requirement, such as the selection of another Dread
Power or limited use. To wrap up your Dread Power, note Manifestation
any special circumstances to ensure this stands apart from
the rest of the rules.
and Possession
Ephemeral entities do not have a physical form. Instead,

Ephemeral
they are made up of something called ephemera, a kind of
spiritual essence that is both invisible and intangible to any-

Entities
thing not made of the same ephemera. Ghosts and spirits do
not interact with one another, as they rarely even know the
other exists. Normally, they cannot affect the physical world,
Monsters encompass a large array of inhuman creatures, but they all have the ability to Manifest, which gives them
from blood-sucking vampires to shape-changing werewolves enough of a solid form to both become visible and touch the
to witches. But the one thing they all have in common is that physical, and even possess physical entities — including peo-
they are all very much in this realm of existence. Other enti- ple. Manifestation can only happen if the situation is right.
ties lurk in the worlds connected to our realm through tenu- Ephemeral entities require Conditions to ease their passage,
ous gates and a between area called Twilight. Incorporeal otherwise they cannot cross over.
and mostly invisible, these entities stay just on the other side Ghosts require Anchors — people, places, or things that
waiting for the right conditions to Manifest, and can cause link them to who they were when they were alive. Spirits
just as many problems as a monster. require emotional or spiritual resonances in a person or area

Crossing Over
to match their own. Manifestation comes in stages, from sim-
ply reaching across to full Manifestation, and each of these
requires a different level of Condition to accomplish.
The physical world is not the only realm, and a multitude
of other realms lie just on the other side of a barrier, in paral- When dealing with these creatures then, a hunter must
lel to our own. These barriers are porous, though, and entities change the environment allowing these entities to Manifest.
come through all the time for various reasons. These inhabit- And, for the people attempting to contact these entities, they
ants are not material creatures like monsters, and often their must create favorable conditions in which to attempt.
thoughts and motivations are inscrutable to hunters.
Hunters know little to nothing of the realms from which
these creatures hail, other than knowing there are far worse
things that never deign to make their way into our world.
Game Systems
Ghosts and spirits share a broad set of rules, with minor
Hunters deal with these entities in the physical world, un- variations.
prepared and unwilling to take the fight into an alien place.
Hunters don’t always know what they are dealing with
when an ephemeral entity shows up but they have two gen-
The State of Twilight
eral categories they use to define and describe these entities. While an ephemeral entity might make it into the physi-
Ghosts are the remnants left behind when people die. cal world from their own realm, that doesn’t mean they get
They are not souls, but afterimages given form and function. to Manifest immediately. Most spend their time in a spiritual

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CHAPTER FIVE: MONSTERS AROUND THE WORLD

RANK
Rank* Trait Limits** Attribute Dots Maximum Essence Numina
• 5 dots 5-8 10 1-3
•• 7 dots 9-14 15 3-5
••• 9 dots 15-25 20 5-7
•••• 12 dots 26-35 25 7-9
••••• 15 dots 36-45 50 9-11
*Each Rank gives a −1 penalty to attempts to bind that entity and acts as a Supernatural Tolerance trait.
** These represent permanent dots, not temporarily boosted ones.

in-between state. This is called “Twilight.” While hunters their own Rank by succeeding in a contested Finesse roll.
may describe Twilight as a place, it is more a state of being in Success means the entity appears to be of the same Rank as
which ephemeral entities exist when incorporeal. Nothing in the being sensing the relative Rank. Ghosts can’t increase
Twilight can affect a material object, and the reverse is true. Rank outside of the Underworld and come into existence as
The only things that exist in Twilight are the entities either Rank 1 or 2 depending on how much self-awareness
there, and ghost structures. Whenever a physical building they have. Nonsapient ghosts are Rank 1, while those that
or structure is destroyed, its afterimage lingers in Twilight, retain most of their living memories are Rank 2. Ghosts sum-
made up of the same ephemera as ghosts. Ghosts cannot moned back from the Underworld, however, may be of any
pass through these structures, which are as real to them as Rank. Spirits run the full range of Ranks, depending on how
buildings are to hunters. Without a ghost structure to stop old and successful a spirit is.
them, ephemeral entities can move at a walking pace in
any direction. There is no gravity or physics really guiding
Essence
Twilight, though ghosts tend to stick to what they knew in Essence is the life force and fuel for ephemeral entities.
life, rather than flying about. Without Essence they go dormant, and they use Essence
A Manifested being leaves this Twilight state, and no to fuel their powers, Manifest, and do myriad other things.
longer exists there. Some hunters can see and interact with Essence is much like Willpower in that each entity has a
Twilight beings through the use of Endowments, allowing permanent maximum Essence rating and an equal number
them to deal with threats before they ever Manifest. Though of Essence points it can spend to achieve effects. Maximum
these fail to be useful once the entity has Manifested. Some Essence is determined by Rank. Entities can sense sources of
hunters have learned how to separate their consciousness Essence appropriate for their needs up to a mile away. The
from their own body to walk around in a Twilight state, gain- Seek Numen (p. XX) increases this range. Entities can use
ing an ephemeral body much like a ghost. Essence in the following ways:

Ephemeral Traits
• Ephemeral beings must spend a point of Essence per
day to remain active. If they have run out of Essence,
they fall into hibernation until something happens
Ephemeral beings aren’t alive the way humans are alive.
to regain at least 1 point, which can then be spent on
They aren’t biological creatures, and don’t have the divides
returning to activity. Such dormancy is dangerous —
between body, soul, and mind mortals and once-mortal su-
the entity remains in Twilight and can be destroyed
pernatural beings possess. In game terms, ephemeral beings
if it loses all Corpus and Essence at the same time.
are represented by simplified game traits.
Rank • Ephemeral beings outside of a suitable Condition
bleed one point of Essence per hour. The Influence
All ephemeral beings have dots in an Attribute called and Manifestation Conditions, starting on p. XX,
Rank, which notes how self-aware and powerful the entity is. state whether they protect from Essence bleed for
Rank ranges from one to five dots for the purposes of what different types of ephemeral being. Entities that run
hunters will deal with. Anything more powerful than that out of Essence due to bleed suffer a single point of
just doesn’t cross over from its own realm. lethal damage and enter hibernation.
Rank determines not only the entity’s power, but also
the maximums it can have in its traits, as described in the ta- • Ephemeral beings can spend Essence to boost their
ble below. All ephemeral entities have the ability to sense the traits for a single scene on a point-per-dot basis. They
relative Rank of other entities and may attempt to conceal can’t boost a single trait by more than Rank + 2

174
Game Systems

dots; boosting takes a turn and they can only boost a spent Willpower by fulfilling their Vice, but can only do so
single Attribute in a turn. once per chapter, and regain up to 1 Willpower point per
scene by fulfilling their Virtue. Alone among ephemeral be-
• Ephemeral beings regain 1 point of Essence per day ings, ghosts also possess Integrity, set at the level they had
that they are in proximity to any Condition relating before death. Their Integrity scores don’t change, however,
to them. as ghosts do not suffer breaking points. Their self-image is
fixed, unless something happens to push them back to the
• Ephemeral beings can attempt to steal Essence from
level of cognizance and self-awareness they had in life. If this
beings of the same type — ghosts from ghosts and
should happen somehow, they can suffer breaking points the
spirits from spirits. The attacking entity rolls Power +
same way living people can.
Finesse, contested by the victim’s Power + Resistance.
If the attacker succeeds, it steals up to the number of Spirits don’t have an Integrity trait, a Virtue, or a Vice.
successes in Essence, as long as the victimized entity Instead, they regain 1 point of spent Willpower per 3 points
has Essence remaining to lose. of Essence they consume by gorging or stealing as described
above.
• Ghosts regain a point of Essence whenever someone
remembers the living person they once were. Visiting
Other Traits
their grave, simply sitting and remembering them, or Because they have simplified traits, ephemeral enti-
recognizing their Manifested form as the person they ties calculate derived traits a little differently from mortal
used to be all qualify. characters.
Corpus: This replaces Health and is a measure of how
• Spirits may attempt to gorge themselves on a source intact the Twilight form is. Permanent Corpus is equal to
of appropriate Essence. Once per day, when in Resistance + Size, and grants Corpus boxes, filling when the
proximity to a suitable Condition, a spirit can roll entity suffers injury. Corpus boxes don’t have wound penal-
Power + Finesse, regaining successes in Essence. ties associated with them.
Willpower: Entities have Willpower dots equal to
Attributes and Skills Resistance + Finesse, with a maximum of 10 dots for entities
Ephemeral entities use a simplified set of the Power, with the Ranks presented in this book. In addition to the
Finesse, and Resistance categories into which mortal Willpower-gaining methods described above, all ephemeral
Attributes fall. When creating an ephemeral being, look at beings regain 1 spent Willpower per day.
the Rank chart earlier in this section to determine how many Initiative: Initiative is equal to Finesse + Resistance.
dots are available and what the trait maximum is. Ghosts Defense: Defense is equal to the lower of Power or
usually use the average rating in each category from when Finesse, except for Rank 1 spirits which use the higher of the
they were alive — for example, a person with Strength 3, two Attributes.
Intelligence 2, and Presence 2 would become a ghost with Speed: Speed is equal to Power + Finesse + a species fac-
Power 2. tor. Spirits of inanimate objects usually have a species factor
Power describes the raw ability of the entity to impose of 0.
itself on other ephemeral beings and the world at large. It Size: Ephemeral beings can be of any size. Ghosts are
is used in all rolls that call for Strength, Intelligence, or usually Size 5, while spirits often use Rank as Size, growing
Presence. larger as they become more powerful.
Finesse describes how deft the entity is at imposing its Language: Rank 1 ghosts can’t communicate verbally;
desires with fine control. It is used for all rolls that call for they don’t have enough of their sense of self left to employ
Dexterity, Wits, or Manipulation. language. Rank 2 and higher ghosts know whichever lan-
Resistance describes how well the entity can avoid impo- guages they knew in life. Spirits all speak the native tongue of
sition from its peers, and how easily it is damaged. It is used Shadow, a strange, sibilant language that resembles ancient
for all rolls that call for Stamina, Resolve, or Composure. Sumerian, but often learn the human languages common
Ephemeral beings don’t possess Skills, but don’t suffer around their Essence feeding grounds.
unskilled penalties as long as the action they’re attempting
is appropriate to their former self or nature. They roll the
appropriate Attribute + Rank for actions relating directly to
Bans
their concept, or Attribute + Attribute for actions like sur- All ephemeral entities suffer from a mystical compul-
prise and perception. sion known as a ban, a behavior the entity must or must not
perform under certain conditions. A ban can be as simple
Advantages as “the ghost cannot cross the street,” complex as “the spir-
Ephemeral beings differ in how they treat Integrity, it must always follow the scent of fear,” or difficult as “the
Virtues, and Vices. Ghosts retain their Virtue and Vice ghost must have candles lit in her honor weekly at a Catholic
from life, but they are reversed in effect — ghosts regain all church or lose Essence equal to Rank.” Bans increase in both
complexity and consequences with Rank.
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CHAPTER FIVE: MONSTERS AROUND THE WORLD

Rank 1 entities have mild bans that do not endanger or can be killed by an obsidian blade marked with the names of his
deeply inconvenience them. The ghost of a musician must sing biological parents. The spirit of the U.S. Treasury Building can
along when he hears music. be killed by a silver bullet made from a melted-down silver dollar
Rank 2 and 3 entities have moderate bans that curtail minted prior to 1850.
the creature’s activities. A ghost of a serial killer must visit his The hierarchical nature of ephemeral beings also plays a
crime scenes once a month or lose all Willpower. part — Rank isn’t a social convention for them, but a funda-
Rank 4 and 5 entities have complicated bans that put mental part of their nature. Ephemeral entities of two Ranks
an end to whatever the creature is trying to do — often in an or more above an opponent of the same type (a Rank 5 spirit
explosive fashion. They have consequences in game traits or attacking a Rank 3 spirit, for example), count as their op-
long-term actions, but esoteric requirements. Lady White, the ponent’s bane when using unarmed attacks, claws, or teeth.

Combat
ghost of a schoolteacher, is immediately banished to the Underworld
if anyone can recite the roster of her first class.

Banes Ephemeral entities apply Defense against all attacks,


even firearms. They roll Power + Finesse to attack. Their at-
Ephemeral entities are not of the material world and re- tacks inflict bashing damage unless the nature of the entity
act strangely to some elements of it. The interaction between (a spirit with metal fists, for example) indicates it should in-
their ephemeral Twilight form and physical substances al- flict lethal wounds instead. Some entities use weapons, in
ways contains a flaw — a bane — that damages the entity’s which case roll Power + Finesse, then apply weapon damage
Corpus through symbolic or mystical interference. The bane on a successful attack.
is a physical substance or energy the entity can’t abide. Entities in Twilight can only attack or be attacked by
other ephemeral beings of the same type, unless the attack
• Ephemeral beings voluntarily attempting to come
utilizes the entity’s bane.
into contact with the bane must spend a Willpower
point and succeed on a Power + Resistance roll with Physical attacks on a Manifested entity that would nor-
a dice penalty equal to their Rank. mally cause lethal damage only cause bashing damage un-
less the attack utilizes the entity’s bane. Despite appearing to
• Banes are solid to entities, even when they are in the naked eye and being solid, a Manifested ghost or spirit
Twilight. doesn’t have any internal organs to injure.
Ephemeral entities record and heal from wounds in the
• Simply touching the bane — even voluntarily — causes same way as material characters but lose one point of Essence
a level of aggravated damage per turn if the entity is for every aggravated wound they suffer. Ephemeral entities
Materialized and causes the relevant Condition to that lose all Corpus from lethal or aggravated wounds ex-
end unless the entity succeeds on a roll of Rank in plode into a burst of ephemera, stylized to their nature. A
dice. The roll must be repeated every turn if contact forest spirit dies in a hail of rapidly vanishing pine needles,
persists. while ghosts crumble, screaming, into the ground. The entity
isn’t dead, though, unless it has also run out of Essence.
• If a subject being possessed by an entity touches the
If it has even a single Essence point remaining, it reforms,
bane, the entity takes a point of lethal damage per
hibernating, in a safe place (a Conditioned location, usu-
turn it remains in contact.
ally). Once it has regained Essence points equal to its Corpus
• Touching the bane while in Twilight causes a point dots, it spends an Essence point and reawakens. As the entity
of lethal damage per turn to non-Manifested entities. can’t act while hibernating, this means it must wait for the
one Essence a day for being in a suitable area to slowly build
• If the bane has been used as a weapon against up to Corpus, and that more powerful entities take longer to
the entity, the wounds suffered are aggravated recover from being “killed.”
for Manifest entities and lethal for entities still in
Twilight. Influence
Banes are increasingly esoteric and obscure for entities All ephemeral entities have a degree of Influence over
of increasing Rank. the world, which they can leverage to control and shape the
Rank 1 entities have common substances and phenom- basis of their existence. Ghosts have influence over their
ena as banes. Ghosts burn at the touch of salt. The spirit of a Anchors while spirits influence elements that align with
forest is poisoned by the fumes of burning plastic. their natures. Entities begin with dots in Influence equal
Rank 2 and 3 entities have difficult-to-obtain, but still to Rank. Although Rank is also the maximum rating for
“natural,” banes. A powerful ghost is repelled by holy water. A an Influence, ephemeral beings can split their dots to have
spirit must be killed by a sharpened stake made of pine. more than one Influence. A Rank 3 ghost, for example,
Rank 4 and 5 entities have highly specific banes that might have Influence: Childhood Home •• and Influence:
require great effort to acquire. The Gray Lord, a powerful ghost, Car Crashes •.

176
Game Systems

INFLUENCE EFFECTS
Level Effect
• Strengthen The entity spends 1 Essence to enhance its sphere of influence. It can add to someone’s
Defense, make an emotion stronger, or grant Health or Structure to an object. This influence
can also shift the Anchor or Resonant Condition to Open for its duration.
•• Manipulate The entity spends 2 Essence to make minor changes within its sphere of Influence. It can
change the nature or target of an emotion, change an animal’s actions, a plant’s growth, or an
object’s functionality.
••• Control The entity spends 3 Essence to make dramatic changes within its sphere of influence. It twists
emotions entirely, dictates an animal’s actions, makes an object function, or changes how a
plant grows.
•••• Create The entity spends 4 Essence to create a new example of its sphere of influence. It instills a
new emotion, creates a new sapling or young plant, a new animal, or brand-new object. The
entity can cause a temporary Anchor or Resonant Condition in a subject for the duration of the
Influence.
••••• Mass Create The entity spends 5 Essence to create multiple examples of its sphere of influence, just like
Create. Alternately, the entity may create one instance of its sphere of influence — including
creating the base Condition for its type — permanently, although an ephemeral entity can’t
permanently alter the mind of a sapient being.

Entities may reduce their number of Numina granted by If something falls into an ephemeral being’s sphere
Rank to increase Influence dots, at a cost of 1 Numen per of influence, this is handled mechanically by declaring
dot. Ghosts have influence over their particular Anchor, but an Influence Condition. Influence Conditions resem-
not all instances of it, while spirits have Influences that relate ble Tilts and character Conditions. The different forms
to their natures — the dog spirit, for example, has Influence: of Manifestation Effects are also Conditions, applied to
Dogs, not Influence over a particular dog. the location, object, or character into which the entity is
Influence is measured in both scale and duration. To use Manifesting, or in cases like Reaching, to the entity itself.
an Influence, compare the entity’s Influence rating to the total Unlike many Conditions, Influence and Manifestation
dots of the intended effect and how long it will last. The total Conditions are tiered and interrelated; Manifestation Conditions
must be equal to or less than the entity’s Influence rating in or- have Influence Conditions as prerequisites and vice versa. The
der for the Influence to be attempted. The entity pays the listed lower tiers are naturally occurring, while the higher ones must be
cost in Essence and rolls Power + Finesse, with success creating created by entities using Influences and Manifestations.
the desired effect. If the Influence is altering the thoughts or In the most advanced forms of Influence and
emotions of a sapient being, the roll is contested by Resolve Manifestation, entities may attempt to create a long-lasting
or Composure (whichever is higher) + Supernatural Tolerance.

Manifestation
Ephemeral beings can interact with the mortal world in
INFLUENCE
many ways, but the one that hunters know about and deal DURATIONS
with most is Manifestation. Just as Influence traits determine
what level of control the creature has over their environment, Level Duration Cost
Manifestation traits define which forms of Manifestation are 0 One minute per No additional
possible for an entity. success Essence cost
Entities begin with the Twilight Form Manifestation • Ten minutes per No additional
and a number of Manifestation Effects equal to Rank. Some success Essence cost
effects are only available to certain kinds of entities. Entities •• One hour per 1 additional
may increase their capabilities by reducing the number of success Essence
Numina they are granted by Rank, at the cost of 1 Numen ••• One day per 2 additional
per Manifestation Effect. success Essence
All Manifestation Effects require a Power + Finesse roll •••• Permanent 2 additional
to use. Most have an associated cost in Essence, and some are Essence
contested or resisted.

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CHAPTER FIVE: MONSTERS AROUND THE WORLD

MANIFESTATION EFFECTS
Manifestation Effect
Twilight Form If the entity enters the material world, it does so in Twilight (see p. XX). The effect has no cost.
Discorporate In emergencies, the entity can voluntarily Discorporate as though it had lost all its Corpus to lethal
injury — a painful way to escape a greater being threatening to permanently kill it. The effect has
no cost.
Gauntlet Breach (Spirit Only — requires the Resonant Condition) By spending 3 Essence, the spirit forces itself
through the Gauntlet — returning to Shadow from the material world or appearing in Twilight Form
by entering the material world.
Gateway (Requires Open Condition) By spending 3 Essence, the entity opens a portal into its home realm,
and can pass through the Gateway. This is a one-way trip and only the entity using the effect can
use the Gateway.
Image (Requires Anchor or Resonant Condition) By spending 1 Essence, the entity may make its Twilight
Form visible to material beings for a scene.
Materialize (Requires Open Condition) By spending 3 Essence, the entity may shift from Twilight Form into the
Materialized Condition.
Possess (Requires Open Condition) By spending 3 Essence, the entity gains temporary control over an
object, corpse, or creature, applying the Possessed Condition to the subject. Living subjects contest
the roll with Resolve + Composure + Supernatural Tolerance.

Condition that has a prerequisite of a very temporary one. subject anchors the ghost’s identity. Summoning rituals in-
When one Condition is advanced into another, the remain- tended to release ghosts from the Underworld or call them
ing duration of the prerequisite Conditions is “frozen.” from elsewhere temporarily create this Condition in their
If a prerequisite Condition is removed from a charac- target. Finally, a high-Rank ghost can use a Create Influence
ter (for example, a Possessed character’s Open Condition to mark a target as an Anchor.
is removed by exorcism) any Conditions relying on it, any Ending the Condition: The easiest way to end an Anchor
Conditions relying on them, and so on, are immediately re- Condition is to destroy the subject. Some ghosts cling to
moved. The most advanced remaining Condition then re- Anchors that represent unfinished business, in which case
sumes its duration. resolving those issues can remove the Condition. Abjuration
temporarily suppresses the Condition, as described on p.
The Gauntlet XX, forcing the ghost to retreat to another Anchor if it has
Spirits rarely spend their time in Twilight unless com- one. Ghosts without Anchors bleed Essence until they fall
manded to do so by another monster or attempting to into dormancy, at which point a Gateway Effect happens im-
Manifest. Hunters have no way of piercing the Gauntlet or mediately and the ghost is banished to the Great Below.
dealing with spirits in Shadow, meaning they mainly deal
with spirits who are already in Twilight. For this reason, we
won’t talk much about the Gauntlet or its effects on spirits. MATERIALIZED
If you would like to use the full Gauntlet rules for spirits
in your Hunter game, use the information on pp. XX-XX in The entity has shifted from ephemeral to material sub-
the Chronicles of Darkness Rulebook. stance, manifesting in physical form. All the rules for ephem-
eral entities’ traits still apply, except for the effects of being
Conditions in Twilight. This Condition protects the entity from Essence
Bleed for its duration.
Causing the Condition: This Condition is created by an
entity using the Materialize Manifestation Effect on an Open
ANCHOR Condition. If the Open Condition used is on an object or
person, the entity must materialize within its Rank in yards.
The subject of this Condition — usually a location or
object, though it can be a person in rare cases — is within the Ending the Condition: Materialization lasts for one
sphere of influence of a ghost. Ghosts in or within (Rank x hour per success on the activating roll. When the duration
3) yards of their Anchors do not suffer Essence bleed. ends, the entity fades back into Twilight. Physical contact
with a Bane or removal of a prerequisite condition can cause
Causing the Condition: This Condition is immediate-
the Condition to end early.
ly created when a new ghost is formed, based on whatever
178
Game Systems

out in dreams or times of stress such as losing Integrity. The


OPEN entity may not use Numina or Influences while controlling
the host but is safe from Essence Bleed for as long as the
Prerequisites: The Anchor or Resonant Condition for possession lasts.
the same phenomenon to which this Condition is tagged. The entity may pay one Essence per turn to heal a lethal or
The place, object, animal, or person covered by a pre- bashing wound or a point of structure lost to damage. Corpses
vious Condition has now been conditioned to accept the that died from damage begin Possession incapacitated and must
entity. It can attempt to Possess the subject of the Condition, be “healed” with Essence. Entities possessing inanimate ob-
or, if the Condition is on a location, Manifest. jects or corpses have a great deal of control over their host.
Causing the Condition: This Condition is usually the An entity controlling an object can’t make it do anything it
result of an entity fine tuning the prerequisite Condition as couldn’t do while being operated, but it can turn switches on
part of an extended action involving the subject and entity and off, operate machinery, use keyboards, and turn dials.
acting in concert, for a number of scenes equal to Rank or a Use the entity’s Finesse if dice rolls are necessary. Corpses
living subject’s Resolve, whichever is higher. and other articulated hosts capable of movement, like shop
Ending the Condition: The Condition ends if the pre- mannequins or industrial robots, use their own Physical
requisite Condition is removed. Exorcism rituals work by re- Attributes, but use the entity’s Attributes in Social or Mental
moving this Condition, reverting it to the prerequisite. rolls. By spending a point of Essence, the entity can use its
own Attributes instead of the host’s for Physical tasks for a
turn but doing so causes one point of lethal damage or struc-
POSSESSED ture loss to the host.
Living hosts require more time for the entity to gain
This object, corpse, or living being is temporarily con- full control, and always use their own Attributes. The entity
trolled by an ephemeral entity. Living hosts are put into a may read the host’s mind with a Finesse Roll at a −4 penalty,
coma-like state while Possessed; they experience the posses- use the host’s Physical Skills at a −3 penalty, and use their
sion as missing time, aside from flashbacks that might come Social and Mental Skills at a −4 penalty. These penalties are

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CHAPTER FIVE: MONSTERS AROUND THE WORLD

all reduced by one die per day that the entity has possession
of the host. AGGRESSIVE MEME
To possess a host, the entity must remain in
Twilight, superimposed over the host. This means The entity speaks to a person (it must have a Condition
that if the host touches the entity’s bane or is injured by a making it capable of doing so), and plants an idea in their
weapon made of the bane, the entity will suffer wounds to mind. When that person tells someone else the idea, it takes
its Corpus. hold in their mind, too, as well as in the minds of whomever
Causing the Condition: This Condition is cre- they tell. The Numen costs 7 Essence to activate and is con-
ated by an entity using the Possess Manifestation tested by Resolve + Composure + Supernatural Tolerance.
Effect. The object or victim must be under the Open
Condition, tagged to the entity.
Ending the Condition: The possession lasts for a sin- AWE
gle scene, unless the entity abandons it early or the host is
killed or destroyed. Abjurations, exorcisms, strong bans, and The entity causes terror in anyone who can see it. The
forced contact with banes can all motivate an entity to re- Numen costs 3 Essence, and its activation is contested with
lease a host. Presence + Composure + Supernatural Tolerance individu-
ally by anyone looking at the entity. Anyone achieving fewer
successes than the entity is unable to move or speak for a
RESONANT turn. If the entity gains an exceptional success, the effect
lasts three turns.
The subject of this Condition is within the sphere of
influence of a spirit.
Causing the Condition: This Condition is common BLAST
and occurs naturally; if an object, phenomenon, person, or
place matches the spirit’s purview in some way, it has this The entity may wound opponents at a distance. Range
Condition. Anything matching the description of one of a is equal to 10 yards per dot of Power, and the entity does
spirit’s Influences counts as having this Condition tagged not suffer range penalties. If the activation roll succeeds, the
to the spirit. Blast wounds as a lethal weapon. The entity may increase
the lethality of its Blast by paying Essence — every 2 Essence
Summoning rituals intended to entice a particular spirit
spent increases the “weapon” by one lethal damage. The
to a location work by instilling the qualities that result in
maximum weapon bonus is equal to the entity’s Rank.
this Condition. Finally, a high-Rank spirit can use a Create
Influence to cause the prerequisites for the Condition itself.
Ending the Condition: The Condition ends if the phe-
nomenon creating it ends. A forest stops being Resonant
DEMENT
for a tree spirit when all the trees are logged, a grief spirit
The entity may torture its victim’s mind via psychic as-
can’t Influence someone who has healed and let go of his
sault. The Numen costs 1 Essence, and the activation roll
pain, and a fire spirit must move on when the fire is extin-
is contested by the victim’s Intelligence + Supernatural
guished. Abjuration and exorcism may temporarily suppress
Tolerance. If the entity succeeds, the victim suffers the
the Condition or be the cause of it “naturally” ending, if
Insane Tilt (p. XX) for the rest of the scene.
the ritualists remove the causal phenomenon as part of the
ritual.

Numina DRAIN
In addition to Influence and Manifestation, all ephem- The entity can steal Essence or Willpower (chosen at
eral entities have a number of discrete magical powers called activation) from a material being. The activation roll is
Numina. Each Numen is a single ability — activated by a suc- contested by Stamina + Resolve + Supernatural Tolerance.
cessful Power + Finesse roll unless stated otherwise — linked Whichever character — entity or target — gains the most suc-
to the entity’s nature. cesses receives points of Willpower or Essence equal to suc-
The Numina described here are deliberately generic. cesses, while the other party loses the same number.
Individual ephemeral beings display their Numen in ways
reflecting their type, theme, and biases — a ghost’s Blast is an
empty, freezing cold in the bones of its victim, while a spirit EMOTIONAL AURA
of light’s is a jolt of energy.
The entity sends out a wave of powerful — and dis-
tracting — emotion. This Numen costs 1 Essence, and lasts
for a scene, or until the entity uses another Numina. The
180
Game Systems

activation roll is made once, but anyone coming within five


yards of the entity must make a Resolve + Composure + MORTAL MASK
Supernatural Tolerance roll. If the activation roll had more
successes, the victim suffers a −2 dice penalty to all actions This Numen disguises a Materialized entity as a hu-
as long as the aura remains. If the victim gains more suc- man and can be used at the same time as the Materialize
cesses, he is immune to the aura unless the entity uses the Manifestation Effect. Using the Numen costs 1 Essence, and
Numen again. the human seeming lasts for activation successes in hours.
The human “costume” is flawed — witnesses may make a
Wits + Composure roll penalized by the entity’s Finesse to
ESSENCE THIEF realize that something is wrong. Characters able to sense the
entity in Twilight do not suffer the penalty.
The entity may steal Essence from and consume ephem-
eral beings other than its own type — for example, spirits with
this Numen may consume ghosts and angels. The Numen PATHFINDER
costs 1 Essence to activate.
This Numen allows an entity to know the quickest route to
a destination. The fastest route isn’t always the safest, and the
FIRESTARTER Numen doesn’t reveal any dangers on the way, only a set of di-
rections to the target. If the destination is the subject of the Safe
The entity causes flammable materials to combust. This Place Merit, the activation roll is contested by the lowest Resolve
Numen costs 1 Essence and causes a small fire to break out + Supernatural Tolerance among any owners. The Numen costs
per activation success within the entity’s Power in yards. 1 Essence and lasts for a scene. If the destination is too far away
to reach that quickly, the entity must use the Numen again.

HALLUCINATION REGENERATE
The entity may create an illusion experienced by a single
The entity can use Essence to heal bashing and lethal
target; anything from a sight or sound to an imaginary person
wounds on its Corpus. This Numen does not require a roll to
that holds a conversation. The Numen costs 1 Essence and is
activate, but costs 1 Essence and heals one level of damage.
contested by the victim’s Wits + Composure + Supernatural
The entity must reactivate the Numen each turn to heal more
Tolerance. Each success over the contesting roll alters one of
severe wounds. Bashing damage is healed first, then lethal.
the victim’s senses.

INNOCUOUS SEEK
The entity can sense the presence of suitable Conditions
This Numen does not require a roll to activate and has
from a distance. The base range is two miles per Rank; entities
no cost. The entity is very good at being overlooked. Rolls to
may spend an Essence to multiply this by 10. If successful on a
notice the entity suffer a −2 penalty.
Finesse roll, the entity becomes aware of the direction and dis-
tance to the nearest suitable Anchor or Resonant Condition.
LEFT-HANDED SPANNER
The entity disables a device, paying 1 Essence and touch-
SPEED
ing the object if Manifested, or moving its Twilight Form to
The entity accelerates into a blur of movement. The en-
superimpose over it if not. The device must be a human-man-
tity chooses whether to spend 2 or 4 Essence when activating
ufactured object with at least three moving parts. If the acti-
this Numen. Spending 2 Essence doubles its Speed for the
vation roll succeeds, the device malfunctions for the number
remainder of the scene, while spending 4 Essence triples it.
of successes in turns. Using this Numen in a fight requires
the entity to grapple and gain control of the object, so it
can’t be used this way in Twilight unless the target is as well.
SIGN
The entity creates messages or images in any media in
the same way that media can be used by a mortal— it can
write in the condensation on cold glass, produce images

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CHAPTER FIVE: MONSTERS AROUND THE WORLD

on computer screens, and send audible messages via phone For the most part, hunters engage in exorcisms more
lines. The Numen costs 1 Essence to activate, and if success- than summoning, though some hunters want to end the
ful creates a single message. fight quickly by demanding an entity appear before the cell.
Some other mortals, cultists and the like, summon entities
for more nefarious purposes. These people tend to pose
STALWART severe moral questions to hunters, especially those whose
Code prohibits harming other humans.
The entity appears armored in Twilight form and uses
Resistance instead of the lower of Power or Finesse as its Abjuration
Defense score. While exorcism is an attempt to tackle the Conditions
underpinning an entity’s presence by mundane means or the
use of bans and banes, abjuration fights the supernatural
TELEKINESIS with the supernatural, pitting a hunter’s soul and Resolve
against the entity he is attempting to force away.
The entity can manipulate objects without using a Hunters learn exorcism through necessity, and while
Manifestation Effect. This Numen costs 1 Essence, and suc- some exorcists tend to be religious, it is not necessary for
cesses on the activation roll become the entity’s Strength either exorcism or abjuration. By concentrating on the
when attempting to lift or throw an item. Fine motor control higher self, a skilled abjurist can cause his soul to affect
is impossible using this Numen. Twilight, forcing ephemeral beings away and clearing an area
of Influence. The abjuration effect must be performed as a
The Hunt meditative exercise that helps the user stay calm, even in the
face of a rampaging, Materialized ghost. Religious abjurists
Mortals can interact with ephemeral entities in more
use repeated prayer, while more secular occultists rely on in-
ways than just as victims. Some people actively seek out
cantations learned from their research. Anything that instills
ghosts of their loved ones with whom to speak, or seek spir-
the proper calm and reverence will work, though — a soldier
its from whom to entreat power. Characters with an Unseen
might attempt to abjure a ghost by reciting the patriotic oath
Sense for spirits or ghosts can sense their presence even in
of his country.
Twilight. Hunters seek them out to fight them and eliminate
The abjuration itself is a Resolve + Composure roll
the threat they pose to humanity.
contested by the entity’s Power + Resistance. As abjuration
Research channels the higher self, working the ritual by a means that
Just like everything else hunters have to deal with, the matches the abjurist’s Virtue provides a +2 bonus to the
best way to handle an ephemeral entity is to learn everything dice pool. A strong psyche is also useful — characters with
they can about them first. Finding out a ban or bane is the Integrity 10 receive a +3 bonus, Integrity 9 characters gain
best way to deal with an ephemeral entity, though some +2, and Integrity 8 gain +1. Conversely, if the abjuration calls
hunters have Endowments that let them bypass the need. on the abjurist’s Vice, the dice pool is penalized by two dice.
Low-Integrity characters suffer a cumulative –1 penalty per
If met with an ephemeral entity mystery, hunters can
Integrity dot below 6: –1 for Integrity 5, –2 for Integrity 4,
research them just like anything else. Generally, the roll
and so on.
is Intelligence + Occult, and all sorts of information from
Anchors, resonances, bans, and banes are the result of Clue If the abjuration is successful, all Conditions tagged by
gathering. the entity in the abjurist’s Willpower in yards are suppressed
for one day. On an exceptional success, the abjurist also be-
Exorcism and Summoning comes an extra bane for the entity until its Conditions return.
For dealing with an ephemeral entity, the ability to sum- Warding and Binding
mon or banish is the most basic tool in a hunter’s reper-
toire. These aren’t perfect, and they don’t always work. The Beyond just sending an ephemeral entity away for a day,
concept behind them is that if the hunter knows the ideal hunters can ward an area, or bind a particularly difficult en-
atmosphere the entity needs to exist in the physical world, tity into a specific location. By using the entity’s bane and a
then he can manipulate it and force the entity to comply specific kind of abjuration, a hunter can force it to stay away
with his wishes. from or remain in certain areas.
As such, exorcism and summoning are functionally the Instead of confronting the entity directly as in abjura-
same. They require a series of research actions (Intelligence tion, the ritualist marks the boundary she intends to protect
+ Occult rolls, with bonuses and penalties depending on ac- with the entity’s bane. She doesn’t have to mark a complete
cess to proper literature) to narrow down the requirements boundary — her concept of the area she’s protecting is what’s
for the rest of the rites. The remaining actions serve as al- important. Marking doors and windows with lamb’s blood
ternate ways to cause the Manifestation Conditions in the to keep out a ghost who can’t touch it will prevent that ghost
desired source. from simply floating through the wall while in Twilight, and
carefully drawing a sigil on the floor will serve to trap the
182
Monsters by Region

ghost whose name it is.


If the ritualist doesn’t have the proper bane for her ritu-
al’s subject, it fails automatically, so the most important part FOR THE
of warding is getting that detail right. Once that’s done, and STORYTELLER:
the area has been marked, the ritualist performs whatever
abjuration method she knows, focusing on suffusing the area
HUNTING ON A MAP
with the essence of the entity’s bane. Performing the ritual The monsters and examples
requires a Presence + Occult roll, modified by the ritualist’s provided scratch the surface
Integrity as per an abjuration, and further penalized by the of a world filled with the
entity’s Rank. A further modifier depends on the size of the strange and unexplained. It
area being warded. is assumed that a local hunter
will have more knowledge,
Area Modifier resources, and connections to
deal with an incident at home
Small area within a location, up to a +1 than an outsider would. When
six-foot area switching locales, keep in mind
Single room, a vehicle 0 the hunters are strangers to a
Two story, suburban building −1 new location and will have to
earn trust of local experts or
Larger structures levy increasing penalties; an additional ally with other, local hunters
−1 for every equivalent of a family home. Most superstruc-
before taking action.
tures, like skyscrapers, trains, government buildings, and
hospitals are too large to be effectively warded.
If successful, the entity described in the ritual treats at- and violence. The doll was once a display piece in a toy
tempting to move into or out of the warded area as though store in Germany, gifted to Otto by a wealthy relative. In
it is against its ban. The effect lasts for successes in days or the past, Robert the Doll allegedly attacked household staff,
is broken if the marking of the boundary is disturbed — a started fires, and played pranks on the humans with whom
determined entity can suffer the injury from touching the he’s lived. Robert the Doll has straw-blonde hair, glass but-
bane material marker in order to break the ward. tons for eyes, faded rosy cheeks, and wears a blue-and-white
sailor’s suit. Despite being possessed by a ghost, the Doll is

Monsters
made of cloth. When the ghost speaks through Robert, his
button eyes glow softly with an aura of lurid light most vis-

by Region
ible in the darkness. Burn the doll, however, and the ghost
moves on. So, while the mischief Robert caused may seem
like it’s been dealt with, the true monster hasn’t been.

Any Time, Anywhere


Spirits and monsters aren’t bound to an environment
or any one place. They don’t need a grassland or a swamp to
survive, and they aren’t tied to a specific gravesite or ancient
Ghosts and spirits are the most common types of mon-
battlefield, either. Creatures that can appear anywhere are
sters that can appear at will. The ghosts that don’t haunt a
still connected to the world of the living, however, and often
house or the bones of their corpse are often tied to a pos-
reveal their malicious intent after they strike.
sessed object, relic, or person, while others manifest because
someone summoned them. Ghosts that inhabit physical ob- Black Dog
jects are still ghosts, however; if a doll, computer, mirror,
You are a British assistant manager working at a fish-and-
or mannequin is destroyed, the ghost isn’t automatically
chips restaurant in Sheffield. After your shift, you walk back to
vanquished. These physical items are often Anchors for the
your car when you hear a loud, menacing bark. Is that a stray dog?
ghost and add flavor to the hunt, a touch of misdirection,
No, you think, it can’t be. You don’t see anything. You ignore the
and a deep sense of history that isn’t grounded in a set of
noise as each ear-splitting bark grows louder and louder. Whatever
coordinates. Spirits don’t have Anchors, but they usually
it is — it’s coming closer! You suck in your breath and don’t make
have bans that give them a predictable pattern of behavior.
a sound. You feel goosebumps up and down your arms. That’s
Sometimes, the effects of a witch’s curse or a supernatural
when you see it: a massive, ink-black hound with glowing red eyes
virus may be misidentified as a ghost’s or spirit’s handiwork
is running right for you.
— most people admit ghosts are real, and pass everything else
off as anxiety or superstition. Location(s): Prominent in Great Britain. Can be found
in any country.
Take Robert the Doll for example. Originally owned by
Key West painter and author, Robert Eugene Otto, this life- The Black Dog is a malevolent spirit tied to ill will and
sized doll is possessed by a ghost with a taste for mischief fear. Witnesses refer to the Black Dog by many names includ-
ing Black Shuck, Church Grim, El Cadejo, Lobizon, Perro

183
CHAPTER FIVE: MONSTERS AROUND THE WORLD

Negro, or Padfoot. Black Dogs are often portents of ill will;


anyone who sees the creature is doomed to a dark fate, disas-
Thin Man
ter, or death. Some report seeing the dog before a large-scale You are a South African hunter who has a few hunts under
calamity such as a hurricane, an earthquake, or a terrorist at- your belt. This time, however, you’re facing your first real threat:
tack. Still other reports state this dog is a familiar summoned A mythic impundulu has been spotted near Johannesburg, feeding
by witches and warlocks to murder their intended victims. on its citizens. You and your cell are stumped. You have no idea
In some Latin American legends, the Black Dog’s coun- why such a creature would fly into a well-populated city, so you
terpart is a White Dog that appears as a benevolent force decide to track it with a spell you’d found. It’s your first time
trying to warn victims they are about to befall a great tragedy. using magic, but you have no time to find a different solution.
You perform your spell and you’re not sure if it worked — but now
Appearance: This spirit manifests as an enormous black
you’ve got bigger problems. Out of the corner of your eye, you spot
dog with glowing red eyes and possesses the combined quali-
an impossibly tall man. You whirl around, don’t see anything, and
ties of the fiercest breeds: snapping jaws, rippling muscles,
return to your task. When he reappears, you know the impundulu
and flesh-tearing claws. The dog’s bark or howl can always be
is not the only monster you need to tackle head on.
heard by the intended, doomed target no matter where they
may try to hide, and they possess excellent hearing. The Thin Man’s origins are as obscure and mysterious
as the reasons for its appearance. Some speculate that the
Storytelling Hints: The Black Dog is a storytelling tool
Thin Man is attracted to people who open a grimoire or try
perfect for any tier. When it makes an appearance, this ma-
a spell for the first time and preys on their curiosity, while
levolent canine can serve Storytellers as a thematic clue. For
others believe he targets the young and emotionally vulner-
example, the Black Dog may show itself to a hunter who’s
able. The briefest contact with him inflicts paranoia and
been cursed and is in danger. On a less-personal scale, a cell
nightmares, while prolonged exposure to the otherworldly
might wake from a dead sleep, right before a supernatural or
creature can be fatal.
natural disaster, to hear Black Dogs howling at the moon. In
this way, the Black Dog adds fear and tension to the chron- Whether it’s an internet construct or a spirit made
icle because hunters may not always have opportunities to flesh, the Thin Man is one of the most dangerous monsters
capture, study, or murder it. because it’s shrouded in one too many mysteries. Why ap-
pear now? Why target magical initiates? How would a force
Storytellers may also use the Black Dog as a sign that
connected to technology become real?
they’ve run afoul of a different monster; a cell may have
crossed paths with a shapeshifting warlock who summoned Thin Man also inflicts “black heart sickness” on his
the Black Dog and commanded it to pursue them. The Black victims, a pathology that drives the afflicted to fits of rage
Dog may also be used as a standalone monster that haunts a and violence. Those who survive prolonged contact with the
sleepy neighborhood. monster often leave behind an “operator mark” (a circle with
an X through it) to warn others of its presence.
Power: 5 Thin Man rarely aggressively attacks his victims and in-
stead frightens them by looming at the edges of a target’s
Finesse: 4
perception. Hunters are searching for ways to lure or trap the
Resistance: 4 Thin Man, but the process is slow going; the monster’s pres-
Manifestation Effects: Gateway, Materialize ence causes electronic devices to malfunction within a wide
Numina: Aggressive Meme, Blast, Emotional Aura, Seek radius, and files have been known to disappear.
Appearance: Thin Man is commonly described as an
Ban: The Black Dog must spend one day out of every
seven in a forested area or take 1 lethal damage for each impossibly tall, gaunt, spectral man dressed in a fine black
day it cannot get to a forest. suit, white shirt, and dark tie. He has a blank, featureless
white face, and unnaturally long arms that, according to
Bane: Any blade carved from obsidian.
some accounts, are replaced by tentacles with large, white
Rank: 2 suckers on them. Often, the edges of his creepy silhouette
Influence: Fear 2 are blurry, as if he hasn’t fully materialized.
Willpower: 8 Storyteller Hints: Thin Man adds a layer of mystery to
Essence: 15 any chronicle and may be introduced as a recurring antago-
nist. People are uncertain if he is a ghost or a spirit, so mak-
Corpus: 9 ing that determination for your game is important. Attracted
Initiative: 8 to magic, this entity may end up in the same places as the
Defense: 4 hunters. If an unfurling mystery suits the tone of the chron-
icle, Thin Man poses an unknowable, insidious threat that
Speed: 15
seemingly targets people at random and leaves those who
Size: 6 survive the encounter shaken and unstable.
The Storyteller is encouraged to shape the Thin Man
into a monster the hunters can, with a little creativity, track

184
Monsters by Region

and hunt. The monster can lead the cell into deeper myster- perhaps, or demons. Any number of dark forces demand
ies of the supernatural, or he can simply cause chaos and worship; the account is never clear. What is known, howev-
panic. Either way, this spirit is more than a vision in the er, is that these sacrifices invariably involved decapacitating
dark. He appears and attacks, but the hunters can unlock his the victims and embedding their heads in the concrete. This
weaknesses eventually. was the fate many believed befell poor Janet. True enough,
her parents would eventually find her headless corpse a few
Power: 10 days later, untouched save for that one act of mutilation.
Finesse: 8 In their despair, her parents did the only thing they could:
They dressed her in scarlet, hoping to help their child one
Resistance: 9 last time.
Manifestation Effects: Image, Materialize, Possess Ghosts, whether they are out for vengeance or a polter-
Numina: Aggressive Meme, Dement, Drain, Innocuous, geist, are tied to cultural experiences, identities, and beliefs.
Left-Handed Spanner Each one has a history grounded in a living person’s former
Ban: The Thin Man cannot use Aggressive Meme, Dement, life. In Nurse Janet’s story, the color red holds cultural sig-
or Drain without touching the skin of his victim. He cannot nificance. In Chinese culture, some believe if you clothe a
use Left-Handed Spanner without touching the object. corpse in red, its spirit will find its way back to our world,
Bane: A blade etched with the Thin Man’s true name. seeking the vengeance it’s been owed. As a spirit of ven-
Rank: 4 geance, hunters who hold similar beliefs know Nurse Janet
may act like other types of ghosts, for instance a Woman in
Influence: Fear 2, Death 2 White, but she isn’t one. She’s an example of a different
Willpower: 10 threat, a Woman in Red, who is just as determined to wreak
Essence: 25 havoc on the living as other spirits.
Corpus: 15 The monster selected for a chronicle is more than a
thing to hunt; it adds depth and layers of meaning to the
Initiative: 17
city it inhabits. The Cheonyeo Gwishin are another excellent
Defense: 8 example of how urban legends are not only tied to locations,
Speed: 24 but to the people who live there. While these women are na-
Size: 6 tive to South Korea, the Women in White can be introduced
in any city where tragedy has befallen a victim.

Cities, Towns, When introducing a chronicle, the Storyteller is encour-


aged to treat a city, town, or village as its own character that
and Villages has its fair share of beautiful flaws and ugly scars waiting to
be uncovered.
Where there are people, there are monsters. Cities
are filled with humanoid predators that require a mortal’s Cheonyeo Gwishin
blood, flesh, and soul to survive. Most hunters believe a su- You are a South Korean student who’s recently moved into a
pernatural predator’s motivation is simple and straightfor- new apartment building. You hear someone knocking on your door.
ward: they track, pursue, haunt, study, or feed on mortals. You open the door and call out, “Who’s there?” A feminine voice
For this reason, many cells operate under the assumption answers, telling you to close your eyes and count to a hundred.
that anyone who can pass as human — vampires, ghosts, Is this a game, you wonder? Then, the voice tells you that if you
were-creatures, shapeshifters, witches, and warlocks — might don’t start counting — you’ll die. You’re not sure if someone’s play-
be more dangerous than the unusual and bizarre because ing a prank on you or not. You double check the abandoned hall-
they can blend in or infiltrate hunter organizations. Hunters way, go back inside, and close your eyes. Then, you start reciting
are often warned that they, themselves, are a target, and their the numbers. You feel silly, so you stop counting at fifty. When you
cell should take precautions even before they realize what open your eyes, you are shocked to find a ghostly figure — a woman
they’re dealing with. When they don’t, however, that’s when in white with dark, flowing hair — glaring back at you.
the real challenge begins. Location: The Cheonyeo Gwishin hail from South
Large, concentrated populations are often the source of Korea. They are a type of apparition known as the Women
fast-spreading urban legends that spawn rumors and hints of in White; these ghosts may be found worldwide.
truth. Sometimes, these beliefs are grounded in cultural, per- Depending on who you ask, the Cheonyeo Gwishin are
sonal, or location-specific experiences that may be unfamil- either the ghosts of virgins or unmarried women, pinioned
iar to the players sitting around the table. Take, for example, by whatever traumatic event prevented them from moving
Nurse Janet. In East Malaysia, there is a story of how a young on. In some stories, that event is the grief of never having
nurse named Janet went missing in the 1960s. Her disap- fulfilled their purpose as Korean women: to uphold the fam-
pearance was linked to the construction of a local bridge. It ily name, to experience matrimonial bliss. In others, it is a
was said that whenever development was delayed, its owners case of innocence betrayed.
would offer human sacrifices to something: restless spirits,
185
CHAPTER FIVE: MONSTERS AROUND THE WORLD

Cheonyeo Gwishin can be found haunting abandoned Bane: Salt


buildings and schools — the quiet places in the bustle of Rank: 2
South Korea. Many are simply visual aberrations, a flicker at
Influence: Family Home 2
the periphery of the eye. They are echoes, suspended in their
moment of agony. Other Cheonyeo Gwishin, however, move Willpower: 10
with purpose. Essence: 15
Every prefecture, every town in South Korea possesses Corpus: 10
some variation of this story: sightings of a girl in a white Initiative: 10
dress, her black hair trailing like a veil, accompanied by ac-
counts of how she caused death and madness. In life, that Defense: 4
unfortunate girl is always said to have been lovely and kind, Speed: 14
the paragon of girlish virtue, adored by those who knew Size: 5
her. Yet, somehow, no one ever takes notice when she goes
missing for days, and no one ever presses charges against her Fatal Fare Passenger
murderer.
A panicked passenger enters your cab. You can’t quite make
Hunters investigating Cheonyeo Gwishin will inevita- out what she looks like; her hood is pulled tight against the rain
bly find more than the town is willing to confess, because and obscures her thin face. “Where you headed?” you ask. “Make
the oldest legends always come back to blood. That said, the a left here at the light,” she responds. “No, wait! Make a right on
Cheonyeo Gwishin are a type of apparition called Women in this side street!” You barely manage to make the turn and miss
White and are only found in South Korea. Women in White rear ending a semi. Your passenger shivers, then tells you to head
that appear elsewhere possess unique histories and sets of for a quiet neighborhood — it’s just off the highway. Anxious to be
abilities tied to their personal background and the location rid of your eerie passenger and get paid, you follow her instructions
they haunt. as best you can. Deep down, you fear you’re one bad turn away
Appearance: Cheonyeo Gwishin are pale, alluring from flipping your cab over.
Korean women. Their black hair is worn long and loose, Location(s): Worldwide
and often ripples behind them — even if there is no wind.
The Fatal Fare Passenger or Haunted Hitchhiker is a
Typically, the Cheonyeo Gwishin are spotted in a tradi-
global phenomenon. In the reported cases of “fatal fare,”
tional sobok — a white funerary gown that stretches from
almost every story begins the same way: A stranded citizen,
the corpse’s neck to their ankles. The sobok has billowing
desperate to go home, hails a cab. Some accounts report the
sleeves that reach from shoulder to wrist and may be tied
ghost can also be a hitchhiker or a passenger waiting for a
with a long bow at the neck.
pick-up from a ride-share service. Upon entering the vehicle,
Storytelling Hints: At first, the Cheonyeo Gwishin may the Fatal Fare Passenger gives the driver directions “home.”
seem harmless. They are an apparition that has perhaps ter- As the ride continues, the ghost frequently changes their in-
rified a family from their home, or an interloper in a small structions to force the driver to crash their vehicle and die.
neighborhood. As the cell continues to dig deeper into the Though a Fatal Fare Passenger may seem like a class of ghosts
local history, the Cheonyeo Gwishin moves with purpose. or the work of a serial killer, each individual passenger acts
One way to point out morally gray areas is to present a on its own. An untrained eye may not realize a Fatal Fare
Woman in White as a tragic ghost who deserves vengeance Passenger isn’t human until it’s too late.
for what has happened to her. Depending upon her back-
Appearance: A Fatal Fare Passenger is a ghost who
story, a cell might struggle with their next move.
Anchors almost solely to the location of their death. Unlike
At increased threat levels, the Cheonyeo Gwishin other ghosts or undead, this monster is a near-perfect
lose any pretense of innocence. Suicide cults rise in chat fit to the village, town, or city they wander in. The Fatal
channels. A video circulates on the internet. Anyone who Fare Passenger even goes so far as to adopt the mannerisms
watches the clip drops dead, frothing black at the mouth. Of and dress of the local population to blend in as best they
course, that makes everyone want to send the cursed video can. The only way to tell if a Fatal Fare Passenger exists is
to their enemies. to closely inspect their translucent skin and hair. For this
reason, these monsters often target victims at night or dur-
Power: 4 ing inclement weather to better conceal their true identities.
Finesse: 5 Hunters should be wary of anyone begging for a ride who
Resistance: 5 does not show their face, even after entering their vehicle.
Storyteller Hints: A Fatal Fare Passenger is a good
Manifestation Effects: Materialize, Possess
choice to open a session or chronicle, because this monster
Numina: Aggressive Meme, Dement, Hallucination, type doesn’t possess a lengthy history or elaborate agenda.
Speed
Storytellers are encouraged to make this attack personal; a
Ban: If the Cheonyeo Gwishin harms an unwed woman, Fatal Fare Passenger might target a hunter’s Touchstone,
she suffers 1 lethal damage for doing so. ally, or mentor. To ratchet up the tension, shroud the Fatal

186
Monsters by Region

Fare Passenger in mystery. Drop in newspaper clippings, fo- Defense: 4


rum chatter, and cryptic texts to breathe personality into the Speed: 15
hitchhiker. Size: 5
Eventually, a Fatal Fare Passenger will target a cell when Rawhead the Bogeyman
all the hunters are together; one of the best ways to ensure
the cell is together, is to encourage safety in numbers. Then, Rawhead and Bloody Bones/Steals naughty children from their
when the Fatal Fare Passenger attempts to hitchhike or share homes/Takes them to his dirty den/And they are never seen again.
a ride with them, the hunters will fight for their lives in a Location(s): Great Britain, United States. Rawhead is a
swerving vehicle. This monster can also be employed as a type of bogeyman present in several myths. Depending on its
red herring to distract or slow the hunters down while on guise, it can be found worldwide.
another hunt. To step away from its ghostly origins, the Fatal Rawhead is a type of bogeyman that targets ill-behaved
Fare Passenger can also be undead or a warlock in disguise, children and terrorizes families. The bogeyman can possess
intent on targeting the hunters. masculine, feminine, or animalistic traits. Other known guis-
Power: 6 es include: Mummelmann, Popelmann, Homem do Saco, El
Finesse: 4 Roba-chicos, Zlota Baba, H’awouahoua, Gurumapa, Cuca,
Resistance: 4 and the Jersey Devil.
Manifestation Effects: Image, Materialize Almost everyone grew up with a story that the bogeyman
Numina: Emotional Aura, Left-Handed Spanner, Mortal would snatch a naughty kid out of bed if they misbehaved.
Mask, Speed, Telekinesis Rawhead and Bloody Bones is one such monster. In Great
Ban: The Fatal Fare Passenger must try to hitch a ride and kill
a driver once a month or lose all its Willpower. Britain, Rawhead is the reason you don’t peek between your
Bane: Turmeric ankles at the slats under the stairs. Parents caution their
Rank: 2 children away from ponds; children tell each other to watch
Influence: Cars 2 out for old, dark cupboards. That is where Rawhead lives,
Willpower: 8 scalped and streaked in blood.
Essence: 15 In America, the story is told a little differently. Rawhead
Corpus: 9 was the favorite pet of a woman named Old Betty, and when
Initiative: 8 a hunter made the mistake of killing the boar, she moved its

187
CHAPTER FIVE: MONSTERS AROUND THE WORLD

amalgamation of pig and man. His head is always the same:


a boar’s skull, its eye sockets burning with red light.
FOR THE Storyteller Hints: If Rawhead is dropped into a chron-
STORYTELLER: icle to add tension and make people uneasy, he’s usually a
RELICS AND RUMORS household nuisance straight out of a fairy tale. When he’s
hungry, he preys on the innocent and easy pickings. As soon
Remote environments, whether as he’s thwarted, however, he’ll move on to another town or
they’re in the Sahara or the city and try to find fresh meat.
middle of the Atlantic, are Storytellers who want to add a twist to the bogeyman
perfect locations to drop into may expand his pool of victims to include the elderly or in-
a chronicle when the hunters firmed. In a house, Rawhead is scary but can be thwarted.
want to find mystical or In a hospital filled with patients, this monster emerges as a
ancient relics owned by the
deadly threat. Storytellers may also treat Rawhead as a sum-
supernatural. Occult bookstores
and black markets can only yield moned spirit bound to a set of bloody bones. Hunters will
so many artifacts, and some then have to figure out who — or what — had the power to
hunters may want to do their call forth Rawhead and determine what, if any, plans they
own legwork. Tier-one hunters have for his victims.
may abandon the hunt to find a
cursed object, called a Bygone Mental Attributes: Intelligence 2, Wits 4, Resolve 3
(p. XX), to give them an edge.
Tier-two hunters may stumble Physical Attributes: Strength 6, Dexterity 4, Stamina 6
across a Bygone someone tried Social Attributes: Presence 4, Manipulation 2,
to get rid of — but couldn’t. Composure 3
Tier-three hunters may acquire Mental Skills: Investigation 4, Occult 2
anything they find for the
benefit of their organization. Physical Skills: Athletics 2, Brawl 7, Survival 3, Stealth
4, Weaponry 3
The Aegis Kai Doru, for example,
could launch a expedition to Social Skills: Intimidation 4, Streetwise 1
Namib, the world’s oldest Merits: Choke Hold, Cover Tracks, Relentless
desert, to retrieve an unusual
object rumored to be a mythical Potency: 5
Wheel of Fire. Willpower: 11
Virtue: Naïveté
Vice: Gluttony
soul into another body to let it get revenge. He came back
Aspirations: Eat naughty children and adults who
from the dead, swaying on two legs, because the hunter had misbehave.
eaten up everything that he was and Old Betty could only
find a poor farm boy’s corpse. But the head was right. He Initiative: 7
still had his porcine skull. Defense: 6
Now the monster he wasn’t before, Rawhead staggered Size: 7
off to look for the man who killed him. He found him, of Speed: 17
course. The boar ate its murderer, but he didn’t drop back
Health: 13
dead. Instead, he went on to the woods to look for more
meat — young meat, preferably fresh from the warm bone Weapons/Attacks:
of a child. Type Dmg Range Dice Pool
Of course, this means Rawhead doesn’t seem to have Bone Fists 2L Melee 13
respect for international borders. Hunters have found the
beast haunting staircases and armoires in Bristol, Kentucky, Bite 2L Grapple 13
Wyoming, Scotland — wherever his story is told. They always Dread Powers: Dread Attack (Bite, Bone Fists), Home
find him on a pile of bloody bones, ravenous, even as he Turf 2 (Nest), Predator’s Sense (Children), Regenerate
smiles at them from hollow sockets, blood running tracks
down his eyes.
Deserts and
Sandy Terrain
Appearance: Rawhead’s appearance can differ depend-
ing on region. In Europe, he is hunched under a drape of
leather, with bloodied bones and overlong limbs, always
Monsters spotted in the deep desert are not hunted by
smiling from within the gloom. Americans say that Rawhead
the faint of heart. Though not as devoid of life as stereotypes
is a massive creature and frighteningly powerful, a hideous
proclaim, sandy terrain is challenging for inexperienced
188
Monsters by Region

hunters who don’t have the right gear or training. Filled with on its own. Because so little is known about its strengths and
myths, local hunters may venture into the deep desert on a weaknesses, however, hunters who encounter the devalpa are
dare or to hone their survival skills. After all, a hunt in the often unprepared to fight it.
desert requires a vastly different set of skills than scouting Appearance: The devalpa is a reptilian shapeshifter that
out abandoned warehouses and condemned office buildings. preys upon the kind-hearted. At first glance, it appears to
Some deserts can be found just outside a metropolis. be an old, deeply wrinkled man with long, white hair and
These include Las Vegas, Nevada; Tucson, Arizona; and thin arms stuck in the sand. Scrutinizing the creature further
Casablanca, Morocco. Many deserts, however, stretch for doesn’t yield any clues; it’s not until the creature is removed
miles and miles like the Mojave, Gobi, Thar, Sahara, and from the sand that its tentacles are revealed.
Atacama Deserts. Hunters called in to help must weigh the Storyteller Hints: This type of predator is an example
benefits and drawbacks of venturing out into the desert, of a monster that appeals to a victim’s emotions. Though its
knowing how dangerous hunting under the hot sun can be. natural habitat is the desert, the devalpa can move from place
For this reason, some cells tack on an extra hunt or two when to place by wrapping its tentacles around a victim’s body.
they’re visiting a desert-adjacent village or city, just in case. Depending upon what Dread Powers are used to flesh
Storytellers who want to set a session or a chronicle out this antagonist, the devalpa might feed off a victim’s
in the desert can research other reasons for the hunters to emotions, blood, or soul. This food is how the devalpa re-
travel in sandy regions that range from assisting a local cell at tains its strength; its grip tightens as its victims become more
their request to tracking a different monster that’s in hiding. fearful or anxious. The opposite could also be true: The de-
valpa might deposit a hallucinogenic toxic when its tentacles
Devalpa contact a target’s skin, reducing inhibitions, fears, etc.
You and your brother are hunters from Tehran. You heard
rumors that visitors have gone missing in Kavir National Park, so Mental Attributes: Intelligence 6, Wits 5, Resolve 5
you pack your gear and plan for a long trip. You reach an immense
Physical Attributes: Strength 2, Dexterity 1, Stamina 3
stretch of desert that, at first glance, seems harmless enough. As
you start to cross the expanse, however, you hear an old man cry for Social Attributes: Presence 1, Manipulation 5,
help! You rush to the man’s side, and he begs you to help carry him. Composure 2
That’s when you notice something strange — the man is half-buried Mental Skills: Investigation 3
in the sand. Your brother, who’s close behind, wonders why you Physical Skills: Athletics 2, Brawl 2
stopped. You tell him something’s not right, but he doesn’t listen. Social Skills: Persuasion 5, Subterfuge 3
He rushes in to help the man, and as soon as he lifts the creature
from the sand, long tentacles wrap around your brother’s body. Potency: 4
Location(s): Iran (Deserts) Willpower: 11
The devalpa is a type of shapeshifter that preys on peo- Virtue: Altruistic
ple’s desire and need to help others. It communicates with Vice: Petulant
its victims telepathically, so they “hear” its voice in their na-
Aspiration(s): Attach myself to a mortal and ensure they
tive tongue. Unlike other humanoid creatures, the devalpa is carry out my every command. Multiply and make more
telling the truth: It does want its victims to help it carry out devalpa.
tasks it normally cannot and enslaves those who pick it up
Initiative: 3
off the ground by wrapping its long, thin tentacles around
their bodies. Defense: 3
Once attached, the devalpa takes control by telling its Size: 2
victims where to go and what to do. Its motivations range Speed: 5/15 (tentacle)
from helping it escape the desert and scavenging for food Health: 5
to finding others of its kind. Despite its seemingly benign
needs, the devalpa does not care about the safety or health of Weapons/Attacks:
its victims and will often make demands that cannot be ful- Dice
filled. To date, no one knows much about the devalpa other Type Dmg Range Pool Special
than the occasional eyewitness report, because most people Grasping 2L Melee 5 Inflicts the Drugged
first encounter the creature after reading the tale of Sinbad Tentacles (Hallucinogenic) Tilt
the Sailor. People are quick to point out disappearances —
even in the deep desert — should be thoroughly investigated Dread Powers: Discorporate (Tentacles), Dread Attack
2(Tentacles), Multiply (Eggs), Numen (Hallucination,
to rule out criminal activity first, before claiming a devalpa Mortal Mask)
is to blame.
Special: When the devalpa lays its eggs in a victim, they
Hunters are beginning to suspect the devalpa is a sym- don’t necessarily know they’re in their system.
biotic creature that cannot survive for long periods of time

189
CHAPTER FIVE: MONSTERS AROUND THE WORLD

Mongolian Death Worm its ability to survive outside Asia. If successful, the worm’s
presence in other habitats has frightening implications.
You are a Chinese biologist who studies the flora and fauna
of the Gobi Desert. Your predecessor was recently fired, and you Mental Attributes: Intelligence 1, Wits 2, Resolve 5
never bothered to ask why. While preparing for your next expedi-
Physical Attributes: Strength 7, Dexterity 1, Stamina 5
tion, however, your peer tracks you down and begs you not to
return to that area. You don’t want to listen to their warning but Social Attributes: Presence 1, Manipulation 1,
when you turn away, they hand you a file packed with reports Composure 3
and photos. You part ways and examine the file as soon as you Physical Skills: Athletics 4, Brawl 7, Survival 3, Stealth 2
get home. One photo in particular catches your eye. It shows a Social Skills: Intimidation 5
massive, segmented worm spitting vivid green liquid from a ringed
Potency: 3
maw into the air against the backdrop of the afternoon sun.
Included is a sticky note that reads: No photo manipulation. Willpower: 11
Location(s): Gobi Desert Aspiration: To hunt.
The Mongolian Death Worm has been sighted in the Initiative: 4
most desolate areas of the Gobi Desert. A predatory beast, Defense: 5
the worm can grow several feet long and threatens the safe-
Size: 60
ty of travelers, residents, and livestock that wander near it.
Reports attribute many supernatural abilities to this mon- Speed: 12
strous worm. It can spit acidic venom, attack with electrical Health: 65
discharge, lay eggs in the bodies of its prey, and is lethal to Weapons/Attacks:
touch. As far as the average hunter is concerned, all stories
could be true but are hard to verify. While rumors swirl that Type Dmg Range Dice Pool
Mongolian Death Worms can survive in captivity, they have Maw 2L Melee 14
never been spotted out of their natural habitat.
Many hunters believe the worm is a natural anomaly, Dread Powers: Dread Attack (Bite), Home Turf 3,
Numen (Blast), Weathervane 1 (Wind)
while others argue that the creature is the product of a

Fields and Forests


Cold War experiment. The latter is demonstrably false, as
Mongolian Prime Minister Damdinbazar cited its existence
back in 1922. Still others speculate that the worms are not Monsters that make their homes in fields and forests
from Earth; they are creatures who slipped into our dimen- can be found near remote villages or in Central Park. Often,
sion from their nightmarish home. those who need to live in these environments are fiercely
Provided the Mongolian Death Worm remains in the protective of their homes and attack if threatened regardless
remote regions of the Gobi Desert, most hunters avoid the of intelligence. Some creatures, like the dryad, unicorn, or
area at all costs. Unfortunately, Mongolian and Chinese satyr, are simply the stuff of fairy tales, while there may be
hunters have recently discovered evidence that hatchlings truth to some creatures’ existence, such as Jenny Greenteeth
are venturing further and further into well-populated areas. and the Finnish Ajatar.
Appearance: Mongolian Death Worms are massive, Storytellers are encouraged to leverage fields and for-
segmented worms with thick, spiked exoskeletons. Its toothy ests as common locations hunters can investigate. These
maw is wide enough to bite an adult in half, and its eyes are areas complement urban landscapes and enhance the hunt
sheltered behind curving, chitin plates. Some death worms by adding a different set of challenges they must overcome.
have metallic nodes in place of spikes on their shells which City parks are perfect hunting grounds for predators waiting
they use to conduct electricity. Sand-colored Mongolian to ambush the unprepared, and hunters trying to catch a
Death Worms are non-venomous while those capable of monster before a victim’s life is claimed must deal with con-
generating venom display bright colors: violent yellows, deep cerned parents, pet owners, sports enthusiasts, and local po-
indigos, and angry reds. lice. After all, vampires, werewolves, and shapeshifters may
Storyteller Hints: The Mongolian Death Worm is the lurk in a spooky grove, but they don’t need a specific envi-
kind of monster players can hunt down for a good, old-fash- ronments to survive. Humanoid monsters who use parks,
ioned fight. The creature is a giant, aggressive predator; it botanical gardens, arboretums, and abandoned fields to live
has no agenda, it’s not secretly hiding in plain sight, and it near, but not next door to, the people upon whom they prey
doesn’t vanish at daybreak. The worm is a mindless monster know their backyards well.
that slithers and eats. Despite all their efforts, sometimes hunters come up
For Storytellers who want to add more mystery to the empty and can’t find the source of harm. A jogger disappears
hunt, place the Mongolian Death Worm in a different des- without a trace. A couple takes a stroll with their dog and all
ert or worse — a zoo. What was once a simple hunt takes a three never return home. After exhausting all other options,
darker turn when the hunters realize someone has managed they might discover a humanoid monster isn’t to blame after
to snatch the Mongolian Death Worm from its home to test
190
Monsters by Region

all. Eventually, hunters learn supernatural threats aren’t re- Storyteller Hints: Hungry Grass is an interesting threat
stricted to monsters such as the Bulgarian Vrkolak, which to throw at hunters who are neck-deep in an investigation
shifts from a werewolf to a vampire after it dies. of a creepy location or other monster. Thematically, Cursed
Sometimes, the trees and plants are monsters, too. Grass is excellent for chronicles set in Ireland, but its nature
Storytellers should treat a lone weeping willow that’s pos- may be adjusted to fit any location. Storytellers planning to
sessed by a mournful lover as an antagonist that’s part of a introduce Hungry Grass as a threat should weigh its place-
location; if, however, the entire swamp or grove is haunted, ment. Another monster, for example, might transplant a
then that wider area is a Mysterious Place (p. XX). Some patch of Hungry Grass in a hospital lawn or a public park.
plants, regardless of size, can move of their own volition or The question is, “Why?”
be transplanted to freshly tilled soil. Hungry Grass is a fun antagonist to drop into hints and
rumors, because it’s an unexpected plant-based creature.
Hungry Grass Eventually, hunters might grimly suspect that Hungry Grass
You’re an Irish tourist taking a stroll through a part of your can spread after being buried along with a corpse. Others
country you’ve never seen before. You’re enjoying your walk through could learn Hungry Grass is immune to fire, can survive in
the emerald-green fields when you approach the base of what the low-light conditions, and is hardier than most types of sod.
locals call “Hungry Hill.” You’ve heard them warn you. You’ve
been told to avoid it but you don’t bother listening. You take your Mental Attributes: Intelligence 2, Wits 2, Resolve 4
first step and laugh. You feel a little peckish, but you’re okay! With Physical Attributes: Strength 2, Dexterity 1, Stamina 5
each step you take, your hunger grows: Now, there’s a gnawing pit
in your stomach, you feel lightheaded, and your body starts to shiver. Social Attributes: Presence 1, Manipulation 2,
Composure 4
Suddenly, you begin hallucinating. Long, thin tendrils of grass slither
around your ankles. Damn! Your blood sugar must be dropping — or Mental Skills: Occult 4
is it? It isn’t until you stumble and fall, yanked hard by the Hungry Physical Skills: Athletics 1, Brawl 4, Survival 3
Grass, that you realize you shouldn’t have been rude to the locals. Social Skills: Intimidation 3
Location(s): Ireland. It may grow elsewhere when
Potency: 4
transplanted.
While its precise origins are unclear, Hungry Grass (or Willpower: 12
Cursed Grass) originates in Ireland and reports trace back its Aspiration(s): To suck the nutrients out of victims. To
existence to the Great Hunger in 1840. Others believe that multiply.
Cursed Grass is extradimensional in origin — a product of Initiative: 5
the fairy world — and should be left alone lest its disappear- Defense: 2
ance attract darker forces. Still others believe Hungry Grass
Size: 10
marks the location of a sinner’s corpse.
Thankfully, Hungry Grass cannot move its entire mass Speed: 0
on its own; it drains and weakens anyone who’s unfortunate Health: 15
(or stubborn) enough to walk through the blades of grass. Weapons/Attacks:
The length of time spent crossing Hungry Grass does not
matter; it distracts victims by igniting a terrible hunger. Some Dice
Type Dmg Range Pool Special
reports state that the grass whispers hateful curses to solitary
listeners, while others claim the grass instead tries to lure Strangling 1L Melee 6 Will only attack if
Grass victim doesn’t have
bystanders to walk through it. Following capture, it “grows” food.
around the victim so it can devour their flesh. Any clothing
or inorganic items are then swallowed up by the grass, leaving Dread Powers: Multiply, Numen (Drain), Regenerate,
no evidence behind. Reborn
Hungry Grass disorients victims who walk through it,
forcing them to wander through its blades long enough to Owl Man
inflict them with its starving curse. While native to Ireland, You’re a British minister tending to your church in the village
Hungry Grass can be uprooted and planted anywhere grass of Mawnan. You’re surprised to find several large owl feathers.
grows. It takes root immediately and spreads until all ordi- Could it be? You’ve heard the stories — two young girls spotted a
nary grass is gone, as far as the eye can see. hybrid creature all those years ago — but you’ve never put much
Appearance: At a cursory glance, Hungry Grass is indis- stock in them. ‘Course, you can’t deny you find the idea fascinat-
tinguishable from normal sod. With a moment’s study, the ing. More than one villager has confessed seeing the Owl Man,
viewer realizes the grass has a bluish tint and wide blades that and they’re terribly embarrassed about it. When they first asked
reach upwards like miniature, snaring vines. If an observer you if the Owl Man was a devil in disguise, you told them you
spends additional time watching the grass, it moves subtly of weren’t sure. You still aren’t. But, just in case, you grab a vial of
its own accord and independently of any breeze. holy water and make sure you’re not out too late tonight.

191
CHAPTER FIVE: MONSTERS AROUND THE WORLD

Location(s): England Physical Skills: Athletics 4, Brawl 2, Firearms 2, Survival 2


First sighted in 1976 in the village of Mawnan, Cornwall, Social Skills: Intimidation 3, Subterfuge 2
the Owl Man is a shapeshifter who’s half-man, half-owl. Two Merits: Alert, Masked Scent
young girls spotted a giant birdman with great feathers and
Potency: 3
black claws hovering in the sky just above the village’s church
tower. Others reported the creature had glowing, red eyes Willpower: 8
and hissed when it swooped near them in the woods nearby. Virtue: Stalwart
Strange, glowing red lights hanging in the night sky are often Vice: Pride
thought to be the Owl Man peering down from high above.
Aspiration(s): Glean secrets from those I watch. Use
The story of the first sighting was published in “Morgawr: their weaknesses to ensure my safety.
The Monster of Falmouth Bay,” a pamphlet distributed lo-
cally. Since that time, there have been several other sightings Initiative: 9
outside of the village in Cornwall. Witnesses report the Owl Defense: 8
Man has tall, pointed ears like a bat and is covered in mot- Size: 5
tled, gray-brown feathers. It peers at them with an intelligent
Speed: 14/20 (Fly)
malevolence and studies passersby. Some have even started
referring to it by another name: Death Raptor. Health: 8
Hunters are curious about the Owl Man because no re- Dread Powers: Animal Shift (Owl), Eye Spy, Numen
ported deaths have been attributed to the creature. Still, that (Emotional Aura, Mortal Mask, Pathfinder), Home Turf 2
doesn’t stop them from wondering — is there more than one
Owl Man? Is he related to the Mothman and other similar Hills and Mountains
creatures? Is he tied to the appearance of the Black Dog? Still
others believe the church of Mawnan holds answers but un- Rocky, hilly terrain is often a deterrent for hunters, be-
derstand investigating the area without just cause may incite cause of the technical challenges hunting in a variable en-
a panic. vironment. From sudden shifts in weather to falling rocks,
hills and mountains are beautiful to hike but can be danger-
Appearance: The Owl Man has a unique and specific
ous for unskilled hunters who don’t have the right gear or
appearance that is easily recognizable. It stands between five
allies.
and six feet tall, its ears are sharply pointed, its eyes glow red,
and its sharp, black talons threaten to rend flesh from bone. Monsters native to a giant hill or mountainous region of-
Covered in giant, spotted feathers, the Owl Man’s coloring ten hitch rides with an unsuspecting hiker to infest or plague
is gray and brown, and it possesses the ability to fly. The Owl people in larger populations. Though several creatures, like
Man doesn’t force an encounter with groups of witnesses the Mountain Giant or Yeti, tend to remain in caves or on
and will hover in the sky so it cannot be attacked. It is not plateaus, other, smaller monsters blend into the local flora
known how the Owl Man’s appearance changes if it interacts and fauna so well they’re harder to spot. Most of the time,
with only one person; hunters suspect it may change color or the supernatural live out their days until they are disturbed.
return to human form. When they’re homes are threatened, either because they’re
being attacked by a different predator or resources are scarce,
Storyteller Hints: To drop the Owl Man into a chronicle,
they’ll migrate toward settlements to find food and shelter.
determine what it wants and where it might get it. Its motiva-
Then, once their appetites are sated, that’s when the real
tions are unclear, and its physical nature is also mysterious,
trouble begins.
leading to a deeper investigation that could stretch across the
Atlantic. The Owl Man could either be a shapeshifter who Storytellers should keep in mind vast mountain ranges
dons a human guise during the day, or a summoned demon incorporate other types of varied terrain ranging from fresh-
who’s lost their warlock. Maybe the Owl Man is searching for water lakes to dark, underground caves. Several cities are also
a cure for their condition and believes they’re suffering from a bordered by steep hills and mountains. In the United States,
witch’s curse. Maybe the Owl Man is an accident of nature — a these cities include Boulder, Colorado; San Francisco,
cryptid — and wants nothing more than to be left alone. Or, California; and Pigeon Forge, Tennessee. Other locations in-
maybe the reason the Owl Man remains in proximity to the clude Cusco, Peru; Shimla, India; and La Chaux-de-Fonds in
church is because something’s buried beneath it, something Switzerland. Unusual sightings, animal attacks, and missing-
old and forgotten, something that could help the shapeshifter person reports are rampant in these areas, and anyone who
return home. owns a cabin in the woods suspects something unnatural
may be lurking nearby — they’re just not sure what.
Mental Attributes: Intelligence 3, Wits 4, Resolve 2 Brain-Eating Ants
Physical Attributes: Strength 3, Dexterity 6, Stamina 3 You are a Brazilian travel writer who’s just returned from a
Social Attributes: Presence 1, Manipulation 2, week-long scenic hike near the Pico da Neblina. Exhausted, you
Composure 3 fall asleep for two days and promise to call the doctor when you
Mental Skills: Investigation 4, Occult 1 wake up. Though you’re still tired and have a killer headache, you
192
Monsters by Region

have an article due yesterday. So, you break out your laptop and The moment the cell has a grip on the infestation, en-
start to write about your travels. Unfortunately, the words won’t courage the hunters to identify patterns of intent. Maybe
come, and you’re worried something is very, very wrong with you. the infestations aren’t random. They’re moving. Somewhere.
You try typing a sentence but can’t work with all those scritch- Maybe, the Brain-Eating Ants can be traced back to a spe-
scratch-tsk’ing noises. Pissed, you pack up your things and head cific location, and when the hunters investigate they discover
to the nearest cafe. That’s when you realize why you can’t think. something much, much worse.
Those terrible sounds? They’re coming from something that’s eating
away at your brain. Mental Attributes: Intelligence 1, Wits 1, Resolve 1
Location(s): Worldwide. There are multiple species of Physical Attributes: Strength 5, Dexterity 3, Stamina 3
Brain-Eating Ants that flourish in mountainous regions.
Social Attributes: Presence 0, Manipulation 0,
Almost everyone has heard an urban legend about what Composure 1
happens when you neglect to take care of yourself. Brain-
Eating Ants, however, don’t crawl into your ears because you Physical Skills: Athletics 4, Brawl 5, Survival 2
forgot to clean them. These common insects devour flesh Potency: 1
and brain matter because they’ve been altered to be unnatu- Willpower: 3
ral. Whether they’re the byproduct of a horrific experiment
Aspiration(s): Find a warm, bloody, living organ. Lay
or an accident caused by a supernatural taint or side effect, eggs.
Brain-Eating Ants exist when they shouldn’t.
Initiative: 4
The popularity of these myths makes it easy to brush
them off as hearsay, but the problem is they’re real. Medical Defense: 5
personnel say hornets can’t possibly burrow through a human Size: 1
skull to lay their eggs, but it is entirely feasible for a cockroach Speed:
to scurry up the nasal cavity. More than one camper has gone
Health: 8
to their doctor, begging to be rid of the beetles that had taken
residence in their ears. As for tapeworms? Those parasites can Dread Powers: Madness and Terror, Multiply (eggs),
Taint (Viscous)
squirm and burrow their way into any organ.
Knowledgeable hunters will tell you that these medical
personnel are both right and wrong. Ordinary ants might not
Nekomata
be able to tunnel through bone, but Brain-Eating Ants are You are a Japanese veterinarian who enjoys keeping animals
anything but normal and they are always cruel. More than healthy. You grew up hearing about the yōkai, but never quite
one hunter has gone to a retirement home to find elderly vic- believed the stories. Oh, you saw your fair share of strange and un-
tims transformed into living nests, their muscles and bones usual animals and have spent a lot of time reassuring your clients
hollowed out, the pores of their skin seeded with eggs and that the supernatural isn’t real. You stuck to that theory — until
newborn larvae. someone brought a stray, older cat in from the cold. Its mottled
Appearance: Most hunters have trouble preventing fur was thick, its claws were broken, and the poor creature was
Brain-Eating Ants from claiming a victim, because they look missing several teeth. You examine the cat further and listen to its
like the common ant. Usually, a cell stumbles onto a giant heart — but you can’t find a pulse. You try to draw blood next, but
anthill at a remote camp or an understaffed hospital. Each before you can pierce the cat’s skin it turns to glare at you with
time a cell tracks these cryptids down, there is almost always an intelligent malevolence. That’s when you notice other signs of
evidence a deliberate, malevolent force is at work: bright yel- decay — festering wounds, distended belly, milk-white eyes — and
low slime, hollowed brains, cold spots. What’s more, for ev- realize the yōkai are very, very real.
ery report that is publicized, hunters say there are 10 more Location(s): Japan
that unmentioned. Prominent in Japanese folklore, yōkai is a word that
Storyteller Hints: Brain-Eating Ants are an everyday describes the denizens of the supernatural ranging from de-
horror that can infest mundane locations or natural locales mons to spirits. The nekomata is a type of cat yōkai that pos-
and can be commanded or controlled by non-supernatural sesses the power of necromancy. Some believe the nekomata
means. They prey on humans and animals alike — which is were once domesticated cats that were abused and unloved,
part of the reason their colonies grow larger in remote re- while others say they hail from the mountain regions of
gions. This monster is perfect for mortal Storyteller charac- Japan, which includes Mounts Fuji, Kita, and Haku. Once
ters who operate with malicious intent. To introduce them, the cats reach old age, their bodies begin to mutate and dur-
focus on the mundane. Maybe a group of neighbors keeps ing this process they become nekomata.
rushing to the doctor for headaches. Maybe doctors are The nekomata are shapeshifters who wield the power
threatening to call the CDC. Then, up the ante by devising of necromancy, can transform from cat to human, and feed
an infestation of a specific location. A prestigious hospital on human flesh. Vengeance drives them, for they never for-
has been shut down, but there are still patients in the facility, give those who hurt and neglected them in life. According
all sitting quietly in their rooms, dying in degrees. to legend, the nekomata are capable of steering reanimated
corpses with the flick of a paw. Despite these powers, the
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CHAPTER FIVE: MONSTERS AROUND THE WORLD

nekomata aren’t as antagonistic as other yōkai and are often Defense: 7


confused with the bakeneko. Though they aren’t aggressive Size: 2/5
unless provoked, the nekomata have been known to torment
Speed: 8 (Cat)/11 (Human)
their victims.
Health: 4 (Cat)/7 (Human)
The nekomata are not harmless, however; they’re evil
cats that often begin tormenting a victim with commonplace Dread Powers: Animal Shift (Cat), Hex, Know Soul,
annoyances. A grouchy neighbor complains of strange, eerie Raise Dead, Skin Taker
yowls in the middle of the night. Dead birds are dragged
onto their doorstep. Then, the nekomata attacks — biting Rivers, Lakes, Oceans
their ankles and shredding their flesh.
Deep, dark waters hold secrets waiting to be uncovered
Japanese hunters have heard reports of cat yōkai but
beyond the occasional lost shipwreck or underground ruin.
have a hard time sorting fact from myth. These hunters be-
Mortals have long been fascinated by the aquatic creatures
lieve that the nekomata have migrated from the mountains
that swim oceanic depths, but have also wondered if other,
to the cities, compelled by necessity and lured by the chance
more predatory beasts breathe underwater. For centuries, gi-
for vengeance.
ant kraken and lake monsters, like Bessie, Champ, and the
Appearance: Some nekomata grow a second tail while Lariosauro, have been blamed for strange weather condi-
others dangle their molted skin from the base of their tions and unfortunate accidents in open waters. Sometimes,
spines. Though they can possess a variety of physical char- when a lover drowns or a boat crashes, the best and easiest
acteristics, the nekomata share common traits. In cat form, explanation is to blame a monster instead of human error.
they can appear as any breed, but are almost always old. In
Hunters know there may be some truth to fish tales about
human form, they can take the guise of any person they
bunyips, snallygasters, and sea monks. Finding evidence is
come across, but retain certain feline features such as their
tedious and time consuming, however, and superstitions are
fangs, eyes, and whiskers.
rampant. Everyone has heard of selkies, nymphs, and mer-
Storyteller Hints: The nekomata can be challenging maids, and yet most people are too embarrassed to admit
for hunters to identify because they may be mistaken for they might believe in them and that if they are real, they may
were-creatures, other yōkai, or rabid animals. When signs of not be benign. Worse: stories of haunted ships and ghosts of
necromancy start to appear, a cell might assume a witch or drowned sailors are so common, eyewitness accounts favor
warlock is to blame. The connective tissue between strange spirits as the cause for most strange sightings in open waters.
claw marks and the dead rising to life is the human form Mysterious fog, bouncing lights, and eerie screams are often
of the nekomata. Introduce an encounter with a cat-eyed attributed to local tragedies that never took place.
shapeshifter who eerily resembles an eyewitness and give the
Smaller lakes and rivers can yield unexpected clues
hunters an opportunity to hunt the nekomata before they
when hunters participate with the Coast Guard to find sur-
claim a victim.
vivors — a scaly carcass, a waterlogged trunk, a cache of gold
Storytellers who want to add a twist may hint that coins. Monsters, too, know that deep waters shield them
competing forces are hoping to trap, capture, and study the from sight. Creatures who can breathe underwater, hold
nekomata to unravel their shapeshifting and necromantic their breath, or swim great distances can hide for months,
powers. These forces may range from cults, to black-market perhaps years, without anyone noticing they’ve holed up in
opportunists, or other hunters. an underwater cave. While the hunters are chasing after a
vampire in their car, the bloodsucker ditches them at the
Mental Attributes: Intelligence 4, Wits 4, Resolve 2 marina. Frustrated, members of the cell don’t understand
Physical Attributes: Strength 2, Dexterity 4, Stamina 2 how a slasher is choosing victims; days later they find out the
Social Attributes: Presence 2, Manipulation 4, slasher pretends to fish near a popular swimming hole.
Composure 2 Wise hunters know that they can’t rule anything out, but
Mental Skills: Occult 5 all-too often bodies of water are overlooked during a hunt.
Hunters need to consider all types of terrain on a hunt, and
Physical Skills: Athletics 3, Brawl 3 Stealth 4, Survival 2
the ones who do will find more than they bargained for.
Social Skills: Persuasion 4
Potency: 3 Muldjewangk
Willpower: 7 You are an experienced Australian fisherman who avoids
certain fishing spots near Lake Alexandrina, because you know
Virtue: Loyal what lurks beneath the waters. You spot a group of tourists on a
Vice: Demanding boat sailing up the Murray River, and you feel a chill crawling
Aspiration(s): Find a new owner who will take care of up and down your spine. You beg them to turn back. After an
me. Take revenge on the owner who didn’t. Make new uncomfortable silence, they ask why, so you tell them how your
(undead) feline friends. best friend died. You describe the giant, scaly hand that exploded
Initiative: 6 from the water and snatched your friend off your boat. Then, you

194
Monsters by Region

tell them you sailed away as fast as you could before the creature muldjewangk were thought to be creatures that only exist-
attacked you, too, and you will only return when you are skilled ed in aboriginal lore, until a viral video proved otherwise.
enough to hunt it. Rumor has it they attack by filling their mouths with water
The muldjewangk is a monstrous mercreature native to and spitting it out at sailors nearby.
Australian waters that is part human, part fish. Rooted in Appearance: Some reports describe the muldjewangk as
aboriginal legends, the muldjewangk is the name for an an- an immense merperson, while others give it more serpent-
cient creature that lives underwater — only emerging to claim like qualities. Most images of the creature are blurry, as it is
a victim. almost always caught in motion, but they all reveal glisten-
Eyewitness accounts stretch back hundreds, if not thou- ing, triangular scales in shades of murky- or bluish-green —
sands, of years. Most people do not heed the warnings that whatever best helps it blend in with its watery environment.
giants live under the water and pass them off as tall tales or Storyteller Hints: More cunning than most, the muld-
rumors. Survivors who share their encounters often tell simi- jewangk plans its ambushes and strikes when its prey least
lar stories, however. Sometimes, a tourist rents a boat and expects it. After all, who expects a giant fish person to de-
accidentally provokes the ire of a great river monster. Other stroy their boat? Muldjewangk aren’t discerning about who
times, a fisherman spots movement in the water and doesn’t or what they consider prey, and any Australian hunters sail-
realize they’re attacking the muldjewangk. In most cases, the ing on the Murray River are warned to keep their wits about
muldjewangk mauls the boaters and smashes their craft. In them. Storytellers are also encouraged to introduce different
others, the monster is annoyed and curses them instead. The types of aquatic creatures, such as the bunyip or fabled tani-
afflicted then contract rare diseases, or break out in itching, wha, to increase the threat level.
painful boils. Storytellers who want to introduce rumors and intrigue
Muldjewangk are intelligent predators that prefer to be might introduce rival hunters or a group of commercial busi-
left alone. Fiercely territorial, they tolerate boaters unless ness owners who are hoping to capture merfolk such as the
they linger or cross paths. These giant fish monsters protect muldjewangk. With the right motivation, a clever person
their homes at all costs and have been rumored to attack could even train one of these aquatic monsters to attack
commercial freight liners and cruise ships. Historically, the specific crafts. While one trained Muldjewangk is terrifying
195
CHAPTER FIVE: MONSTERS AROUND THE WORLD

enough, opportunists might use them to seek out even big- Some sailors are convinced the Sea Trow is a myth cooked
ger, more terrifying sea creatures like the kraken; the ancient up to ensure drowning victims receive a proper burial, while
Filipino sea dragon bakunawa; or the giant, island-shaped others wonder if the dark, shadowy shapes moving under the
turtle aspidochelone. surface of the water will lunge and attack them. Scandinavian
hunters suspect that both theories are correct, for the Sea
Mental Attributes: Intelligence 2, Wits 2, Resolve 3 Trow only shows itself to its next victim. Its chameleon-like
Physical Attributes: Strength 6, Dexterity 3, Stamina 5 abilities allow the supernaturally strong creature to blend in
with its surroundings — which makes hunting it a challenge.
Social Attributes: Presence 4, Manipulation 2, Worse: The Sea Trow’s hide is so thick an ordinary blade can-
Composure 2
not pierce it, and bullets cannot puncture it.
Physical Skills: Athletics 5, Brawl 4, Stealth 4, Survival 5 Like other vampires, most hunters believe the Sea Trow
Social Skills: Animal Ken 4, Intimidation 2 was once human. It is a grotesque mimicry of its former, hu-
Potency: 4 man self and has its own personality, memories, and terrible
Willpower: 9 hatred. A rank monster, the Sea Trow does not lure or speak
to its victims, but its intentions are clear: It hates mortals,
Virtue: Courageous and will gorge on their blood even when it doesn’t need to.
Vice: Territorial Appearance: The Sea Trow is a giant humanoid crea-
Aspirations: To capsize boats that come near me. ture; its charcoal-colored body is bloated, filled with dead
Initiative: 5 blood, and is covered with tangled hair and seaweed. Its
shapeshifting ability is unusual, even among vampires, and
Defense: 7 it can shift into boulders, rocks, and other debris usually
Size: 15 found along a shoreline.
Speed: 24 Storyteller Hints: On the surface, the Sea Trow is a
Health: 20 clear-cut antagonist: it’s a hard-to-kill vampire that drinks
blood, murders freely, and wrecks boats. It’s so vicious, it
Weapons/Attacks:
might even pose as a lone survivor to target a rescue ship. To
Dice leverage this monster in a chronicle, think about the identi-
Type Dmg Range Pool Special ties of the Sea Trow’s victims. Does the creature target all the
Massive 1B Melee 10 Inflicts the ships in a specific area or is the Sea Trow more selective? An
Webbed Fists Stunned Tilt entire session can be built around investigating who’s at risk
of being attacked and killed. Then, from there, the hunters
Dread Powers: Dread Attack (Fists), Home Turf 4, may scout around to discover who the Sea Trow used to be.
Numen (Blast, Pathfinder), Poison Mists
Clues about the past can help a cell find justice for a
Special: To use Blast, the mercreature gathers water in its wrongful death by drowning, or it can present clues to pre-
mouth then spits it back out at its targets.
vent another attack. Though the Sea Trow represents a dan-
Sea Trow gerous supernatural threat, its connections to the living have
a lot of storytelling potential and offer a twist on other mari-
You’ve never been whale watching before, but it was on your time monsters.
bucket list and it sounded fun. You and your husband hop onboard
a boat docked in Dalvik, Iceland and settle in to see the sights. Mental Attributes: Intelligence 4, Wits 5, Resolve 5
You’re told you can see humpback whales on the fjord, so you
excitedly lean on the rail, hoping you’ll spot one. You spend several Physical Attributes: Strength 4, Dexterity 4, Stamina 4
minutes but the only thing you see is a small fishing boat. Before Social Attributes: Presence 5, Manipulation 5,
you turn around, you spot movement along the shoreline. Is that…a Composure 4
rock? Whatever it is, it’s swimming fast, and it’s headed right for Mental Skills: Investigation 3, Occult 4
that lone fisherman! Physical Skills: Athletics (Swim) 4, Brawl 3, Drive
Location(s): Atlantic Ocean (Boats) 3, Stealth 4, Survival 3, Weaponry 2
The Sea Trow, or Trowis, is a type of aquatic vampiric Social Skills: Empathy 3, Expression 2, Intimidation 4,
creature that capsizes boats and feeds on entire crews. Known Persuasion 3, Subterfuge 4
as a Draugr Sea in Iceland, the superstitious claim the shape- Potency: 8
shifting revenant is a curse from the fae who “gifted” the
Willpower: 17
victims with immortality. After drowning in the sea, the vic-
tim’s corpse begins to mutate, and its unconsecrated spirit Virtue: Pride
lingers on to plague the living. The newly formed Sea Trow Vice: Gluttony
develops powers and succumbs to its darkest urges, targeting Aspiration(s): To feed. To destroy all things I cannot eat.
sailors, feeding on their fresh blood.
Initiative: 8

196
Monsters by Region

Defense: 4 + Athletics Skill medical supplies. You’re not sure if you can corner this wolf, but
Speed: 8 you do know one thing: Your fellow hunters won’t face this terror
alone.
Health: 9
Location(s): Primarily in the Arctic Circle; it may venture
Weapons/Attacks:
further south into Canada, Finland, Norway, Greenland,
Dice Iceland, and Alaska in the United States during the winter
Type Dmg Range Pool Special months.
Claws 1L Melee 7 N/A More than one Arctic hunter has spoken of the Amarok,
Bite 2L Grapple 7 Inflicts the a lupine creature that stalks victims in the bitter cold. Most
Drugged Tilt hunters agree the Amarok is a species of wolf but have yet to
confirm if there’s more than one creature or species.
Dread Powers: Black Gate, Dread Attack 2 (Bite), Though the word has found its way into different lan-
Multiply, Numen (Drain), Predator’s Sense (Swimmers)
Raise Dead, Shadow Harvest, Unnatural Step 1 (Water) guages, the word “amarok” originated in the languages of the
Inuit people and holds special significance to their cultures.
Special: The Sea Trow uses Multiply by first biting and Most hunters, however, agree that while the Amarok they
weakening its victim. Then, the Trow dribbles its toxic blood
into their mouth, drowns them, and waits for them to be seek possesses the same name as the Inuit’s legendary wolf,
reborn as a Sea Trow. The Sea Trow can use Black Gate the monster they seek is a deadly threat and not the benevo-
underwater. lent creature found in those legends.
Hunting the Amarok is difficult for several reasons. The
Ice, Snow, Tundra Amarok shows itself to victims who are isolated; survivors’
accounts describing the wolf change from one to another.
Frozen wastelands and vast, empty spaces are filled with Further, many academics and cryptozoologists want to be-
urban legends many people recognize. The Himalayan yetis lieve there’s nothing otherworldly or supernatural about the
are creatures of the most common myth; it is so common, in creature, so they lean too heavily on the 19th-century works
fact, that hunters often argue whether the giant, hairy, two- of Danish geologist and explorer Hinrich Johannes Rink.
legged beasts exist. Omnipresent in fictional and nonfiction- Because of this, some hunters abandon a scientific study of
al accounts, some hunters point out many explorers roman- the Amarok and claim the reason they’re hard to identify or
ticize the “abominable snowman” and its North American capture is that they are not wolves — they’re reclusive were-
cousin, Bigfoot. Cells might scoff at the idea and think only beasts that have shunned civilization.
amateurs believe they’re a lost species waiting to be found. Finding the Amarok is difficult, but not impossible.
After all, wealthy magnates have spent millions exploring re- Given that most hunters have only encountered the Amarok
mote areas hoping to find proof of their existence — but have in isolation, and never in the company of their cells, it is dif-
come up empty-handed. Other hunters suspect the beasts ficult to say who is right.
have been misidentified and believe yetis are either subter-
Appearance: Eyewitness accounts shift frequently. The
ranean humanoids who live in underground caves or yet-to-
Amarok is often described as a colossal wolf, but unfortu-
be-named were-creatures.
nately that’s where the similarities end. Some say the crea-
Though yetis are infamous, they aren’t the only mon- ture is big enough to take down a grown reindeer, while oth-
sters who prefer wintry conditions. Some hunters grudg- ers are convinced the Amarok is the size of a small glacier.
ingly admit that the more they hunt across snow and ice, the Its eyes are bright yellow, green, or blue, and its fur has been
less they know. Polar regions are demanding environments described as shades of smoke and ash. A few witnesses claim
in which to travel, and outsiders often find themselves in the Amarok can speak in human tongues but have never
over their heads if they venture off on their own without seen more than one giant wolf at a time.
help from local hunters. Due to changing climates, however,
Storyteller Hints: The Amarok only shows itself to an
monsters native to Antarctica and the Arctic Circle are on
isolated individual and possesses an above-average intel-
the move. Some travel by boat. Some never make it that far
ligence. Storytellers are encouraged to use this to their ad-
south. Others, however, can and will.
vantage. To increase the threat level, change the Amarok’s
Amarok behavior and location. Instead of isolating and attacking
victims in the wilderness, place it near a small town or vil-
You are an Inuit professor and hunter who teaches at the
lage. Mimic what a slasher might do and let the bodies pile
University of Lapland. A group of Finnish hunters claims a giant,
up. Then, when the hunters believe they know what they’re
yellow-eyed wolf is attacking the citizens of Rovaniemi; the last
dealing with, introduce a broken claw or torn fur to get them
cell that ventured out into the cold never came back. You mark
back on track.
the incidents on a map of the area and assess possible locations of
the creature. There can be only one place sturdy and safe enough Longer chronicles featuring the Amarok have room to
to house such an impossible wolf: an ancient, winding network address contemporary themes. Think about how climate
of caves rumored to be haunted. You grab your gear and extra change affects this wolf in its natural habitat. With tem-
peratures shifting in the Arctic Circle, ecosystems must now

197
CHAPTER FIVE: MONSTERS AROUND THE WORLD

adapt or die. The Amarok, a hardy breed of wolf, will not The Snow Wasset is a creature that migrates north dur-
perish with the ice. Like many cryptids, it does whatever it ing the summer months but remains in colder areas during
takes to survive — even if that means adapting to city life. the winter. During the summer, the Snow Wasset is easy to
avoid; its green fur allows it to blend in with lush foliage,
Mental Attributes: Intelligence 2, Wits 2, Resolve 2 and it moves slowly on short, stunted legs. A fierce preda-
Physical Attributes: Strength 5, Dexterity 4, Stamina 4 tor, it preys on animals during the summer months and typi-
cally avoids human encounters — unless it can’t find food.
Social Attributes: Presence 2, Manipulation 1, Thankfully, the Snow Wasset spends half the summer hiber-
Composure 3
nating in marshes that camouflage its presence.
Mental Skills: Investigation 1 The Snow Wasset’s attacks more frequently during the
Physical Skills: Athletics 3, Brawl 4, Stealth 4, Survival 3 winter than in the summer. Often, it is mistaken for a large
Social Skills: Animal Ken 3, Intimidation 2, beaver or weasel during the warmer months, and some hunt-
Potency: 3 ers don’t recognize the monster until its body changes. As
the nights grow cold and dark, the cryptid migrates further
Willpower: 8 and further north. Eventually, its front and hind legs break
Virtue: Protective off and its fur turns white, allowing it to blend in with the
Vice: Wrath snow-covered bushes, trees, and grass. With each passing
winter day it grows hungrier and hungrier. Scurrying rab-
Aspiration(s): Find new hunting grounds. Keep my
hunting grounds safe. bits, deer, badgers, and other woodland creatures do not sat-
isfy the Snow Wasset’s appetite, and eventually the monster
Initiative: 7
starts to prey on people.
Defense: 5 Unlike other creatures, the Snow Wasset is solely in-
Size: 6 terested in one thing: satisfying its voracious appetite. The
Speed: 17 monster is incredibly quick and can burrow its way through
several feet of snow in mere seconds. Its size, when combined
Health: 10
with its speed, forces it to consume several times its weight in
Weapons/Attacks: fresh meat just to survive. Unfortunately, changing climates
Dice is forcing the Snow Wasset to relocate to new areas — and
Type Dmg Range Pool Special fresh victims.
Claws 2L Melee 5 N/A Appearance: The Snow Wasset is approximately 150
feet long and has a medium-sized snout and beady black eyes.
Bite 2L Grapple 4 Inflicts the
Poisoned Tilt During the summertime, its fur-covered body is green, and it
grows four, stunted legs. Its limbs die and fall off by the first
Dread Powers: Animal Shift (Wolf), Dread Attack 1 significant snowfall, and its fur turns white.
(Claws), Dread Attack 2 (Fangs), Multiply, Regenerate Storyteller Hints: The Snow Wasset is an example of a
Special: If introducing the Amarok as a large cryptid creature that may be misidentified as two separate monsters
instead of a werewolf, the Amarok has Size 4 and does due to its migratory habits. If introduced in a chronicle, the
not inflict the Poisoned Tilt when it bites. The Amarok monster may make an appearance twice: once in the sum-
can spread its taint through its saliva. After the Amarok
bites a victim, they inflict the Sick (Virus) Tilt. If the virus mer, in its less fearsome state, and again in the wintertime.
isn’t purged from the victim’s body in days equal to the Some cells may think the monster is fabricated by deer
Amarok’s Potency x 2, they begin exhibiting signs their hunters who want to tell a wild story. As a standalone mon-
body is changing. ster, the Snow Wasset may represent a challenge for hunters
and taking it down can be a good way to encourage teamwork.
Snow Wasset Storytellers may also want to relay a sighting in an unusual lo-
You are a Canadian deer hunter. Though you’re no stranger cation to reflect its changing migratory patterns. Perhaps the
to the beauty of Canadian forests, you didn’t come out today to Snow Wasset was sighted in Montana or Colorado during
hunt a buck. One of your sister’s friends went missing overnight, ski season instead of Minnesota, Wisconsin, or Michigan.
and you’re worried they were accidentally shot, trapped in their
tree stand, or worse — mauled by a bear. You manage to find their Mental Attributes: Intelligence 2, Wits 4, Resolve 2
stand and a shredded, camouflage coat covered with stains. You Physical Attributes: Strength 3, Dexterity 4, Stamina 3
try to find tracks in the snow, but you discover something else: a
gnawed, human hand. You pray you have enough time to return to Social Attributes: Presence 2, Manipulation 1,
Composure 1
camp for more ammo before this monster hunts you.
Locations(s): American Upper Midwest around the Physical Skills: Athletics 2, Brawl 5, Stealth 2, Survival 3
Great Lakes region in the wintertime. It migrates north to Potency: 2
Canada in the summer. Willpower: 5

198
Monsters by Region

Virtue: Opportunistic
Subterranean Humanoids
Vice: Gluttony
You are a sanitation worker from Chicago. It’s your day off,
Aspiration(s): Feed until I’m full, then feed again. but that didn’t stop your boss from calling you in to check out a
Initiative: 5 busted pipe. You immediately see the problem: Part of the pipe’s
Defense: 6 been crushed. You turn to grab a wrench when your phone rings.
The office tells you to come back up on the double. When you ask
Size: 30
why, they tell you police are on their way. Then, they play you a
Speed: 15 message from the last worker they sent down: “Hey! You, you can’t
Health: 33 be in here. Hey! Oh, fuck. Oh, my God. Don’t kill me!” Pissed,
Weapons/Attacks: you stomp over to the nearest ladder and hope the traffic isn’t too
terrible. You get halfway up when something grabs your ankle.
Dice
Type Dmg Range Pool Special Location(s): Worldwide
Reports of subterranean humanoid species are rampant.
Claws 2L Melee 8 N/A
Some are two-legged creatures who possess animal character-
Body Slam 0L Melee 8 Incurs the istics: fur, scales, or claws. Others, however, are humanoid
Stunned Tilt predators that lurk beneath the surface and use urban leg-
Dread Powers: Dread Attack (Claws, Slam), Unnatural ends as a means of scaring off inquisitive teenagers, local
Step (Snow) officials, and hunters, too. Sightings that occur are almost
always traced back to a specific location, however, which
Caves, Sewers, Subways makes finding the truth challenging. Reptilian humanoids
who shun sunlight are often “spotted” in mining colonies,
Hunters are aware that some monsters require deep, sewers, subways, and old tunnels used during wartime ma-
dark places to survive and others, like slashers, live under- neuvers — but not always.
ground to hide. They build nests where it’s safe, but they Many hunters suspect that there may be more than one
do not stay dormant beneath the streets of Tokyo, London, species of subterranean humanoid living beneath the surface
Paris, or Chicago. When they emerge, they lure their prey un- of most villages, towns, and cities. These hostile monsters
derground to torture and feed on them in forgotten necropo- likely view surface dwellers as predators intruding on their
lises, crumbling tunnels, and condemned mines. Creatures territory, coming into their homes to attack their children.
that live beneath the surface are terrifying on a good day, and Some hunters believe these creatures won’t attack unless
when they attack, they cause panic and mayhem. they’re provoked; others, however, are more vocal about the
Most people don’t want to think about what can and need to map, track, and clear out any underground nests and
does live right beneath their sleepy suburbs and sprawling lairs they find.
communities. When an animal is to blame for collapsing pil- Hunting underground is a technical challenge, because
lars beneath a city street, citizens breathe a little easier. But, most underground creatures navigate perfectly in their do-
when a pair of glowing red eyes glares at them through a main. They know which boulder will cause a cave-in to kill
sewer grate? They walk just a little faster, hoping to get home miners or wayward spelunkers. They know where to snatch
where they think it’s safe. victims from the surface and take them back to their nests
Underground, hunters may investigate a network of tun- for feeding. They know which root cellars make perfect hid-
nels or a secret road that snakes beneath the city. They might ing places and which entrances to the surface are they should
head to a long-forgotten necropolis tourists don’t know avoid, too.
about, or an ancient cave that’s barely been explored. What Appearance: Descriptions of subterranean humanoids
lurks beneath the soil can emerge in the cellar of a city mayor vary widely, but are almost always alien in nature. The rep-
or a condemned sanitarium. Vast underground cities of the tilian species are lithe, scaly humanoids with clawed hands
dead, like the French Necropolis of Bougon, date back to and lashing tails. The human-seeming creatures are paler
Neolithic times and are rife with legends of the intelligent and hairier than surface-dwellers but can pass for a modern
undead snatching tourists from the surface. When logical human with the right clothes. Some have learned to dress
explanations don’t suffice, however, people claim monsters like miners, but don’t do so out of modesty. As intelligent
are to blame for accidents caused by human error. predators, subterranean humanoids think, plot, and plan for
Whether the things that go bump in the night are spirits their survival first, and sometimes that means learning how
of forgotten victims buried beneath a building or not, hunt- to blend in with their surroundings.
ers forced to search in dank basements and old root cellars Storyteller Hints: Subterranean humanoids are a great
have their hands full. Cells are often one or two flashlights tool and a starting point for many chronicles. Rumors of
away from total darkness and nothing but the dripping of a their existence beneath the surface can facilitate several dif-
leaky pipe. In these conditions, hunters have no choice but ferent styles of gameplay ranging from investigative to action-
to rely on each other to unlock the deadly mysteries that oriented. Hunters may head to City Hall to speak to officials,
slither and crawl right beneath them. scour old maps and architectural plans, or get permits for
199
CHAPTER FIVE: MONSTERS AROUND THE WORLD

construction. Others may hit up a supply store and head human flesh. A ravenous predator, the teke-teke has an in-
down into the sewers with guns blazing. satiable appetite and preys on the living. These undead crea-
This type of creature, however, can highlight what hunt- tures drag themselves towards their victims by their arms,
ers don’t know. The terrain and this type of monster intro- and frighten victims with their unusual appearance. Their
duces storytelling possibilities that can be tailored to a cell’s name is tied to the unsettling sound they make as they inch
needs. “Subterranean humanoid” might also simply refer to closer to their victims.
a feral murderer — a slasher — who seems inhuman. It could Though teke-teke are stealthy, their victims have a mo-
refer to a vampire who uses the tunnels to travel about the ment’s warning before they strike as the scuttling sound of
city by day, a crocodile that escaped from the zoo, or the the approaching monster resonates through the subway tun-
undead that shambles through the subways to distract the nel. After leaping onto their target, the teke-teke tear the
hunters from a necromancer’s true quarry. body in half and feed on its legs and torso. Following this
terrifying sight, the victim slowly awakens as a teke-teke after
Mental Attributes: Intelligence 3, Wits 5, Resolve 3 they die. Japanese hunters know if one teke-teke is found,
Physical Attributes: Strength 5, Dexterity 3, Stamina 3 it must be eliminated quickly. Otherwise, more are sure to
follow.
Social Attributes: Presence 1, Manipulation 1,
Composure 2 Appearance: At first glance, a teke-teke looks like any
other ordinary Japanese citizen. Witnesses are often shocked
Physical Skills: Athletics 3, Brawl 2, Stealth 5, Survival to realize a teke-teke is only half a person; they drag their
3, Weaponry 2
bodies along the ground with clawed hands, and have mat-
Social Skills: Intimidation 3, Streetwise 2 ted hair, wild eyes, and blood-stained mouths. Some teke-
Potency: 3 teke still wear the tattered clothes they wore when they died,
Willpower: 8 while others are naked and covered with blood, dirt, and
grime. Where their severed torso ends, some of the teke-
Virtue: Tenacious
teke’s bodies are cleanly cut, while others drag a wet train of
Vice: Envy entrails and shredded flesh.
Aspiration(s): Deter outsiders. Reach the surface. Force Storyteller Hints: The teke-teke are both undead and
other mortals to stay underground. spirits of vengeance. It is a type of revenant perfect for a
Initiative: 5 survival horror-themed chronicle, because the teke-teke can
Defense: 6 quickly replicate. Though this antagonist’s motivations are
clear — to feed on flesh and create other teke-teke — an en-
Size: 5
counter can quickly spiral out of control. To balance the
Speed: 13 threat level, consider where potential victims might be locat-
Health: 8 ed before springing the teke-teke on an unsuspecting group
Weapons/Attacks: of hunters. Storytellers are encouraged to drop clues through
eyewitness reports, too. After all, the teke-teke’s abilities are
Type Dmg Range Dice Pool simple but deadly.
Claws 2L Melee 7 To add a twist, introduce the teke-teke to a different
subway. As the hunters investigate, hint how the teke-teke
Dread Powers: Blackout, Dread Attack (Claws), Home hails from Japan, and this flesh-devouring monstrosity
Turf 2, Weathervane 3 (Earth)
shouldn’t be crawling through the Shanghai Metro, London
Teke-Teke Underground, Madrid Metro, or New York Subway. If en-
countered elsewhere, the teke-teke’s presence creates chaos
You are a policeman patrolling the Yokohama Subway. and havoc — a perfect distraction for a rogue hunter who’s
Someone called your unit, and your sergeant wants you to make captured the teke-teke and has released it to make the hunt-
sure everyone is safe. You reach the general area you were told to ers’ lives miserable. The teke-teke might also have acciden-
investigate and ask the passengers if they saw anything strange. tally escaped after a well-meaning cell wanted to study it
Suddenly, you hear a scream! You ask the passengers to move aside abroad.
and hope there hasn’t been an accident. You spot a lump on the
tracks. It’s a girl, but it’s not. It’s half of a girl. You pull out your Mental Attributes: Intelligence 4, Wits 4, Resolve 3
gun and your phone. You feel your hand shaking, and almost forget
to call for backup. Whatever that thing is, it can’t be real. Can it? Physical Attributes: Strength 4, Dexterity 5, Stamina 3
Location(s): Japan Social Attributes: Presence 2, Manipulation 3,
Composure 4
The teke-teke is a dangerous creature that stalks the sub-
ways in Japan. It is a monster created after a person commits Physical Skills: Athletics 2, Brawl 3
suicide by throwing themselves in front of a subway train. Social Skills: Intimidation 5
The victim’s distressed spirit remains attached to the up- Potency: 5
per half of their body, and the possessed corpse hungers for
200
Monsters by Region

Willpower: 12 Weapons/Attacks:
Virtue: Adaptable Type Dmg Range Dice Special
Vice: Greed Pool
Aspirations: To make more like me. To feed. Claws 2L Melee 7 Inflicts the
Immobilized Tilt
Initiative: 9
Bite 1L Grapple 7 Inflicts the
Defense: 4 Poisoned Tilt
Size: 3
Dread Powers: Dread Attack 2 (Claws), Dread
Speed: 12 Attack (Bite), Multiply, Madness and Terror, Regenerate,
Health: 6 Unnatural Step 2 (Walls, Ceilings)
Special: When introducing this monster, the Storyteller is
encouraged to present more than one in the initial scene.

201
The man on the sofa could have been her, William rolled his eyes and mouthed
anywhere between 28 and 39, but his sis- a warning. I shrugged.
ter-in-law said he was 22. He sat with a “We go to see Sasha for different rea-
knee pulled to his hunched frame, stom- sons.” she said.
ach concave, sucking at his teeth like
he was trying to get rid of some meat “Fertility charms.” Sasha didn’t miss
fiber. Blond hair fell across his face in a beat. She stretched out her arms —
oily clumps. He rarely blinked. mahogany-brown, more muscular than
they had right to be — with their palms
“Sorry, Charlie don’t like strangers,” turned up, a slight crooking in her
his sister-in-law explained. Cara Cook fingers to denote invitation. I laced my
was tall for a Peranakan woman, blocky, fingers with hers.
mostly hip and grimace. In contrast, her
husband — Mr. Cook, no known first name I hated this part. The ceremony con-
— was rotund and squat, with a sparse stricted my range of motion. It’d been
thatch of chestnut hair and worried a problem before. But ritual needed
eyes. He did not smile, only wrung his to be obeyed. “Let us call the spirit of
gloved hands endlessly. this house to this table. Let it speak
through us, we simple mortals. Let its
“Mhm.” Sasha grinned, all teeth, desire be known so we may help it find it
and sat the rest of us down at the din- peace.”
ing table. The Indian woman was a bona
fide psychic, but we’d set it up so that The house was too hot. The ceil-
Singapore would only look at her like ing fan creaked as it wafted damp air
a fraud: hoop earrings, tasseled skirt, through the room. Even in the suburbs,
even the mandatory crystal ball. We Singapore smelled of heat and smog. For
needed people to tell her stories, but we all their money, the Cooks didn’t seem to
didn’t want anyone to believe she could believe in air conditioning. I could see
do something about them. Charlie staring at us from the thresh-
old of the living room. He’d hardly
“So, tell me. When did these distur- moved.
bances start occurring?” Sasha had a
fake Cajun accent for customers who “Some spirits are shy, Mrs. Cook. But
wouldn’t take the word no. She laced if we can visualize the entity together,
her fingers together and set her chin on it may become easier to summon it. How
them. would you describe the manifestation?”
The Cooks’ residence wasn’t unim- “Very scary.”
pressive. The interior decor was dark Mr. Cook hesitated and then added: “It
wood and antique furniture where it was very, very skinny.”
wasn’t Norwegian chic. Photos of the “Very tall also.”
couple, airbrushed into near anonymity,
lined the beige-colored walls. “I’m beginning to see something, yes.
Something old. Something sad.” Sasha
“L-last week?” Mr. Cook said. He paused. “What did its mouth look like?”
looked to his wife for affirmation.
“Like someone’d used a needle to
She nodded. prick a hole in its face.” said Mr. Cook.
“Funny,” I said. “Thought you visited “And what did it do?”
Sasha three weeks ago.”
Both Cara and Mr. Cook froze, their
Cara’s smile faltered. Her left hand mouths drooping into nervous grins.
— sleeved in yellow latex — lacked two
fingers: the index and the pinky. Beside “It—” began Cara.
“—watched us.” finished her husband. table, weapons freed. The program might
The man slotted his thumb between his be able to say the words, but all rites
teeth and began to gnaw at the pad of of Castigation required sacrifice. I
meat. “It followed us from room to room.” slammed my knife into my left palm and
“Did it do anything else?” cut between metacarpals, splitting the
web of skin between my third and fourth
“I don’t think — no, nothing.” finger. Blood gushed and splashed onto
said Cara. She bit her knuckles once. the runes we’d inked onto the Cooks’ ex-
“Nothing else. Not that I remember. But pensive floor. I shuddered as the unholy
we want to have privacy again, so we psalm drove its hooks into my soul and
call you, people.” pulled. Nothing gave.
“Mmm.” Sasha exhaled. “The spirits William speared Cara through the
bless your truths.” shoulder. The woman did not scream.
That was code for “something is Charlie did. The air rippled like oil and
wrong.” I released Sasha’s hand and co- something torpedoed from his screaming
vertly hit the red button on Fatimah’s mouth.
app. Thank god for the public university It was exactly as the Cooks had de-
wunderkind. scribed: too many vertebrae, its maw a
“Has the entity appeared to Charlie?” pinhole in its waxy face. A proboscis
“Charlie—” Cara worked the stub of unrolled from the opening. The thing
a finger into her mouth and chewed. “He — gluttony spirit, Fatimah had guessed
said that the thing liked to watch him — had only one target: William. No one,
hurt himself.” especially not abominations like this,
appreciated it when you messed with the
“Hurt himself how?” food supply.
I flexed my hand into a fist. Tried Unfortunately for the thing, we were
to loosen the seized-up tendons in my ready. We knew this house was haunted,
right arm. The other continued to hang and the Cooks weren’t the first victims
limp. Across the table, William did the to call a hunter for help.
same. I glanced down as my phone began
to thrum. In position, said the message. The entity slammed into a bar-
rier before it could reach William and
“Can you call the spirit or what?” wailed its rage.
Blood ran down Cara’s forearm in dark,
thin tributaries. However, the woman “Are you sure you’re up for the next
took no notice. part?” Sasha asked hesitantly, angling
a look toward me.
“Can,” said her husband, sweating
rivers. “Yeah.”

We discovered early that certain Other people had the benefit of de-
incantations could be recorded for re- ciding what they wanted to do with life.
peated use. Every line still had to be Not me. Not as a member of the Lucifuge.
recited in full for the spell to acti- I dragged my tongue over my bleeding
vate, but there was a difference between flesh, savoring the salt and the copper
relying on a human and trusting in the pang. I breathed in and began to murmur
audio output of a warded machine. the words to the second invocation. One
day, Lucifer will be redeemed.
I hit the button on the app just as
William and Sasha kicked away from the
The hunt takes a cell to strange and mysterious places that are
more dangerous than they first appear. A vampire might hang out
in a pub to find a victim, lure them into the back alley by the dump-
sters, and then feed before disappearing into the night. The vic-
tim may never know who or what they encountered. Hunters
hot on a bloodsucker’s trail want to know one, important thing:
Where is the vampire going next?
In Hunter, the supernatural can be found in mundane
and remote locations — and monsters are on the move. Often,
hunters have their hands full and don’t formulate elaborate
criteria when investigating a new, unknown place to determine
how much the supernatural has tainted it and what type of lo-
cation it is. A house may be haunted, sure, but beyond that?
Hunters don’t typically categorize locations based on what they
find there for a variety of reasons, because they concentrate on
dealing with the monster who lives there. Toss in a healthy dose
of urban legends, unreliable eyewitness accounts, and histori-
cal mysteries rooted to individual locations, and it’s easy to see
why hunters don’t shuffle places into neat categories.
Though hunters don’t share a common vocabulary to clas-
sify mysterious places, Hunter does to accommodate attached
rules. In game terms, mysterious places fall into one of three broad
categories of sites: nests, tainted places, and sentient places.
Classifications
Nests are the homes and lairs of monsters. A nest is de-
fined and shaped by the monster using it. Typically, a nest is
a mundane, perhaps abandoned location with features that suit
the monster’s needs. It is possible the nest itself is supernatural,
either twisted by the monster or it already was prior to occupa-
tion. What makes it a nest, however, is that the creature rests, re-
cuperates, feeds, hides, etc. in this specific location. In other words,
a nest is where the monster feels safe — which means that, for
hunters, it is very, very dangerous.
Tainted places are locations that are just…wrong. They are
twisted, cursed, or corrupted in such a way that a mortal’s mere
presence in that place is a hazard. What makes a tainted place
dangerous are the strange effects it has on those who try to access
or use it. A tainted place will force people to see shadows that
don’t exist or say and do things they wouldn’t normally dream
of. Tainted places may drive people mad, alter the flow of time,
or even change their physical nature independent of a monster’s
touch. Like an unnatural form of radiation, something permeates
“It was a house without
each tainted place to alter the environment through instinct. kindness, never meant to be
Entering one is always a risk. lived in, not a fit place
Perhaps strangest of all are sentient places. Unlike nests for people or for love or for
or tainted places, sentient places are intelligent monsters that hope. Exorcism cannot alter
actively pursue agendas known only to themselves. A sentient the countenance of a house;
place can think and reason. It feels. It hates. It may even com-
municate, move, or alter its dimensions to attack those within Hill House would stay as it
its reach. Hunters who encounter a sentient place often do not was until it was destroyed.”
know what they are dealing with until it is too late.
Mysterious places attract people for a variety of reasons. — Shirley Jackson,
Because they are static, these locations often have well-docu- The Haunting of Hill House
mented histories outlining who owned or occupied that space,
who lived or died in it, and what it was used for. Anchored in
a physical place but steeped in urban legends, these locations
CHAPTER SIX: MYSTERIOUS PLACES

often attract hunters, police officers, detectives, and am-


ateur investigators who are hoping to find more than a
monster’s lair.

Bygones and
Strange Places
In the Chronicles of Darkness, some physical objects
may radiate with a supernatural taint. This type of object,
called a Bygone, is a rare and unusual find.
In Hunter, a Bygone may be found in a mysterious
place, and is further defined as an object of a reasonable
(and manageable) size that possesses strange abilities. An
eerie crypt is not a Bygone, for example, but an urn found
inside might be. Bygones fall into one of three types: tem-
porary, semi-permanent, or true.
Temporary Bygones
A temporary Bygone is an object of manageable size
that contains supernatural power but isn’t irrevocably
tainted by it. They are considered temporary Bygones
because despite appearances they are still dangerous and
should be handled with care. Temporary Bygones may be
spelled or hexed to inflict a Condition when opened, tam-
pered with, or broken.
Ghosts and spirits inhabiting objects act as their source
of supernatural power. A ghost that possesses a porcelain
doll technically creates a temporary Bygone; when the doll
is destroyed, however, the ghost remains and must be dealt
with. After the ghost is exorcised or moves on, the doll re-
verts to its (hopefully) less-frightening state. Other temporary
Bygones include lockets, amulets, poison rings, urns, etc.
Some temporary Bygones may eventually shift into
semi-permanent Bygones with the passage of time depend-
ing on their power source. When one does so, anyone who
comes near the item begins to experience strange side ef-
fects, and it’s no longer safe to handle without training.
Temporary Bygones may be discovered in nests and
tainted places. On rare occasions, a sentient place may cre-
ate a temporary Bygone, as another monster might, to lure
the unsuspecting to come near.
Semi-Permanent Bygones
A semi-permanent Bygone is an object that inflicts a va-
riety of strange and unusual effects. Mechanically, these ef-
fects are represented by Tilts and Conditions that are acti-
vated by touch or by proximity to the object. Thematically,
the object may whisper or sing to the owner, begging to be
used. The source of this Bygone’s power is variable and can
be caused by witches, warlocks, or demons creating cursed
objects that inflict two opposing effects. A Hand of Glory,
for example, promises to grant the user who lights its grisly
wick wondrous powers — but at what cost? An auctioneer
might gain the Connections Condition, for example, but

206
Bygones and strange places | The Response

suffer the Shaken Condition at the same time, so they’re too


afraid to socialize and use the hand’s “gift.”
Tier One: Backyard Hunts
Semi-permanent Bygones are found in undiscovered or Local mysterious places do more than provide a novel
locations lost to time. Sometimes, other monsters live near a or unusual encounter for any cell; they can make up a part
Bygone of this type because they are unwittingly drawn to its of the setting’s character or reflect the themes of a chronicle.
supernatural power. Often, however, this type of Bygone may For example, the Theatre Royal provides local history while
be responsible for a variety of unusual behaviors told through spinning lies. Many of these locations grow out of local com-
the guise of an urban legend. In this way, a mysterious place munities or are hidden in remote places with little connec-
may not be that strange after all; a Bygone may be to blame. tion to — or influence on — the outside world. Strange places
in villages, towns, and cities are not unknown to residents.
True Bygones Someone knows about them. Someone must. Either they
Lastly, a true Bygone is a legendary object drenched in live nearby, brokered a deal to sell the land, or always shiver
supernatural power. For Hunter’s purposes, storied relics when they walk by.
that bestow Endowments to tier-three hunters may be con- Tier-one hunters might not always track a monster back
sidered true Bygones. This type of Bygone is usually one of to its nest. A cell of hunters who stumble into a tainted or
a kind, shrouded in myth, and incredibly powerful — even sentient place may be capable of tackling it, but they can just
warded. Often, true Bygones are priceless, ancient relics as easily be overpowered due to their small numbers. When
or mechanisms that have been lost to the ages. Those who that’s the case, the cell must find the allies and resources
know they exist may become obsessed with finding them to required to make their move. Often, cells suffer from a lack
unlock their secrets, not knowing their mysterious source of of knowledge and resources that forces them to do more re-
divine or infernal power. Some true Bygones are terrifying search, interview more witnesses, and take extra precautions.
relics that have been soaked with the blood of 1,000 martyrs, Mysterious places can be challenging for cells depending
while others are rumored to be blessed by the gods. No one upon their size, location, history, and occupants. The older
knows for sure. the place, the more time is required to know what the cell is
Unlike other types, true Bygones require years, if not dealing with. They can also teach cells a lot about the para-
decades, of study to piece together how they work, how they normal, because they sit between the world of mortals and
can be safely stored, and how they’re best used to mitigate the supernatural. Though they are not imbued with darker
any unwanted side effects. Their very existence is a lure, how- powers, nests can yield proof that a witness wasn’t telling tall
ever, and true Bygones can be stolen and possibly destroyed tales. They can also, however, act as lures to ensnare victims
with concerted effort. Most hunters would be reticent to set and trap hunters who’ve put their faith in the wrong infor-
fire to a true Bygone because as far as mythic relics go, no mant. Tainted places may force tier-one hunters to confront
one can be certain what would happen if such an attempt their worst fear: The fight against the supernatural never
were made. Examples of rumored-but-unconfirmed Bygones ends. Then, if they confront a sentient location, they might
include: Hades’ Helm of Darkness, the Monkey King’s staff, decide to collaborate with multiple cells and form a compact
the Book of Thoth, and Dagda’s staff. — transitioning the characters from tier one to tier two.
True Bygones are a once-in-a-lifetime find and require Often, confronting or cleansing a mysterious place in
considerable time and resources to discover. If semi-perma- a local area means tier-one hunters must face the darkness
nent Bygones are rare, true Bygones are even rarer. Often, that gave rise to them. Unfortunately, that taint isn’t always
these mythical relics defy the laws of physics because they caused by the supernatural, and hunters who peer into it
each go against the natural order in their own way. As far may not like who or what they find.
as the Chronicles of Darkness are concerned, Bygones that
bestow blessings are not of this world. True Bygones are also
Tier Two: Amassing Resources
more than a legend; to find one is to fulfill a collector’s wild- For compacts, mysterious places may require all hands
est dreams. on deck to investigate, explore, study, control, and neutral-
Of course, hunters who do manage to track a true Bygone ize them. Even when small or confined, some locations cast
down are in over their heads. Raw, supernatural power is long shadows and compacts may have dealt with that place
not to be trifled with, and most hunters know better than to before. Other times, the targeted area has an important pur-
fidget and experiment with the unknown. pose that has nothing to do with the supernatural. Entire
counties can depend on the output of a copper mine for
economic survival; when that mine is revealed to be a nest,

The Response hunters who clear it out save more than people’s lives. Towns
and villages built near ancient wellsprings might depend on
Mysterious places can be area-specific or draw cells, the fresh water a stream provides; the stream is protected
compacts, and conspiracies from a broader region. Everyone by a sentient shrine. Now the hunters have a choice: clear
knows the Varela family’s house is haunted, for example, and out the shrine and potentially affect the water or leave it
can tell you in exquisite (if not strictly accurate) detail about alone? Mysterious places such as these are likely to attract a
the death of a young couple on a specific stretch of road. compact’s attention for a variety of reasons. The bigger the

207
CHAPTER SIX: MYSTERIOUS PLACES

rumor, the more likely it is a compact will order its members — including monsters who need to find cover for the
to scope out the mysterious place. After a while, more cells night. When their hunters find a mysterious place,
might show up — or even competing compacts. it’s usually one that’s just out of reach or several miles
Compacts won’t tell hunters they can’t investigate a mys- away. Thus, when a cell does investigate, it often
terious place or acquire a Bygone. Their attitudes will affect stumbles because they don’t have the experience
how easy it is for hunters to find resources or pull favors, other compacts do. While some compacts — like
however. Their positions are rumored to be as follows: the Loyalists of Thule — closely guard knowledge,
others — like Network Zero — gladly share their
• The Long Night: Religious leaders have their finger
findings. Banding together to investigate or fight in
on the pulse of the faithful, and are often called in to
a mysterious place could even lead to the formation
say a prayer, cleanse a cursed house, or even perform
of a new compact. Larger and more powerful
an exorcism. While their methods don’t always work,
threats introduce the possibility of additional allies
the Long Night will reach out to other compacts as
or enemies as well as conflicting motives. Hunters
needed to deal with a mysterious place on behalf of
may gladly enjoy the added resources their compacts
its congregations.
provide to cleanse a mysterious place or mount a
• Loyalists of Thule: The Loyalists struggle to figure fact-finding expedition. Of course, to do so a cell
out how important mysterious places are to the hunt. must first figure out what they’re investigating and,
While their primary focus is disabling (or disarming, when it comes to hunting, no two compacts hunt
as some members put it) Bygones when they appear, precisely the same way.
they’re not sure if spending considerable time and Unless a compact has a history investigating Bygones,
resources dealing with a mysterious place is worth the tier-two hunters are marginally aware that they exist. The rea-
effort. That said, the Loyalists aren’t above helping sons for this are simple: Hunters capture, study, and eliminate
when needed, but they likely won’t investigate an monsters because they represent an active threat and a higher
area by themselves without seeing a benefit for their priority. John Dee’s grimoire by itself isn’t as compelling as a
time. scary clown stalking and killing tourists at a county fair.
Compacts filled with hunters can go bankrupt, and their
• Network Zero: Compact members were some of the
resources are not unlimited. Members are aware of super-
first to realize the increase in monster activity had
natural threats but weigh the benefits and risks of investigat-
certain side effects on various locations. Rumor has
ing each one. Though most compacts have their own goals
it that additional factions within the compact are
and motivations, they tend to agree that keeping a commu-
forming to investigate haunted houses and monster
nity safe is more important than hunting down a rumored
lairs to prove the supernatural is real. However, for
Bygone unless it’s actively threatening or causing harm.
every area that’s been filmed there are dozens of false
reports — often about the same locale. Tier Three: Global Effort
• Null Mysteriis: Members of Null Mysteriis are Conspiracies understand that civilizations are built
excited by the prospect of expanding their research upon common and scarce resources. Control certain assets
opportunities and knowledge of the supernatural. or information and entire nations can be manipulated with a
Several hunters are thrilled that they can study where well-timed phone call. Mysterious places scattered across the
a monster feeds or sleeps, while others are eager to world are a draw for many conspiracies, because they have
test the properties of inorganic materials that are what hunters seek: a better understanding of the supernatu-
clearly imbued with the supernatural. Of all the ral world. Though no hunt is ever guaranteed to produce
compacts, however, Null Mysteriis comes across as information or rare and unusual Bygones, like the Dropa
more authoritarian when dealing with Bygones and stones, such sites draw the attention of global conspiracies
mysterious places, because they want to control the seeking an edge in their fight against the supernatural.
field to produce great results. Because mysterious places and Bygones hold supernatu-
ral secrets, the conspiracies tend to react to the “bigger fish”
• SWORN: Every major metropolitan area is filled as opposed to the haunted shack down the street.
with forgotten or derelict buildings, and SWORN is
• Ascending Ones: The Ascending Ones are less
aware of which places to avoid. They know their city
interested in mysterious places than they are
well and will gladly share intel — especially if other
in experimenting with Bygones. Unlike other
hunters are willing to investigate. Unless someone is
conspiracies, hunters want to explore their uses
in danger, however, compact members tend to agree
by either coating them with potions, using them
with The Union and leave dangerous areas alone.
to contain their magical elixirs, or crushing them
• The Union: Members of The Union are hyper- into fine powders that can be used as ingredients.
vigilant, and their frequent patrols to keep the Ascending Ones haven’t shared their intent with
neighborhood safe act as a deterrent to outsiders other hunters outside the conspiracy, and there’s no

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Nests

telling what other hunters will do when they learn defense of such mysterious places; subsequent chronicles
how far this conspiracy is willing to go. could be built on unlocking a Bygone’s power or freeing a
trapped creature. Some, like Haw Par Villa, may even act as a
• Cheiron Group: The Cheiron Group is tight-lipped Black Gate (p. XX) frozen in a moment of time, allowing the
and hasn’t revealed its stance on mysterious places or wielder to travel wherever they wish.
Bygones — not even to their own members. Naturally, Though conspiracies tend to have more resources at their
this has spawned several rumors and conspiracy disposal, their members deal with more politics and approvals
theories. Some recruits are being forced to experiment than tier-one or -two hunters. Information — the right intel —
with acquired Bygones to test their effects. The leaders is at a premium, because the story of what happened shifts
of the conspiracy are draining the Cheiron Group’s depending upon who’s telling it. Rival factions within a con-
war chest to purchase mysterious places under the spiracy might sabotage each other to get their hands on the
name “Lambent Development Corporation.” What Pettakere cave’s latest, untouched map; competing cells or con-
members are figuring out is that the Cheiron Group spiracies might easily do the same. The more hunters involved
seems to be tightening its belt, even outright refusing in the search, the greater the chance a hunt may go terribly,
equipment requests, while simultaneously increasing horribly wrong — especially when investigating a sentient place.
its recruitment efforts.
Unlike monsters, mysterious places don’t usually up
• Council of Bones: The Council of Bones has an and relocate on a moment’s notice, and their place in the
unusual stance on mysterious places and Bygones, world does not go unnoticed. After all, if one conspiracy
because it’s only concerned with relics and locations shuts down a tourist attraction, like the Khewra Salt Mines
connected to the spirit world. Some members believe in Pakistan or St. Patrick’s cemetery in New Orleans, other
they need to protect what they find, while others interested parties are sure to take notice. As much as con-
agree each instance should be treated as its own case. spiracies want to control the supernatural to various degrees,
In general, hunters aren’t opposed to investigating their members uphold the Code to remind themselves of
or sharing information provided the Council’s their humanity.
interests to guard the living are protected. Secretly, Nests, tainted places, and sentient places may attract
some hunters fear the Council could lose sight of the tier-three hunters, but the real challenge is figuring out how
Vigil by focusing too much on places lost to time and dealing with these locations fits into their agendas and how
artifacts better left untouched. they affect other mortals who have no idea conspiracies ex-
ist. Should the Cheiron Group reveal all its secrets to accept
• The Lucifuge: Members of the Lucifuge are an archaeologist’s help? Will the Council of Bones stretch
concerned that demons and spirits of vengeance its view of the Code to work with a warlock who has more
are gathering in abandoned places and are using information? Just how far will the Aegis Kai Doru go to get
them as a base of operations. While hunters aren’t their hands on a new Bygone?
panicking, they will investigate leads that reek of No mysterious place surrenders its secrets easily, and
the supernatural. The Lucifuge are often the first conspiracy members need to tread carefully when dealing
to show up at a scene marked by satanic symbols or with the unknown. Setting their concerns about the super-
evidence of a rite. Sometimes, this results in a case natural aside, conspiracy members must balance the physical
of mistaken identity, which is partly why hunters requirements of the hunt against the resulting politics and
have began working with local authorities to ensure ethical considerations of such an undertaking.
they’re viewed as allies rather than antagonists.

• Malleus Maleficarum: In its storied history, the


Malleus Maleficarum has investigated sites plagued Nests
by vampiric, demonic, and ghostly activity. For Even monsters need a place they can call home. A pack
centuries, with the backing of the Vatican, hunters of dog-sized creatures covered in rusting metal plates hides
— and some conspiracy theorists — believe they’ve within an old junkyard. The old lady’s house, abandoned
acquired several Bygones and a stockpile of cursed since she died, is a nest of catlike beasts she unwittingly cared
relics. While there may be some truth to the rumors, for. Some nests might be more accurately called a “haunt” or
conspiracy members have been told to check in before a “resting place” for the ghosts within.
proceeding. Additionally, leaders are considering Whatever you call it, whatever form it takes, a nest is
the formation of a new order within their ranks to a monster’s lair or refuge. Nests are suited to the creatures
specialize in cleansing cursed objects and places. living in them, and hostile to any hunters who dare enter.
The promise of undiscovered supernatural power when Going into a nest is extremely dangerous, because the mon-
combined with the hunt brings an equal measure of excite- ster has the upper hand. Unfortunately, hunters often need
ment and danger, and hunters wishing to neutralize danger- to follow their prey back to its lair to save a victim, capture
ous sites have their work cut out for them. Entire chroni- or kill the monster, and make their city a bit safer — at least
cles may be built around the acquisition, exploration, and for a night.
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CHAPTER SIX: MYSTERIOUS PLACES

Using Nests
can create headaches. Abandoned places are usually owned
by someone, and authorities will want to know who blew up
the old cistern without a permit.
Nests are often the setting for confrontations with
a monster. This might be the set piece for the climax of a Driving a monster out of its nest may cause other com-
story or a set up to highlight how the hunters aren’t fully plications, as well. If the hunters aren’t thorough, destroying
prepared. In either case, dealing with a monster on its home a haunted house may cause the scattered ghosts to latch on to
ground should always be presented as a dramatic and danger- a new location — or the hunters themselves. A collapsed cave
ous scene. might cause the monsters within to attack more frequently,
as they desperately search for a new home. Or perhaps there
A nest can also be used a setting for tense investigation
are more monsters in the nest than the hunters initially ex-
scenes. Entering the lair of a flesh-eating beast to find more
pected, and now they are pouring out of a burning building,
information is common, but risky. In this case, the nest it-
howling for blood.
self is a source of clues, but also represents a terrible gamble
— will the information hunters gain be valuable enough to
make it worth their while? What happens when they find out
Systems
another monster also lives there? A nest is notable because it favors its monstrous occu-
Savvy hunters should pay attention to the nest’s envi- pants and hinders unwelcome visitors. Mechanically, the
ronment. What kind of lair a monster chooses can tell you hindrances are represented by Conditions and Tilts. Some
a great deal about it. A nest will often provide hints about a monsters may set traps (p. XX) as well, reserving their Dread
monster’s weakness; a condemned factory with blacked-out Powers for the real fight.
windows probably indicates the creature is sensitive to light. The relationship between the monster and its nest, or
Additionally, the nest might provide hints as to its abilities the structure of the nest itself, can make navigating or ex-
or Dread Powers. Hunters can enter a nest of a creature they ploring difficult. A living doll chooses a lair in an apartment
assumed was unintelligent and find a collection of museum building full of narrow hallways and cluttered with old fur-
artifacts, instead. niture, where it can move freely, but the hunters can’t easily
The specific nest a monster chooses can also tell hunters defend themselves from its knife. The doll’s nest would have
something about its background. Its proximity to a hospital, both the Detritus and Tight Tilts. A featureless slasher in a
police station, house, or other building says a lot about its gas mask swinging a pickaxe takes up residence in chemical
habits. The activities it conducts inside can also deepen the factory, where the fumes inflict a Poisoned or Sick Tilt on
mystery. Why does a slasher always drag its victims to the anyone else who enters. The slasher stalks the weakened in-
Oncology Ward in an abandoned hospital before carving vaders and picks off the hunters one by one.
them up? Why would a vampire sleep beneath a popular jazz The Tilts inflicted by a nest are almost universally
club and never feed or interact with the musicians? Environmental and apply to any unapproved visitors at-
By fleshing out a monster’s home, hunters have more tempting to navigate the nest. Unless otherwise noted, leav-
information when deciding what to do next. ing the monster’s nest will remove the Tilt or Condition.
Abandoning the nest to remove these effects will not grant
Destroying a Nest Beats, however. Additionally, a monster may have Dread
Powers that further shape the environment.
The easiest way to neutralize a nest is to destroy a
Mechanically, destroying a nest requires an extended
monster. Unlike other types of mysterious places, nests are
action that may be opposed by a monster or Storyteller
typically not threats by themselves. Once the monster is de-
characters. The difficulty of starting a fire or determining
stroyed, the nest itself is no longer a problem in most cases.
just the right amount of explosives to level a nest is at the
However, abandoned nests can still harm those who Storyteller’s discretion.
wander in. A cave on the verge of collapse or a dump site
full of toxic chemicals are both extremely hazardous. Some
intelligent humanoid monsters might set traps to catch or ARTHUR KILL
deter unwanted visitors, too. And, if the nest remains intact
following its destruction, it could attract other monsters who SHIP GRAVEYARD
need a home or are trying to find out what happened to the
previous occupant. For cells and compacts, focused on im- Quote: “Sure, we know about that ship’s graveyard, but no-
mediate, local problems, cleaning up nests is a strong motiva- body’s fool enough to actually clean it up. Why? Pick a reason: too
tor to ensure their communities remain safe. expensive, too dangerous, too many nasty migraines.”
Hunters who physically destroy a nest deprive a monster Location: New Jersey, New York. U.S.A.
of its lair (or drive a group of creatures out into the open) Description: Records indicate the official name of the
and can confront it in a new area. Fire, explosives, or other Arthur Kill Ship Graveyard is the Donjon Iron and Metal
types of demolition equipment are obvious choices for hunt- Scrap Processing Facility. It is an array of rusting hulks and
ers, but outright destruction of public and private properties broken-down engines that sits on the Staten Island sound,

210
Nests

staring across the water at New Jersey. Around 100 ships


have found their final resting place here, mired in mud
and muck. Most have been stripped of their useful parts,
and their skeletal hulks decompose at differing rates.
Decaying ships from as early as 1901 can be spotted in
the graveyard. These range from a NYC Fire Department
boat, to a random assortment of tugboats and merchant
vessels, to a World War II submarine chaser. Many of the
corroded ships are not worth salvaging and are hazardous be-
cause they contain toxic substances; they’ve been left to rot
at the sound’s marshy edges, staining the water red with rust.
Gaining access to the site is difficult and dangerous.
Hunters must trudge through mud and seven-foot-tall reeds
or try to navigate unstable paths made of broken boards.
All of this makes the graveyard a perfect hiding place
for monsters to hide and find shelter in.
Storyteller Notes: Over the decades since the salvage
yard was established, monsters have taken up residence
within on at least four separate occasions. The combina-
tion of access to potential victims, the difficulty of getting
into the place, and the vast array of hiding places within
the ship graveyard have proven irresistible. At least two of
the monsters are rumored to have been amphibious; some
hunters believe the creatures swim out and attack people
far away from their lair. Tracking these creatures back to the
ship graveyard was as much a case of luck as good hunting.
To introduce this location into a chronicle, think
about how much time the cell may spend there. Maybe
the cell has tracked a dangerous monster to its hiding
place in the Arthur Kill Ship Graveyard. Maybe there’s a
wrinkle: another hunter cell has tracked a completely dif-
ferent monster there. How are these two creatures coexist-
ing within the same nest? And can both cells work together
to flush them out?
Suggested Tilts: Detritus (Environmental), Filthy
(Environmental), Tight (Environmental)

THEATRE ROYAL
Quote: We were just about to leave, when we heard some-
one shout, “Goddamn you for a blackguard, rascal!” Turned out
to be Charles Macklin!
Location: Drury Lane, London, England
Description: Several different buildings claiming
the title of Theatre Royal have loomed over Drury Lane
throughout London’s long and storied history. The first
and third iteration burned to the ground, and the fourth
still stands.
Each theater has claimed its fair share of lives and
plays host to the ghosts of its predecessors. The most fa-
mous spirit is known only as the Man in Gray, a ghost with
a penchant for 18th-century attire, complete with tri-corner
hat. Many believe the spirit is connected to a body discov-
ered in 1848, sealed up in one of the theater’s walls with a
dagger between its ribs.
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CHAPTER SIX: MYSTERIOUS PLACES

The Theatre Royal’s ghosts are not the only challenge scared of snakes. It could, however, also be a place where
hunters face. London is a busy metropolis and its police, citi- thieves scope out the Japan Snake Lab to steal from tourists,
zens, and tourists frequently stroll past. To top things off, the or simply a set of extra storage units that a scientist hasn’t
titillation of the theater combined with a good old-fashioned gotten around to cleaning up.
ghost hunt may be just the thing to attract the interest of If one of the snake yōkai has moved in, the cell will need
local hunter cells, debunkers of the supernatural, or even to figure out how to gain access to the site. Maybe they be-
stranger denizens of the night. friend a scientist who witnessed something strange, or maybe
Storyteller Notes: The Theatre Royal is an iconic part of they ask the facility’s administrator if they can help clean up
London and is a wonderful example of a haunted nest. The the site.
theater is the source of many superstitions that grant ambi- Suggested Tilts: Detritus (Environmental), Filthy
ence and mystery to a chronicle featuring its renowned stage. (Environmental)
The ghost light, for example, is a single light left on to pla-

Tainted Places
cate ghosts. Supernaturally touched plays, such as Macbeth,
Goethe’s Faust, and The King in Yellow, might even be per-
formed during an investigation. The ghosts — and actors —
will resist efforts to cleanse or exorcise the site. A sturdy oak tree where victims were once hanged until
The Theatre Royal isn’t the type of nest hunters can dead is eternally cursed. An isolated military base where ex-
burn down on a whim; they must deal with the spirits if periments in psychic warfare were conducted has a lingering
they want to cleanse the site. Its fame, however, may attract aura of pain and fear. The forest where a group of invad-
other monsters. Maybe an enterprising director scheduled ers slaughtered the families hiding from the ravages of war
performances of a newly discovered play with occult over- and famine twists the perceptions of anyone who draws near.
tones. Since rehearsals started, there’s been an uptick of That cistern in the basement of a centuries-old farmhouse is
paranormal activity in and around the theater. Eventually, believed to be a doorway to hell. Whatever the reason, these
the hunters may learn the play is riling up the ghosts haunt- places are dangerous. They are tainted.
ing the old theater. But is the director doing it deliberately? Tainted sites are the places that have weird and terrible
And, if not, who is? stories about them, places that people avoid without entirely
Suggested Tilts: Faltering, Reeling knowing why. This is for good reason. In areas around a taint-
ed site, nature often acts…odd. Plants grow in unusual ways;
animals skitter strangely. Rain falls sideways. These oddities
OPHIOLOGY LAB extend to people who spend too much time in a given site.
As the taint of the place begins to take hold, their percep-
Quote: Why didn’t anybody tell me we’re investigating snakes? tions are altered, followed by their innermost thoughts and
Location: Ota, Gunman Prefecture, Japan behavior. Eventually, they may become a danger to them-
selves and those around them.
Description: Hidden almost in plain sight among the
newer facilities of the popular tourist attraction, the Japan Tainted places are not aware, however. They don’t have
Snake Center, is a collection of rotting, wooden shacks. goals or feelings. They simply are. And their very existence is
Filled to bursting with decaying specimens, preserved ophio- a powerful threat.
logical treasures, unknown piles of research, and other para-
phernalia, the neglected lab space is unnaturally permeated Cleansing
by the stench of decomposition. Tainted Places
The Ophiology Lab is no longer routinely used, and
while it has every appearance of being securely locked up, Hunters tell a wide variety of tales about how they have
it’s hard to tell for certain. With so many specimens in such dealt with tainted places. In some cases, burning down the
disarray, the lab is rumored to attract several types of snake cursed house was a simple (if unsubtle) way of cleansing the
yōkai: Nomori, Uwabami, and Nure-onna to name a few. site. In other cases, more elaborate rituals were required. No
one has been able to discover a surefire way for dealing with
Whether the Ophiology Lab is protected by its rumored
the dangers of these places, as each tainted site is unique.
inhabitants or not, some hunters are skittish and may not in-
vestigate it because the area taps into their fears and phobias. For many places, destroying the physical location is
Cells that want to visit this nest must research it thoroughly enough. If the curse or taint is tied to a specific building,
before paying it a visit by investigating former reports and tree, or landmark, then destroying that landmark will re-
interviewing spooked witnesses. move the threat of the tainted place. Fire, explosives, and de-
molition equipment attract attention, and anyone who owns
Storyteller Notes: The Ophiology Lab’s placement is so
a building is unlikely to be happy with someone burning it
close to the Japan Snake Center, it works best as an introduc-
down. Worse: Some tainted places are immune to fire and
tory, unexplored mysterious place that may or may not be a
may act strangely when attacked.
nest. The appearance of snake yōkai could turn out to be a
rumor, falsified report, or frantic statement from a tourist Some tainted places cannot be cleansed so easily. If
the land beneath the building is cursed, then bulldozing the
212
Tainted Places

Dread Power
house is meaningless. In these cases, hunters will need to
dig deeper into the history and cause of the tainted place, to
find another means of cleansing the site.
Adjustments
Tainted Systems Dread Powers represent a tainted place’s ability to inflict
Tilts and Conditions or alter its environment in response to
Tainted places, though dangerous, are not monsters actions characters take.
who think, feel, or plan. Tainted places simply react. The
The Dread Powers used by tainted places do not require
following rules apply.
Willpower, because they are activated reflexively. This means
• Potency: All tainted places have a measure of a curse that Dread Powers requiring Willpower expenditure beyond
(or taint). This is reflected by its Potency rating and initial activation won’t work in a tainted place. Tainted plac-
the Dread Powers it possesses. es don’t use Numen either, but ghosts who haunt a tainted
place will.
• Dread Powers: Dread Powers are often a sign of
Dread Powers are purchased according to their rank and
a malevolent presence at work. Unlike monsters,
are tied to their Potency rating.
tainted places do not choose to use Dread Powers
the same way they do, because they’re not alive or Dread Power Triggers
sentient. Dread Powers are activated reflexively.
Dread Powers become available to tainted places after
• Types of Actions. A tainted place can only take a initial purchase and are not powered by Willpower. Each
reflexive action when a Dread Power is activated. Dread Power has a unique trigger.
They do not have Initiative, nor do they participate The Dread Power trigger is a thematic device that causes
in combat. If necessary, defensive rolls comprise the the Dread Power to activate in a specific location within the
tainted site’s assigned Potency rating plus or minus area. They represent the years, decades — even centuries — of
modifiers. If an unusual roadside attraction has a malevolent power that’s seeped into wood, drywall, bricks,
Potency rating of 8, the tainted site’s dice pool is and stone. Dread Power triggers are activated by characters
eight dice. If, however, the tainted site is attempting and cannot be created by them (or by monsters); they are
to use the Agonize Dread Power, the victim’s Stamina firmly connected to the tainted place. Once tripped, the trig-
is subtracted from the roll as normal. ger will not be reactivated.
Tainted places are not considered neutralized until hunt-
• Durability. The physical objects (doors, windows, ers perform a successful ritual to cleanse the site. The ritual
traps, etc.) within a sentient place have a Durability should be thematically appropriate to the tainted site and
rating; they are treated as form of equipment (p. may be performed as teamwork or Tactics. Tripped Dread
XX) and is rated 1 to 5. In general, the higher the Power triggers will reactivate after a period of one week if
Durability rating, the more challenging it is to the hunters don’t neutralize the taint. They will, however,
destroy. appear in the same place as before; savvy hunters will take
note of where the effect occurred and avoid that location in
• Structure. A sentient place may have several the future.
structures within a given location. When calculating
Structure, add the object’s Size to its Durability. Number of Dread Power
Potency Triggers Ranks
• Variable Size: Tainted places can vary in size but start
at Size 10. Often, they are large or sturdy enough that 1 10-15 3
destroying them may require explosives, construction 2 16-20 5
equipment, or a long-term project that need permits 3 21-25 7
and additional crewmembers. The amount of
4 26-30 9
damage required to physically destroy a tainted place
is at the Storyteller’s discretion. If a tainted place is 5 31-35 11
destroyed before it’s been neutralized, its ruins will 6 36-40 15
still present signs of the supernatural.
7 41-45 19
• Other Threats: Any location, whether it’s a nest, 8 46-50 23
tainted place, or sentient place, can be home to other 9 51-55 27
threats. When assigning traps, monsters, Bygones,
etc., specificity is required to help hunters clearly 10 56+ 31
understand what they’re dealing with.
Multiple triggers tied to a specific Dread Power may be
found in a tainted place but may not be activated more than
once per session. The trigger is considered “tripped” when

213
CHAPTER SIX: MYSTERIOUS PLACES

the Dread Power has successfully affected a single character. died the next day, of an infection apparently contracted at
Technically, a cell could temporarily neutralize a tainted site the scene, bringing the death toll to 13.
by activating all its triggers; doing so will not cleanse the taint. In addition to being a tainted place that claimed the
The trigger for a Dread Power may require a specific in- lives of 13 victims, the Joelma Building could also be a nest,
teraction with an object, stairwell, hallway, or room; they haunted by the 13 souls who died during the fire. Cleansing
may also necessitate a character’s specific action. A tainted an office building in the middle of a busy city is a daunting
place triggers Maze whenever someone accidentally trips. A task for any hunter, especially since there’s no telling if the
hospital that traps ghosts may force Agonize on a monster site is actively attempting to claim 13 new victims or not.
who dies inside. A cave may have several, hidden caverns Systems: The Joelma Building is Size 100 and Potency 3.
that inflict Blackout on the hunters once they venture fur- The Dread Power triggers are found in odd places that been
ther in. built up or reconstructed since the fire took place. Suggested
Storytellers are encouraged to place triggers in unusual Dread Powers include Blackout, Agonize, Madness and
places and think about using interesting Dread Powers to Terror.
give the tainted place its own personality. Part of the mystery
will be to figure out how to avoid getting hurt while explor-
ing and neutralizing the site, saving trapped occupants, and HAW PAR VILLA
dealing with monsters who’ve taken up residence.
Quote: “Welcome to the horrific ride of your afterlife!”
Location: Singapore
JOELMA BUILDING Description: Crowning a hill in Pasir Panjang, Haw
Par Villa is a theme park dedicated to Confucian ideals and
Quote: “Thirteen deaths multiple times? That’s too many Chinese folklore, myths, and legends. Built in the 1930s by
tragic losses to be a coincidence.” Aw Boon Haw for his brother, Boon Par, Haw Par Villa was
Location: São Paulo, Brazil a popular tourist attraction when it first opened. Over the
Description: Standing 25 stories tall, the Joelma years, however, interest in Tiger Balm Gardens waned de-
Building is a towering skyscraper in the middle of São Paulo. spite its cultural prominence among Singaporeans, and the
It is also a historic site because of the tragedy that occurred colorful attractions have continued to gently age or fall into
three years after it was built. In 1974, an electric fire started disrepair. Despite this, Haw Par Villa holds a place in many
on the 12th floor of the building, trapping people on the up- a tourist’s imagination and has spawned a peculiar urban
per 13 floors. Soon, the entire building became a towering legend: The site is thought to conceal a literal portal to hell.
inferno, and claimed so many lives it forced the world to take Though many of its attractions are beautiful renderings,
notice and spurred fire-safety discussions and laws to prevent the Villa is most famous for its gruesome depictions of the
future disasters. By the time the fire died out, 179 people 10 Courts of Hell. Abandoned, expanded, and renovated re-
were dead and over 300 people injured. peatedly over the years, the villa has been a staging point for
Wherever there is tragedy, urban legends swirl in its the Japanese army and a “moral excursion” for thousands of
wake. Paranormal researchers believe the land is now cursed, children.
and the stories blend fact with fear. During the blaze, 13 Some believe the infernal gateway is only open at mid-
people were trapped in one of its elevators and died. The night or during certain astronomical events. Whether or not
victims were never identified, and no one came forward to these urban legends are true, the rumors persist. Several sec-
claim the bodies. These unknown 13 souls haunt the Joelma tions of the park are closed off or no longer in use, and the
Building site and never leave. Since the fire, there have been location is often shut down for months at a time to ensure
numerous reports of people seeing ghostly figures on the up- the public’s safety. When the park is operational, it is only
per floors of the Joelma Building. open during the daytime, which further complicates matters.
To this day, these hauntings continue. Workers see ap- Storyteller Notes: Aging theme parks, carnivals, travel-
paritions in the reconstructed building’s offices and hallways ing sideshows, and tourist attractions are interesting sites
and consider this to be a normal, everyday occurrence. for hunters to explore even without the presence of the su-
Storyteller Notes: Through careful research, the hunters pernatural. These locations may seem perfectly innocuous
can discover the truth of stories claiming the terrible Joelma during the day but take on horrific attributes at night when
fire was not the first tragedy to happen on the site. One story shadows fall ominously on cheerful statues. Haw Par Villa
asserts that, at the founding of São Paulo, 12 cursed Jesuit is a unique cultural site because it combines the mundane
priests and an altar boy committed suicide at or near the site. with the supernatural. The location isn’t tainted in its en-
Another states that, before the Joelma building was built, a tirety; the supernatural is only active in the 10 Gates of Hell
home on the same land was the site of a murder-suicide: A exhibit.
young chemist returned home and shot 11 people before kill- A gateway to hell represents a significant threat for hunt-
ing himself. After emergency personnel arrived, one worker ers and acts as the reason a site is tainted while pointing
became ill and was forced to leave the scene. That worker to the source of its Dread Powers. Chronicles that include

214
Sentient Places

Haw Par Villa’s 10 Courts of Hell or similar exhibits may Hunters who approach the Fairchild Oak may not find
take a dramatic, if not demonic, turn. The goal is straight- anything wrong with it at first; the longer they linger, how-
forward: Shut the gate and figure out how to keep it closed. ever, they more they’ll experience intrusive thoughts of self-
The methodology, on the other hand, may not be. Demons, doubt and anxiety. This inner monologue grows in intensity,
witches, warlocks, spirits, and other thematic monsters may culminating in thoughts of despair and self-harm. The lon-
prowl around the hellmouth, while others might try to es- ger a hunter is exposed to the Fairchild Oak, the harder it is
cape. Hunters may have to prioritize or call for backup to to escape its boughs.
deal with an increasing threat. Systems: The Fairchild Oak is Size 30 and Potency 3.
Systems: Haw Par Villa is not the tainted site — but the The Dread Power triggers are found in the tree’s branches
10 Courts of Hell exhibit is. It is Size 50 and Potency 6. and roots. Suggested Dread Powers are Agonize, Dread
The Dread Power triggers are hard to find, because they’re Attack, Eye Spy, and Soul Stealer.
located in, near, and around the exhibit in the underground

Sentient Places
tunnel. If hunters visit when the park is open, they’ll attract
attention for being too hands on with the demonic statues
and icons in the tunnel. Suggested Dread Powers are Black
Gate, Damnation, Hex, and Maze. Strangest of all, sentient places are far more than ac-
cursed buildings or haunted forests. These places are aware.
They think; they plan. In some cases, they move. They al-
FAIRCHILD OAK most always hate.
The mountain overlooks the town, and locals swear it
Quote: “That tree…I think it wanted me…to hurt.” controls the weather on a whim. A sprawling haunted house
Location: Florida, U.S.A. lures new buyers and then murders them — trapping their
Background: The Fairchild Oak, which is also known as corpses and ghosts inside. A shrine in a cave whispers se-
the Haunt Oak, is a centuries-old Florida landmark tainted crets, turning visitors into its agents of destruction.
by death. Many believe the tree attained supernatural quali- Every sentient place is a unique monster and should
ties in 1880 when Norman Harwood killed himself beneath be treated accordingly. They plan, attack enemies, and repel
its outstretched limbs or following the immigration of intruders. They also have deep desires — and these goals usu-
Scottish plantation owner James Ormond II and the fight ally spell trouble for anyone nearby. Hunters believe these
led by Seminole resistance leader Coacoochee — though its places are motivated by a specific need that can only be ful-
origin may precede the horrors of colonialism. Regardless of filled with time and careful planning. It has reasons for what
origin, the Fairchild Oak is neither benign nor malevolent. it does, even if those reasons don’t always make sense to any-
After witnessing centuries of grief and trauma that escalated one that isn’t a ravenous ghost train or a malicious grove of
during the Seminole War, the Fairchild Oak can no lon- trees.
ger be sustained by water and sunlight alone. The oak tree
thirsts for human blood and grief. It compels anyone nearby Defeating a
to sit beneath its boughs; when they do, it drives them to
self-harm or suicide.
Sentient Place
The massive, ancient tree stands at least 200 feet tall For many sentient places, particularly smaller locations,
and 30 feet wide. The oak’s immense, spidery limbs twist in hunters might try to destroy them outright. A house can be
unsettling rows from the mass of its trunk like gnarled, grasp- burned down, a glass tower smashed, a railway station blown
ing arms. The tree dwarfs the palms that grow around it and up. Some sites are just too large for this to be practical. A
draws the viewer’s eye. Visitors to the state park feel com- sentient mountain, cave complex, or ghost town are not
pelled to stop and admire the impressive tree. Those who are only extremely dangerous, but are too large to be reasonably
wise feel its quiet intent and do not linger on. destroyed without notice. Some compacts and conspiracies
Storyteller Hints: The Fairchild Oak is a stationary might be able to muster the means to wipe a place off the
force of nature stained by historical events that stretch back map. Doing this without further investigation or approvals
thousands of years. Unlike other threats, Storytellers are is often too risky — even for them.
encouraged to build a session’s plot or chronicle around When dealing with a sentient place, there are so many
the landmark’s locale. A chronicle involving supernatural factors for hunters to consider that often they can’t neutral-
events in Floridian state parks is ripe with possibility, be- ize one in the span of a single session. The only true way to
cause the story can incorporate a larger mystery in addition neutralize a site, is to deal with its spirit. Identifying that
to the Fairchild Oak’s use as a tainted place. The threaten- spirit presents a challenge to most hunters, especially when
ing presence of the Fairchild Oak might also be a beacon other ghosts and monsters inhabit that physical location.
for other, dangerous monsters: slashers, cryptids, and even After the sentient place is destroyed, a tainted place may
weirder threats. eventually emerge from its ashes.

215
CHAPTER SIX: MYSTERIOUS PLACES

NAUTILUS: A HUNTER’S URBAN LEGEND


Tier-two hunters are not immune to urban legends pertaining to compacts
they’ve never encountered before. Nautilus is rumored to be an internet-
based compact that organically formed online in chat rooms, private
channels, and the comment sections of multiple websites. Its members
are anonymous and immensely wealthy, operate on the Dark Web, and are
known only by their cryptic handles. Nautilus, which takes its name
from the submarine in Jules Verne’s Twenty Thousand Leagues Under the
Sea, was formed for a specific purpose: to deal with mysterious places
in its own, unique way.
Hunters whisper that Nautilus specializes in buying and selling real
estate; the compact’s mission is to collect mysterious places until
they have the means to neutralize them. When Network Zero visits a
church and gets caught trespassing, they blame Nautilus. When The Union
gets ready to throw down in an abandoned field and ends up interrogated
by the cops, they also blame Nautilus
For some hunters, Nautilus is too good to be true. A mysterious force
that buys and sells property? Only to flip over a site after it’s been
cleansed? And what, if anything, does specializing in real estate have
to do with the Code? The hunters who believe Nautilus exists would love
to expose its members’ identities and find out if the other rumors
are true: that all their members have already pledged their loyalty to
other compacts who have access to the information Nautilus requires.

Sentient Systems
Thought to be an immortal corpse, the limestone statue
is an eerily accurate depiction of a decomposing body three
years after its death. Since the heart was lost or stolen, the
Sentient places are caused by spirits wreaking havoc in
Cadaver Tomb of René de Chalon has exhibited strange
the physical plane. Unlike haunted houses, sentient places
properties, and its grisly features have spawned rumors and
are extremely rare. Most hunters encounter a sentient place
urban legends, despite its sacrosanct location. Visitors some-
once or twice in their lives — if they survive the experience.
times report leaving the church with a terrible longing, a
Use the Ephemeral Entities rules found on p. XX to cre- deep desire to find the statue’s reliquary and return the heart
ate an ancient spirit trapped in the physical world. to its rightful place.
Storyteller Notes: The site is a manageable size for a cell
of hunters to deal with, but its placement inside a place of
TRANSI DE RENÉ worship raises more issues than it solves. The statue is more
DE CHALON likely to be active on the anniversary of the prince’s birth
and death, or those times of day and year when the veil be-
Quote: “There is nothing I wouldn’t do to get my heart back.” tween this world and the next grows thin: twilight, Samhain,
Location: Bar-le-Duc, France etc. Cleansing the Transi isn’t simple as smashing the stone
Description: Standing on display at the Saint Etienne and, even if the cell does so, it’s possible the restless spirit
church in Bar-le-Duc, France is a funerary statue of René de of René de Chalon will appear to avenge the destruction of
Chalon, the fallen 25-year-old Prince of Orange. The figure his tomb.
was rendered in the 1540s by French sculptor Ligier Richier
after the prince died from an injury suffered during the siege Power: 3
of St. Dizier. The statue, referred to as “The Skeleton,” is a Finesse: 4
life-sized rotting corpse; strips of decaying skin flap over the Resistance: 3
deceased’s ribs, and one hand is raised to heaven, empty.
The grasping hand once held the prince’s heart, which was Rank: 1
removed, dried, and concealed in a reliquary placed in the Essence: 10
statue’s hand. The heart has since disappeared and may have Corpus: 28
been stolen during the French Revolution. Willpower: 7

216
Sentient Places

Initiative: 7 Though Bhangarh Fort can be treated as a nest filled with


Defense: 4 trapped, mournful ghosts and spirits of vengeance, its walls
move with a darker intent. The ruins long for all who come near
Speed: 7
— mortal and monster alike. The fort’s size, when combined
Size: 25 with its significant ability to defend itself, requires coordination
Ban: De Chalon flexes his fingers when someone inside on a massive scale. Worse, spirits trapped within Bhangarh Fort
the church says the word “heart.” cannot be released by any means the hunters possess until the
Bane: The statue burns when sea salt touches it. site is neutralized and the warlock’s curse is lifted.
Influence (Statue): 1
Power: 12
Numina: Emotional Aura, Essence Thief, Hallucination
Finesse: 10
Resistance: 11
BHANGARH FORT Rank: 4
Essence: 25
Quote: “Was that rock there a minute ago? Why is that wall
Corpus: 111
shaking?”
Location: Rajasthan, India Willpower: 10
Description: Bhangarh Fort is a 16th-century complex Initiative: 21
built in the Indian state of Rajasthan. The site is popularly Defense: 10
believed to be the most haunted and mysterious location in Speed: 22
the entire country, and the sprawling ruin is off limits to
explorers, academics, and tourists to ensure their personal Size: 100
safety. To this day, the Archaeological Survey of India for- Ban: Bhangarh Fort’s spirit will immediately return to
bids anyone to enter Bhangarh Fort after sunset or spend the underworld if a descendant of Princess Ratnavati
successfully performs an exorcism at the site.
the night. Bhangarh Fort presents other challenges, however,
for while it is located outside major population centers, the Bane: Areas of Bhangarh Fort will fall dormant if the
complex is a protected cultural landmark and hasn’t been hunters can recreate the love potion the warlock presented
to the Princess.
outfitted with electrical wiring. After the sun falls, the ruins
are plunged into darkness even when the moon is full. Influence (Bhangarh Fort): 4
Its construction and history have spawned many rumors Numina: Blast, Dement, Drain, Emotional Aura, Essence
and folktales attempting to understand the site’s unusual and Thief, Hallucination, Telekinesis
paranormal activities. One popular theory is that Bhangarh Special: Zombies, spirits, and other monsters present at
Fort suffers from a warlock’s curse, a punishment incurred the site are treated as their own monsters and should be
after a Bhangarh princess named Ratnavati rejected him. presented with their own rules.
One story tells how the warlock, named N.K. Sinhai, tried Following the death of a mortal, newly created ghosts
to bewitch the virtuous princess by offering her a danger- will remain haunting Bhangarh Fort until it’s neutralized.
ous love potion. The princess refused to drink it, and when These spirits can be treated as discrete monsters at the
she dashed her cup against a nearby boulder, the seductive Storyteller’s discretion.
potion immediate set to work. The potion was so powerful Bhangarh Fort is an example of an ancient site that has
the land itself fell in love with the warlock, and the boulder multiple locations within its sprawling area. When introduc-
began to roll, crushing him to death. ing the site into a chronicle you may reduce the Rank, per
Many believe the warlock’s death released the black the Ephemeral Entity rules, and treat each unique location
magic stored in his body and triggered a terrible curse on as its own mysterious place.
Bhangarh Fort, one that can only be removed by Princess
Ratnavati herself, reborn.
Storyteller Notes: Hunters wishing to explore Bhangarh NAN MADOL
Fort find themselves in a difficult situation. The Indian gov-
ernment would never allow the site to be razed, nor would Quote: “What we’re looking at here is proof our ancestors
they allow local or foreign hunters to investigate without were geniuses. What monster wouldn’t want to take advantage of
proper approvals. The fort’s place in history, pop culture, that?”
and Indian culture is significant and not to be ignored or Location: Pohnpei, Micronesia
downplayed in a chronicle. Some Indian hunters wonder if Description: Rising from the waters off the eastern coast
the sprawling complex contains hidden Bygones created by of Pohnpei is the megalithic city of Nan Madol, built over
the warlock, while others think the site may not be haunted 2,000 years ago. The stones of the millennia-old city are so
in the traditional sense. massive and well-placed, no modern historians have been able

217
CHAPTER SIX: MYSTERIOUS PLACES

Other Mysterious
to figure out how Nan Madol was constructed. A historic and
notable landmark used for religious purposes, Nan Madol is
a testament to human ingenuity to some. Its architecture and
unique features have spawned several myths, however, leading
others to speculate that Nan Madol, which translates to “spaces Places
between,” is a surviving relic of the lost continent of Lemuria. The world is vast and is filled with modern and ancient
Local legends point to a supernatural reason for the site’s secrets. The older the site, the more mysterious it is, and the
construction. The twin warlocks Olisihpa and Olosohpa, more likely it is to remind hunters of their mortality. The
who hailed from Lemuria, arrived near the site to build an sites they explore may be older than recorded history or may
altar for god worship. After failing time and time again, their have been constructed for bizarre and inexplicable reasons.
efforts were eventually successful, and the twins’ altar was Hunters may not know “why” they explore a nest, tainted or
built near Temwen Island. sentient site, other than the simplest of reasons. Wherever
Formerly the royal seat of the Saudeleur Dynasty until the supernatural is found, they must deal with the threats to
the 1620s, there is no fresh water nor naturally growing food hold back the lingering dark — even when those shadows or
present within the city. Modern efforts to preserve the site spirits creep from the most unlikely of places.
have recently increased, and along with them renewed inter-
est in the brothers and their altar.
Storyteller Notes: Nan Madol is an ancient city rife with BLUE LAKE GROTTO,
history, and without the presence of the supernatural it is a
wonder to behold and investigate. Many of the basalt outcrop-
BRAZIL
pings were used for funerary purposes and the altar was used to Gruta do Lago Azul, or the Blue Lake Grotto, is part of
perform many rituals lost to time. Physically, the way the stones one of the largest flooded cavities on Earth. Its waters are
are situated, the movement of the tides are likely to play an im- hundreds of feet deep and fed by no known source. When a
portant part in exploring the city. Low tide may reveal entranc- beam of sunlight shines on the lake via a hole at the surface,
es and chambers usually drowned and inaccessible, while high the waters turn the bluest of hues. Among the lake’s secrets
tide presents physical challenges to navigate the area safely. is a vast trove of bones, culled from ages past. The skeletons
Nan Madol is a rich, mysterious location that’s well- of giant sloths, saber-toothed tigers, and other extinct crea-
equipped to fuel a solid story arc. It may point to a Bygone, tures are piled beneath the waters. It prompts the question:
the altar built by the brothers, or evidence of fabled Lemuria. what else might swim in the waters’ depths?
As a sentient site, the city may not have been built to harness The grotto’s remote location makes it more straight-
the supernatural, but over time the spirit summoned and forward to access than other well-trafficked and protected
wielded here has remained in the stones. Now, Nan Madol sites, provided cell brings the right equipment. Unprepared
resonates and vibrates with power, hungering for more. To hunters may be hurt through non-supernatural means, like
what end? Thus far, no one knows. falling or drowning. If Dread Powers are used, either by the
site itself or the supernatural horrors concealed within, the
Power: 7 area could be deadly. The promise of long-forgotten secrets
Finesse: 9 concealed within the grotto’s depths may draw more inquisi-
tive hunters who seek to discover ways to increase their own
Resistance: 9
power — for good or ill.
Rank: 3
Recommended Use: Nest, tainted place
Essence: 15
Corpus: 109
Willpower: 10
AOKIGAHARA FOREST,
Initiative: 18 JAPAN
Defense: 7
Covering the northwestern flank of Mount Fuji is the
Speed: 16 forest of Aokigahara. The trees grow thick and unnaturally
Size: 100 dense in the forest, and scientists claim this is due to the
Ban: The spirit must reveal a path to the altar during the rich, volcanic soil upon which it sits. Others believe the trees
Summer Equinox or it loses half its essence. are sustained by a grislier source of nutrients: the hundreds,
Bane: The stones react to blessed water by falling if not thousands, of people who have committed suicide here
dormant. for centuries.
Influence (Nan Madol): 3 Aokigahara, or Suicide Forest, is an important icon in
Japanese culture. It’s said in times of famine and strife, many
Numina: Awe, Drain, Hallucination, Regenerate,
Telekinesis suffering people came to die in the forest. Structurally, the
area is difficult to explore; caves lead deep into the hardened
218
Other Mysterious Places

lava beneath the trees. Between the denseness of the foli-


age and the sound-swallowing volcanic rock, the forest can HOUSE ON THE ROCK,
be unnaturally still and its eerie quiet is a silent tribute to
its tragic victims. Despite the quiet, the forest is well-trod; WISCONSIN, U.S.A.
many come to wander through the trees, either to honor and
mourn the dead or to discover if it’s truly haunted. House on the Rock is a tourist attraction that prompts
Recommended Use: Nest, sentient place many urban legends and reports of supernatural activity due
to its ever-expanding collections and exhibits. The house’s
construction took several years before the site, precariously
MOUNT MULANJE, MALAWI built upon Deer Shelter Rock by the architect Alex Jordan,
Jr., first opened to tourists in the 1960s. Since that time,
Mulanje is a monadnock, a lone mountain rising out House on the Rock has expanded significantly over the years
of the surrounding plains in the East African country of to include warehouses filled with several collections of mu-
Malawi. The highest peak is often shrouded in clouds and seum relics and icons.
is nicknamed “Island in the Sky.” Some believe Mulanje in- Besides the house, each building contains a small mu-
spired the Lonely Mountain, Erebor, in The Hobbit by J.R.R. seum’s worth of items including the nautical exhibit “The
Tolkien. A massive landmark, Mulanje is home to many local Heritage of the Sea,” an indoor carousel, vintage posters, a
legends as well. Strange, diminutive creatures are believed to large collection of room-sized automated music machines dis-
live on its higher plateaus, a mythical flying serpent has been played in “The Music of Yesterday,” and thousands of other
spotted in the clouds around the peak, and countless myste- oddities. Some relics are rumored to be mere replicas while
rious disappearances have occurred on its slopes. others may be priceless. With the multitude of artifacts con-
Mount Mulanje possesses several sub-peaks, valleys, and tained within the site, local hunters believe a Bygone must
plateaus lush with life. A complex ecosystem of the mun- be present. Reports of supernatural activity include feelings
dane and supernatural, the area is a preserved and well- of being watched, judged, and followed.
maintained landmark. Finding the source of strange activ- Suggested Use: Tainted place
ity is challenging due to mountain’s sprawling size. Hunters
might find more than one mysterious place in, around, and
on Mount Mulanje, should they choose to hike this beauti- KARAK HIGHWAY,
ful mountain. MALAYSIA
Suggested Use: Nests
A stretch of asphalt bridging the capital of Malaysia and
one of its bordering states, the expressway looks like every
CANFRANC RAILWAY other road that has ever been made. But there’ve been sto-
STATION, SPAIN ries. Terrible ones. Over the years, the highway’s become as-
sociated with a multitude of tragedies and natural disasters
The once-beautiful Canfranc Railway Station sits nes- such as freak landslides and car accidents, some fatal, some
tled in the Spanish Pyrenees near the village of Canfranc. not. Unsurprisingly, this has given rise to numerous ghost
Many of its buildings have been falling into elegant disrepair stories and urban legends.
for some time. The entrance to a monumental tunnel pierces Most people in Malaysia have heard of the Karak
the mountain range, and once allowed trains to carry sup- Highway’s haunted nature. There are accounts involving
plies and passengers through to France on the other side. beautiful women lingering at the side of the road calling
The station, which first opened in 1928, was once called the to drivers, begging for safe passage; creatures in the jungle,
“Titanic of the Mountains.” Over the years, the train station waiting to strike; accident victims dialing radio stations,
has seen many uses, from a luxury railway connecting Spain mournfully recounting the events of their own demise; and a
and France to a key strategic holding of the Third Reich. boy with glass shards in his eyes, whimpering over and over,
Rumors of lost gold shipped by the Nazis persist throughout “Have you seen my mother?”
the years, and some hunters believe this gold carries a ter- But one of the most repeated stories is that of a yellow
rible curse. Volkswagen. According to legend, when the night is deepest,
Though the railyard carries a handful of trains to local drivers sometimes find themselves cruising behind the ve-
destinations, the station is no longer in use and is overgrown hicle. It is always moving too slow, an unhappy nuisance but
with bushes, trees, and grass. After several years, and at great one easily overtaken. However, each time the driver moves
expense, the Canfranc site was recently renovated into a past the Volkswagen, they inevitably find themselves behind
posh hotel that caters to the wealthy. the vehicle again.
Suggested Use: Tainted place Suggested Use: Nest, tainted place

219
Friday, 17th May 2016, at approxi- from the area. Two of the firemen were
mately 4:25 PM, our precinct received forced to physically remove him.
a distress call from a local firefight- Footage from their bodycams showed
ing unit. We were informed someone the man rambling about “his red lady
was attempting to disrupt attempts to of sawdust and smoke,” “celestial
extinguish a house fire in the Belmont alignment of their wedding gifts,”
neighborhood. I, Officer Lopez, along and “his dreams of her subtle lines,”
with Officer Huang, Officer Jacobs, before he drove his fists into their
and Sergeant Akintola were dis- chests.
patched to the location to assist. There was no blood. There was no
It took us 17 minutes to travel crunch of bone.
from the station to the site of the There was a soft hissing instead.
disturbance. We arrived to witness a
massacre. Like a hot knife through a slab of
steak.
The residence was burned to cin-
ders. Strewn across its front yard The noise corroborated with the
were dismembered remains, heaps of injuries we found. The wounds had
offal, bones cooked black. We believe been cauterized and the ribs were
the viscera belonged to the seven pulverized to bone meal. The hearts
firemen who arrived on scene. The were missing. After the man extracted
number of uniforms found in the area the organs, the two firemen collapsed.
matches that assumption. There ap- The footage from the bodycams showed
peared to be no survivors. Their fire him moving back toward the burning
truck remained parked outside of the house.
house. There were keys in the igni- At that point, smoke began billow-
tion. Peculiarly, despite the breadth ing from the house, reducing visibil-
of the disaster, we didn’t encounter ity. From what we stitched together,
any bystanders. Nor we find any traces the man attacked the remaining fire-
of the possible assailants. men in turn, and always in isolation.
Once we secured the perimeter, He moved quickly and with purpose,
Sergeant Akintola gathered footage contrasting initial impressions. Each
from the body cameras still tethered time, he used his hands.
to the victims. What we saw was hor- His target was not always the
rific. Included below is the collated heart.
transcript of what we saw: With one, he extracted the intes-
••• tine; the gray coil incinerated in his
When the team arrived, the fire was hand. With the others, he removed a
beginning to wick from the second- lung, another heart, several unidenti-
floor windows. However, the blaze was fiable pieces of organ meat, and judg-
largely contained. None of the adja- ing by the dribble of green bile, one
cent vegetation had caught fire yet. fireman’s stomach. Jonathan Carpenter,
The first leg of the operation pro- who contacted our precinct, was the
ceeded as normal. last to die. At no point was the suspect
visible to any two firemen at a time.
Halfway in, an unshaven man in They went down quickly, most without
tattered clothes arrived on the scene. even the time to scream.
He resisted attempts to move away
Throughout the butchery, the man anomalies requiring possible inves-
droned unceasingly in French. Officer tigation. The first could be the result
Jacobs translated some of what we of pareidolia. In the basement of the
heard in the recording. building, Officer Jacobs discovered
Oh, red lady, red lady of / Sawdust what appeared to be drawings of a
and smoke, / Grant me your benedic- woman’s face seared into the concrete,
tion, / Your candlewick kiss, / Your along with ideograms of unknown
divine presence, the / Red gold of origins. Sergeant Akintola was able
your lips. to make out the face as well. Officer
Huang and I saw nothing in the char-
We cannot accurately determine coal strokes.
what followed as the bodycams lost
any advantage of perspective. But in Regardless, we have sent photo-
the last clear shot of the suspect, it graphs to relevant departments.
appeared as though he was burning, The second item of interest is more
embers wicking through his melting sinister. Preliminary research re-
cheekbones. He didn’t seem unhappy. vealed a similar case in Corvallis.
The man entered the house. Another house burned down. Another
No one emerged after. team of firefighters was found dead
at the scene. This occurred two years
••• ago. The case was never solved. Three
I, believe that there was a second years before that, a similar incident
suspect at the crime. The original took place in Salem. Again, a culprit
suspect’s methods seemed precise. was not found.
His interest was not to cause suffer- Eleven firemen dead. There should
ing, but to eliminate opposition as have been a national manhunt. Yet,
efficiently as possible. The corpses not even cable news paid the incidents
of the firemen show the attention of any heed. Every case was quietly shut
someone far less neat, someone who down, relegated to anonymity. No one
relished the messiness. Both culprits spoke up for the murdered men. Their
possessed an unusual facility with obituaries were a brief square of
high temperatures. There was mini- facts, tucked away between news of
mal blood at the scene. It is unknown collegiate sports and advertisements
how the first suspect accomplished for hiking gear.
the murders. Officer Huang suspects
military-grade augmentations. Something is wrong.

The house revealed no trace of the I believe that someone is actively


suspects. According to records, the targeting firemen within Oregon, al-
residence had been unoccupied for though for what reason I cannot begin
over five years. Its last occupants to imagine. I believe someone in the
were the Robinsons, a family consist- government is protecting them. But
ing of a husband, a wife, and three whatever the case, I will not rest un-
children. Five years back, they vacat- til the culprit is brought to justice.
ed the premises and put the house on I cannot. I refuse to let these men die
the sale. It has remained untenanted like this. Eighteen firemen. There
since. won’t be another. I refuse. Even if it
means bringing the roof down on who-
However, we discovered two ever did this, I’ll find a way.
The Slasher Chronicle contains tools Storytellers can use to
run a chronicle featuring this type of monster in a unique sto-
ry. The chronicle may be introduced for tier-one, -two, or -three
games and requires some customization to fit the needs of a
particular group. It is strongly recommended that Storytellers
sketch out scenes and sessions before running a slasher-based
chronicle to manage the pace and mood. It is also strongly
recommended that Storytellers balance the mechanical aspects
of the chronicle as part of their plan to avoid overwhelming the
players or handing them an impossible scenario they have no
chance of winning.
Recently, reports of serial killers have dramatically in-
creased all over the world; this rising tide of murderers birthed
from the darkest recesses of the human soul threatens everyone
in some way. The world’s authorities struggle against the out-
break of brutality as best they can, but they are not aware these
killers aren’t human — at least, not anymore. The media might
refer to them as killing machines, but hunters have a different,
more accurate name for these monsters: slashers.
In every cell, compact, and conspiracy hunters feel pal-
atable tension — even fear. Though no obvious links connect
the uptick in slasher activity and sightings, paranoid hunters have
shared dozens of theories pointing fingers at what (or who) is be-
hind the global phenomenon. Storytellers are encouraged to cus-
tomize or create rumors for their chronicle to help give players a
long-term goal that goes beyond stopping a slasher from claim-
ing yet another victim. These whispers include:
• There is no reason. The epidemic is a statistical aberration,
an unlikely confluence of events that cells, compacts, and
conspiracies are misinterpreting as evidence of some grand
design. The plague will recede, eventually, having winnowed
the ranks of hunters down to a bloody, traumatized few
survivors, but no greater purpose or intent lies behind it.

• Mass hysteria spawned a nightmare. The world is more


interconnected than ever. Horror stories, nasty viral videos,
and filthy internet memes sink their claws deeper into
humanity’s collective unconscious. The slasher epidemic is
a manifestation of that psychological obsession with fear, the
accidental genesis of a new, deadly type of mass hysteria.

• Humanity is sick. The slasher epidemic is an expression of


humanity’s fallen state. Too much sin, too much cruelty,
too much hurt has finally taken its toll. Every atrocity, every
dehumanizing act, is just another symptom of the larger
disease — as some slashers might even proclaim. Now, the “Becoming a monster sometimes
pressure is too great, and the virus must spread. Every slasher
isn’t a choice that you have.
is a victim overwhelmed by that shared illness, their soul
and mind unwittingly affected by centuries of crime and We’re all that; we’re all
sadism. ‘the other’ in one way or
another.”
• Hunters are turning into slashers. Even though movie-goers
are still transfixed by silver-screen killers, the real monsters — Emil Ferris, American
stalk them on crumbling city streets and in moonlit
neighborhoods. Most people have trouble believing monsters
Writer and Cartoonist
are real — but not hunters. Despite their efforts to contain
the epidemic, the slashers just keep on killing, carving their
CHAPTER SEVEN: THE SLASHER CHRONICLE

who are comfortable working with supernatural


creatures, worry an “all monsters must be hunted”
FOR THE stance will affect their ability to hunt slashers. Others
STORYTELLER: fear the exact opposite is true: Slashers have become
so great at murder and mayhem, they’ve emerged as
TRAUMA AND the dominant monster.
PERSONAL HORROR
• Hunters are creating slashers. All hunters understand
Though the world is filled with that upholding the Vigil puts themselves, their
shadows, the Slasher Chronicle friends, and their loved ones at risk. For centuries,
is set in its darkest and most hunters have suffered tremendous, personal losses
violent corners. By focusing — but no longer. For some bizarre reason, this new
on slashers, stories set in
this chronicle will be squarely crop of slashers is not targeting hunters or their
placed within a genre built upon loved ones. To explain this phenomenon, some
the villains found in slasher hunters have concluded that other hunters must
movies. The type of horror that be experimenting with slashers and have found the
emerges during gameplay may be means to create, control, and command them to
generated from human failings hunt other monsters.
but will ultimately veer toward
terror, body horror, and death. The Slasher Chronicle is marked by blood, screams, and
sweat. Slashers live on the edge of a knife; they can only sate
Storytellers are advised to their impossible hunger by snatching victims and torturing
closely work with players before them. What is the nature of the disease that drives this erup-
running the Slasher Chronicle tion? What will it take to bring it to an end?
and, if needed, after sessions
to ensure players retain their Only a hunter knows the answer to these questions.
agency. These discussions Only hunters can rescue victims from slashers, put them
should include preferences down for good, and stop the epidemic.
regarding gore, phobias, and

Defining
personal comfort levels, but
they should also offer ways for

a Slasher
players to communicate their
needs during a session, like
the X-Card p. XX or a consent
form, to help facilitate strong A slasher is a monster wearing human skin, because a
themes and moods. Additionally, slasher is part human, part something else. This type of mass
the Storyteller is encouraged murderer is more terrifying than the gut-churning horror of
to use downtime p. XX to help
players mitigate trauma through a serial killer’s compulsive murder spree. A slasher’s human
therapy sessions or a debrief. soul has been bathed in blood and pain until it shattered and
there’s nothing left to do except force others to feel what it
feels. Make no mistake: Slashers are serial killers, but most se-
rial killers are not slashers. Murderers are often angry or des-
red journey through humanity’s collective flesh and perate people, but they’re not legendary butchers. At least,
psyche with cruel acts of depravity. Some hunters not yet. Not until the light in a slasher’s psyche is snuffed
believe this batch of slashers is more skilled and out, drowned by silent waves of darkness, and replaced by a
enhanced than their predecessors and that points sinister, living force. This supernatural shadow brings power
to one of two chilling scenarios: Either hunters are in its wake, a profane vigor that grants a slasher preternatural
helping slashers or the slashers are former hunters. conviction, capability, and utter lack of compassion.
This spells doom for hunters everywhere, whether
Sometimes, slashers are ex-hunters. Most cells won’t ad-
they’re active in a cell, compact, or conspiracy, and
mit they lost a soul to the darkness and are terrified to think
will force hunters to face their deepest fears.
of the implication that each hunter can, if they’re not care-
• Monsters are using slashers. Most hunters agree that ful, fall into darkness. Other hunters believe it’s just a matter
slasher sightings are more prominent than any other. of time before they lose their way. What is a hunter other
While many cells are preoccupied with resolving the than a weapon cutting through the veil to fight an eternal
immediate threat, some hunters are noticing that war against the darkness? When hunters forget they’re more
other monsters have all but disappeared. This has than a sharpened blade, they start to lose faith in themselves,
spurred several conspiracy theories, but only one has in their lovers, friends, families, and in the Code. Abandon
caught on: Other monsters are using slashers to cull all that, and hunters start looking for excuses to murder that
the population and weaken hunters. Some hunters, bully who clearly deserved it, to track down that kidnapper
224
Slasher Undertakings

who should never have stepped foot in their backyard, to


exact justice turned vengeance when they want to, however
Undertakings
they want to. For these hunters, killing “bad guys” overpow- Undertakings present two sides of one infernal coin.
ers reason, and that morphs into a self-righteous addiction. Each slasher archetype may either be a ripper or a scourge.
Oh, they may be great at tracking down bloodsucking vam- Avengers seek vengeance; each ripper is obsessed with a
pires, all right, but can cells look away when a hunter doesn’t supposed wrong which they can never forget and never for-
differentiate between a bully and a flesh-eating zombie? give. Relentless and deeply personal in their pursuit, these
Hunters turned slashers are terrifying reminders of just rippers can be found wherever one mortal feels maligned
how necessary the Code really is. by another. Legends are scourges who have lost themselves
Most of the time, slashers are born from the bloody to the stories sprouted from their murderous deeds. Most
chrysalis of a career in mundane murder, killing until their Legends spring up in urban areas or tightly bound com-
integrity is so ruined, their identity is re-forged into the shape munities, where the terrified whispers of their heinous acts
of slaughter. Some slashers are experiments by darker forces; quickly spread as urgent warnings.
their unending abuse and torment is not the kind of hurt Brutes are rippers that embody pure, angry strength.
from which they can heal. To find refuge, they must carve Everyone is a target to a ripper of this Undertaking; bestial
apart the world that wrecked them — starting with their tor- in behavior, they cannot be reasoned with, only driven off or
mentors. Other slashers are forged by outright supernatural killed. A Brute isn’t necessarily less intelligent than other slash-
influences, the cracked and castoff vessels of spiritual posses- ers and can often maintain shallow relationships. Ultimately,
sions gone wrong, or the cursed victims of a furious entity’s their purpose for interactions is to lash out and kill. Masks, on
malice. Then there are some who just...snap one day, for the the other hand, are scourges who’ve shed all pretenses of their
pettiest of slights, and suddenly the yawning chasm within humanity. While a Mask’s behavior and choice of victims
their soul craves death. may be bound by taboos and compulsions, they are otherwise
more like a force of nature, a machine made just for killing.
Types of Slashers
Slashers are defined by Undertakings. An Undertaking
is part modus operandi, part compulsive craving, and part
supernatural force that slithers in the back of their mind
SLASHERS,
whispering, watching, and waiting for the opportunity to BYGONES, AND
strike. Within an Undertaking, the slasher is either a ripper MYSTERIOUS PLACES
or a scourge.
A ripper is still mortal. They may be hollowed out by the Every slasher needs to find the
need to kill, but they’re largely held in check by the limits of right creepy morgue, run-down
human ability. They are no longer mentally shackled by soci- factory, or abandoned warehouse
ety’s restraints, however, and a ripper may demonstrate mon-
to do their grisly work. In the
Slasher Chronicle, the areas
strous will or incredible determination. Everything they can they frequent are considered
do can be explained in criminal or scientific terms, which is tainted (p. XX). While a
why they’re often easy to miss. Hunters might never identify slasher might also have a nest
a ripper as a slasher, and let the authorities handle their vi- (p. XX), either inside or at
ciousness until they have no choice but to deal with them. a different location, tainted
Sometimes, cells cross paths with a ripper and a monster, places are a consequence of the
choose to fight the monster instead, and later realize that the the unnatural tide of murder,
ripper is now a scourge. death, and mayhem sweeping
A scourge, by comparison, is no longer considered mor- through communities at an
alarming rate.
tal. Rippers can become scourges, and scourges can mani-
fest on their own. They represent a slasher who’s emerged While slashers have been given
from a bloody, gruesome trail of carnage with a stain on supernatural heft for the
their soul; this stain is represented by dark, supernatural purposes of running the Slasher
powers. One scourge shrugs off a hail of bullets with an irri- Chronicle, they do not use or
tated grunt and just keeps coming, hatchet hefted. Another have access to Bygones. Their
traits, abilities, and Dread
dies, doused in gasoline and set alight by terrified teenag-
Powers are specifically honed to
ers, but is reborn a week later, unhurt, waiting for them. torment and kill their victims
A scourge is formed from nightmares and urban legends, a according to their Undertakings,
horror that has flesh and blood and a simple purpose: kill, and their knowledge of the
and keep killing. supernatural is limited at best
in most cases.

225
CHAPTER SEVEN: THE SLASHER CHRONICLE

The Charmers are serial-killing stereotypes made flesh Avenger believes they’re fulfilling the letter of their moral
— murderous intent hidden behind a cold smile. These rip- law; they’re so girded with self-justification they’ve rational-
pers are often selective in their choice of victim and use ized murdering a victim after a petty slight. Innocent by-
their charm and guile to achieve positions of respectabil- standers caught in the blast are either acceptable collateral
ity or influence in society that let them take their pick of — or were clearly guilty themselves.
prey. Hypnos are scourges driven by their darkest urges to The quest for vengeance is a story as old as civilization
force people to their point-of-view; they see their charnel itself, but while Avengers are a global phenomenon, they’re
achievements as the fulfillment of their beliefs, purifying the thickly clustered in societies and cultures that hew to myths
world or testing their philosophy’s strength through murder. of nation and identity centered on self-reliance or suspi-
Killers burdened with this Undertaking are more common cion of authority. It’s no surprise they’re most common in
in regions where strong political or religious ideologies clash. Western countries, namely the United States.
Undesirables are rippers who lash out because they’ve Tell: An Avenger’s Tell relates to the justifications she
either been rejected by society or they see themselves as lives by. Whether a calling card or a particular form of execu-
superior to it. Though Undesirables are often stereotyped tion, the Tell proclaims that none of the guilty are safe, or
physically, the Undertaking draws its power from the slash- that she is acting where the regular authorities cannot.
ers’ perception of themselves as outcasts. A Mutant is that Examples: Doctor Guilt is a hunter turned slasher, a
feeling of rejection and self-loathing in a physical form; these broken surgeon who rages at his former cellmates for turning
scourges are atavisms, prisoners of truly distorted flesh, or on him in their darkest hour and forcing him to uphold the
with bodies warped by supernatural power. Slashers of this Code no matter what. Lars settles in the frigid snow, rifle
Undertaking, rippers and scourges alike, usually dwell in the in the crook of his arms and axe lying ready, waiting for the
margins of society and civilization, and are the most likely to hikers who violated the sanctity of the serene wilderness he
band together. protects. Seong-ja brings a slow, agonizing death with her
The greatest weapon a Virtuoso ripper possesses is their power tools to all those she deems responsible for her fam-
mind. Whether they’re tormented by their twisted thoughts ily’s death — the thugs, their boss, everyone in their whole
or are convinced of their superiority to “lesser” humans, jopok, the corrupt cops who take the gangsters’ bribes, and
these sociopathic rippers plan elaborate murders to play her husband’s employer who sent him out to that place on
games of cat and mouse with the detectives they know will that day.
pursue them. Puppeteers believe they possess brilliant in- Talent: Working the Room — An Avenger’s Defense
sights the human mind cannot conceive and are destined to does not suffer any penalty from being attacked by multi-
share their tainted theories with unsuspecting victims. Each ple opponents over the course of a turn; always apply the
scourge is a corrosive element in society that brings about slasher’s full Defense to all incoming attacks. This does not
madness in all its varied and terrible forms. protect the Avenger from attacks that completely circumvent
Defense, such as firearms.

Slasher Frailty: Mission-Focused — An Avenger is utterly ob-


sessed with their mission. If the slasher must choose be-

Undertakings tween pursuing their target or another course of action,


the Avenger must succeed on a Resolve + Composure roll
or be forced to pursue their prey even if it puts them in
The Avenger (Ripper) harm’s way.

You’ll pay for what you’ve done. You’ll all pay. The Legend (Scourge)
As the name suggests, the Avenger wants vengeance.
I’m baaaaaack!
Sometimes, the motivation is a desire for justice; some-
times, it’s just furious retaliation. The Avenger may feel The Legend can’t stop killing and is bound by the story
they’ve been individually wronged or might lash out because told of their murderous deeds. The details say the Legend only
of a perceived problem in the wider world; either way, the kills certain people under specific circumstances. Leashed to
Avenger hurts, and the only way to ease the pain is to inflict the narrative that has sprung up from the scourge’s deeds,
in on those responsible. An Avenger’s journey of vengeance the Legend is caught in a prison of rumors and empowered
might be deeply personal at first but will rapidly include by the fearful whispers that follow them. This is no mere
more victims as the ripper never stops blaming others for all psychological compulsion; the story is in control now, and
that’s wrong in the world. The Avenger can never move on, it’ll twist the Legend to fit, even bend reality around their
will never be satisfied, and can never have enough blood on actions to keep the narrative going.
their hands. Whatever the Legend’s original motivations, their past
An Avenger usually follows a chain of twisted logic to actions had an identifiable pattern; perhaps the slasher
hunt, either working down a list of chosen prey or investi- preyed on hunters, abusers, or police; perhaps they always
gating connections between victims to find more. Many an killed at a crossroads, on a certain street, or after a loud
party. It doesn’t matter what the Legend’s reasoning was,
226
Slasher Undertakings

the pattern has been woven into the story’s logic. Now, that Brute gains pleasure from watching the life slip from their
pattern of behavior is set, and the Legend must obey it; if victims; murder validates their every action to keep their
the wild tales say The Dentist is toothless and that’s why he anger at bay.
always plucks victims’ teeth out, he must yank them out — Brutes can’t be reasoned with. Any attempt to persuade
even if he’s never lost one. them not to kill either won’t work or will backfire. A Brute
Traditionally, the stories that fuel Legends emerge in isn’t necessarily a monster frothing at the mouth. Despite
large populations or tight communities where urban legends their reputation, a Brute can function in society and often
have a chance to take on a life of their own. The rising tide does — right up until their interactions reinforce why the
of the slasher plague has mixed with the viral nature of the Brute prefers killing to socializing. Murder is easy. Resolving
internet, however, and this has allowed Legends to flourish conflict in nonviolent ways is infinitely harder.
in unusual places on a global scale. Most Brutes live at the fringes of a metropolis or larger
Tell: The Legend’s Tell is the all-consuming underpin- community. Often, the Brute wanders near a city to keep up
ning of the scourge’s existence. Whether murdering young appearances, but never stays longer than the time required
lovers out by Devil’s Lake or leaving victims alone if a specif- to pick up supplies. In the current crisis, Brutes stand out as
ic prayer is repeated in their presence, the Legend is defined slashers of pure rage. When a Brute is on the prowl, reports
by the rules storytellers have laid out as their modus ope- circulate widely of their vicious murders to ensure hunters
randi. Crucial to hunters, the Legend is uniquely vulnerable know to take them out.
provided their urban legends outline a weakness, location, Tell: Brutes don’t think of people as people anymore;
or clue that can lead cells to a confrontation. other humans exist for the Brute to ignore or kill. As a result,
Examples: The Painted Bride murders husbands-to-be, the Brute rarely attempts to communicate through their Tell;
clad in her blood-spattered wedding dress as she stalks her the slasher’s not making a statement by killing. They just
victims; they say she was murdered by her own fiancé, and do. Brutes’ Tells lie in the savage acts caused by their raw,
claws her way out of the grave to visit vengeance on his ilk. uncontrollable anger.
When a maintenance worker vanishes in the metro tunnels Examples: Phelps’ superiors feared her excessive use of
under Moscow, the passengers shake their heads and agree force on the job would one day cause her to snap, and she
he must’ve crossed to the wrong side of the tracks without did. A former police officer, Phelps believes she must kill
greeting old Artyom and offended the slasher. Rusty Nail “the enemy,” and everyone is a potential villain in her mind.
goes after drunks, and pounds nails into their skulls; the sto- When customers drop by the butcher to pick up their orders,
ry’s been circulating since the Prohibition, and always seems Arturo invites them in, then hangs them up with the rest of
to find a new copycat whenever the newspapers run a story the carcasses in the meat locker. They call him “Pig Man”
on the serial killer’s morbid history. because all he does is grunt like an animal.
Talent: Living Legend — Once per scene, when someone Talent: Unstoppable — A brute never suffers wound
fulfills one of the tenets of the Avenger’s “rules,” the player penalties for any reason, and automatically passes any roll to
can roll the slasher’s chosen Attribute + Occult. Successes remain conscious due to damage or pain.
on this roll may be applied on one of the following: restoring Frailty: Tunnel Vision — A brute suffers a −3 penalty
spent Willpower, healing damage (one success for a bashing to all Perception rolls, and to rolls to avoid being surprised
wound, two for lethal, three for aggravated), or applying the in combat.
bonuses to rolls in pursuit of their goal.
After this has been activated, successes that haven’t
been spent are discarded. They may not be banked to use in
The Mask (Scourge)
a following scene. Additionally, the Legend may use Dread (Heavy breathing)
Powers that specifically highlight its storied nature. These All traces of the scourge’s humanity have gone. All
might include: Eye Spy, Taint, or Hex. that’s left in the Mask is a body and the burning need to kill.
Frailty: Narrative Chains — The Legend gains a unique The Mask does not understand compassion, guilt, or mercy;
and specific frailty enforced by the nature of the tales sur- some targets simply do not interest them, but they aren’t
rounding them. Additionally, characters investigating the spared because the scourge is kind. The Mask doesn’t speak
scourge’s Tell (see p. XX) gain an exceptional success on or try to communicate. This scourge is the embodiment of
three successes rather than five. murder in a human body.
Masks often wear physical masks that further distance
The Brute (Ripper) themselves from society. The Mask is faceless; their former
identity is subsumed beneath a desperate need to kill. These
People ain’t nothing more than animals. remorseless slashers may be able to feel heartache, guilt, and
The Brute is rage, strength, and a hunger for killing remorse, but they don’t show it. To their victims, the Mask
all wrapped up in one unstoppable package. Pushed to is an organic machine, deriving no pleasure from murdering
the edge of their humanity, the Brute lashes out to satisfy victims, and following the only routines left in their shat-
their rage by crushes windpipes and breaking necks. The tered mind.

227
CHAPTER SEVEN: THE SLASHER CHRONICLE

Hunters who believe the slasher epidemic is the work of of successes. This applies to mundane and supernatural
a greater organization wonder if Masks have been captured forms of attack; only environmental damage such as fire,
and experimented upon. Has someone twisted these mind- electrocution, or falling bricks applies damage normally.
less puppets for their own, merciless purpose? The evidence The Mask might use Dread Powers like Agonize, Dread
isn’t clear, but patterns are suspicious. As new Masks emerge, Attack, or Unnatural Step.
they appear to be preying on one, specific target: hunters. Frailty: Only the Kill — A Mask has lost the ability to
Tell: Some Masks grasp the scraps of their former, mortal communicate. They are illiterate and are limited to simple
lives; a Mask can never pretend to be human, but might react gestures or grunts. To understand what’s been said to them,
oddly to stimuli like colors, songs, or pictures that remind they must succeed at an Intelligence + Composure roll.
them of who they once were. This insight into the Mask’s
origins might offer some clues to predict the scourge’s next
move. Once a hunter has studied their patterns of behavior,
The Charmer (Ripper)
they are easier to find — but not necessarily to catch. Good morning, ma’am! Have you heard the good news?
Examples: The Tin Angel is a failed experiment by a The Charmer is compelling and magnetic. Their warm
venture capitalist; he comes for anyone who takes from his smile masks the chill behind their eyes; the trustworthy tone
junkyard lair in Philadelphia and impales their corpses on in their voice allows them to push boundaries and kick in
metal debris like a shrike. In the favelas of Rio, they say doors before victims understand what’s happening. The
the imparavel is a brutal secret agent who was shot during Charmer has a knack for seeking out vulnerable people and
a drug raid and got up again to keep on killing; he never exploiting their frailties. Many of these rippers manipulate
left the city, and emerges to exact his brand of “justice.” their way to positions of social influence and authority to
They tortured Sumeyye until her mind took refuge in its get a bird’s eye view before selecting their next victim. It’s
own recesses, and something else stepped into the gap; now just so easy to con trustworthy people to do whatever the
she stalks Ankara’s suburbs, butchering anyone who looks Charmer wants.
like her tormentors. Deep down, Charmers are disgusted by other people
Talent: Killing Machine — Like a Brute, a Mask does and find them repulsive. Some may even go so far as to
not suffer wound penalties and passes rolls to remain con- make analogies about culling the herd or forcing animals
scious due to damage or pain. Additionally, the Mask does back in their place. This is because the Charmer is a sa-
not need to sleep or eat, and only suffers a single point of dist who craves power over everyone and anyone they en-
damage from any attack regardless of the damage or number counter. A Charmer is a wolf in sheep’s clothing who easily

228
Slasher Undertakings

blends in because they’ve pulled the right strings to pick — whether real or imagined. A Hypno will taunt and pro-
off weaker prey. voke an investigator to push the boundaries of their beliefs
Charmers are drawn to well-populated urban areas that against the detective’s. Every time the scourge gets away with
teeter on the edge of growth and decay. Some hunters have murder, it validates them. Often, hunters who encounter
heard a terrifying rumor: Charmers are building a network of Hypnos fall prey to their aggressive force of personality, and
slashers. Others heard a puzzling observation; other slashers stumble when they can’t hold on to their own ideals.
are picking off Charmers when they can to even the play- Scourges of this kind are a hunter’s bane. The Hypno
ing field. If the most paranoid conspiracy theorists are to might watch a cell deal with another slasher with great in-
be believed, Charmers are now organizing grotesque little terest, and “help” point out what they missed just to mess
business conventions. with them. Other Hypnos might target hunters who struggle
Tell: Charmers usually loathe something that gets un- with the Code and show them why they’ve gone horribly
der their skin. The moral question of whether their angst is wrong. Then, when hunters are vulnerable and confused,
valid doesn’t matter. They might stroll by a burlesque club the Hypno strikes to emerge as their superior.
and be pissed off the dancers were too exposed, drop by a Tell: A Hypno’s choice of victims is paramount, be-
church and berate a priest for not being faithful enough, cause it is an expression of her ideology. Right or wrong,
or enter a bookstore and lament how nobody reads those the Hypno acts as judge, jury, and executioner to anyone
books anymore. Whatever that thing is, that’s a Charmer’s they feel deserves to die. One might murder con artists,
Tell, because it breaks their charming façade and temporarily for example, because the Hypno feels justified ridding the
topples their sense of superiority. world of charlatans. Another targets coma patients and
Examples: “John Smith” is an identity thief par excel- pulls the plug because they’re “wasting” too much money.
lence, sliding into a target’s life like a murderous cuckoo and The Hypno’s calling card is the pattern of the tell, the con-
killing them once he’s passed for them; he doesn’t remember fessions they leave behind, and the desperation they have
who he really is any more. The Passenger, a late-night Lagos to inform hunters and criminal investigators their murders
hitchhiker, is armed with a battery of probing questions for serve a purpose.
anyone who offers her a lift; those she deems sinful won’t Examples: Camo Mike is a trophy hunter playing the
survive the drive. The Little Green Man uses drugs and seda- most dangerous game: He claims mortals were born to hunt
tives to torture his victims; he likes to leave a survivor or two and picking off weaker prey is a favor to others. In Argentina,
behind, too confused and traumatized to properly recall who the police chase the Confession Killer, who arranges her vic-
cut their tendons and flayed their skin. tims in grotesque caricatures of their greatest vices; the hy-
Talent: Disarming — The Charmer is a master manipu- pocrisy of sinners disgusts her. In Italy, Mio Padre selectively
lator and knows how to use Social Maneuvers (p. XX) to targets politicians, reporters, and academics to sway public
produce excellent results. They enjoy +2 dice when rolling opinion, hoping to “return” l’Italia to the 1600s, because
to open a Door, and get a bonus die when making a first unification of the city states clearly isn’t working.
impression. Talent: Compelling Words — When making a Social
Frailty: Thin Veneer — During a scene, when a Charmer roll of any kind to get a target to drop their guard for a mo-
fails to maintain their persona after falling prey to their ment or to heed the slasher’s words, the Hypno treats any
unique trigger, the ripper must spend a point of Willpower success as an exceptional success. If using this moment to
or lash out at the target of their ire. Further consequences get close to the target and attack them, the scourge treats
to their Social Maneuvers may result depending upon which the victim as vulnerable to a Killing Blow, dealing damage
character the Charmer has shown their “true face” to. equal to their dice pool for the attack plus any bonus for a
weapon, with no roll required. If using this to demoralize
The Hypno (Scourge) or sow doubt in a target’s mind, the scourge can instead
drain a point of Willpower from the victim to regain it;
This is all a battle between our beliefs, detective. Whoever is they cannot drain Willpower from a target more than once
right, lives. Whoever is wrong, dies. per scene.
The Hypno’s driven by an ideal that underpins every The Hypno has access to an array of Dread Powers that
kill. Much like the Charmer, the Hypno is disgusted or re- might include: Know Soul, Agonize, and Predator’s Sense.
pulsed by a specific some element of the world, and that Frailty: Can’t Let Go — Whenever a Hypno experiences
belief of their superiority has hardened into an unstoppable a failure on a Social roll against a target she intends to kill,
force. The Hypno sees the world as a bigger picture, a clash she becomes absolutely obsessed with the desired victim. She
between philosophies and ideologies. All that matters to the loses a point of Willpower at the end of every scene wherein
slasher is fighting in this great war, proving their warped be- she does not directly attempt to torment or attack the target.
liefs are correct through the medium of murder. This effect ends when the target dies, or if the target man-
Hypnos tend to fixate on rivalries with those in their ages to inflict damage on the Hypno.
orbit; they see everything through the lens of a challenge

229
CHAPTER SEVEN: THE SLASHER CHRONICLE

The Undesirable The Mutant (Scourge)


(Ripper) So weak and flimsy, this frail human flesh of yours. Comes
apart so easily.
I’ve seen the disgusted glances you give me when you think
I’m not looking! The Mutant stares down at their body and doesn’t
see a human being anymore. Their flesh and features are
The Undesirable glances in the mirror, sees a disgusting
no longer recognizable as mortal, and those who encoun-
monster, and wants murderous revenge on those responsible
ter the Mutant may wonder if they’re a cryptid. A Mutant’s
for their twisted features. It’s all someone else’s fault —the
grotesque appearance may be a terrifying accident of birth,
burn scars, the wiry, unkempt hair, the haunting shadows
a side effect incited by an experimental drug treatment, or a
in their red eyes — and they need to suffer in kind. In some
symptom of a warped influence. In rare cases, the weight of
cases, the rejection fueling the Undesirable’s hatred either
a nascent slasher’s self-loathing is enough to stir a cancerous
did happen, or didn’t quite occur the way they remember.
transmogrification, sculpting skin and bone to match their
In other cases, being spurned is a fiction repeated by the
broken self-image.
slasher; they’ve convinced themselves they’re unlovable, that
everyone laughs at their repulsiveness, or some other delu- A Mutant cannot blend in; most dwell in remote nests
sion fanning the flames of self-loathing and resentment to a or in a city’s underbelly. The Mutant’s appearance is not the
bloody crescendo. source of their inhumanity; the scourge wants and needs to
kill. Some Mutants cling to twisted ideals justifying this urge;
Some Undesirables revel in their status as an outcast
their slithering thoughts convince them the next step in hu-
and monster, and feel free to inflict punishment on a society
manity’s evolution is to transform the body through pain
that judged them by its own cruel standards. Others are mis-
and torture. For others, the driving force behind their trans-
erable wretches, unable to control their own monstrous im-
formation is a desire to become a knife honed and pointed
pulses and desperately wishing for a way out. In both cases,
at their next victim.
the Undesirable acts bestial because they believe they are a
monster — even if they don’t fit the conventional definition Mutants are the easiest Undertakings to track in the cur-
of one. rent epidemic, because they stand out as soon as they are
spotted. While they are rarer than other scourges, their nests
Hunters are terrified of Undesirables because of their
have been found with increasing frequency across Europe
unusual tendencies for camaraderie amongst other slashers.
and Asia.
Undesirables naturally gravitate toward others of their kind
and form hateful cabals at the fringes of society. Some go a Tell: A Mutant often leaves clear signs of their horrific
step further, seeking out “true” monsters to emulate and serve. nature behind after they strike. These might include shed
hair or fingernails, claw marks on the walls, ichor that has
Tell: Undesirables usually limit their depredations to
dripped from their sores, or bloodied instruments of torture.
specific geographical areas; denied the gregarious bonds
of society, the slasher instead builds and maintains a well- Examples: The Crocodile Killer squeezes through pipes,
protected nest for reassurance. Leaving their nest can be then savages his chosen victims in their private pools with
disorienting or even frightening for the Undesirable. The his filed teeth; he indulges in the luxuries of their palatial
Undesirable’s physical appearance is often memorable, homes for a day or two, then escapes back into the sewers.
whether due to an actual deformity or a self-inflicted harm The Taotie craves the taste of human viscera and shovels the
caused by their self-loathing; this trait looms large in urban guts of his prey into an impossibly wide maw. Contagion
legends once they’re spotted. Chrissie kills doctors and nurses, blaming medical profes-
sionals for the infections that have warped her body into a
Examples: The Nurse hides in an abandoned hospital;
cauldron of festering diseases.
she covers her bleeding mouth, a festering wound of black-
ened teeth and roughly cut edges, with a thin hospital mask Talent: Warped Form — A Mutant possesses natural weap-
while cutting her next victim’s face. The Contortionist hangs onry that has a weapon modifier and armor-piercing quality of
from the ceiling of an ironworks by hooks in their bare skin, 2, with no Initiative modifier, as well as 2 points of Armor. This
and “invites” their victims to do the same. Buck can always Talent is supported by the Mutant’s available Dread Powers
be found with a cigarette in his hand; he squashes the lit like Dread Attack, Crushing Blow, and Regenerate.
butts on his bare skin, obsessively scarring it until he can Frailty: Sensitivity — As well as the Social penalty suf-
find a pristine canvas to start all over again. fered by Undesirables, a Mutant is sensitive to a stimulus
Talent: Natural Compass — A Undesirable has a chosen by the Storyteller. This might include bright light,
near-perfect sense of direction, and gains a +3 bonus to the scent of roses, the feel of velvet, the sound of classical
Perception, Athletics, Investigation, and Survival rolls when music, cats, extreme heat, etc. When exposed to the stimu-
present in their nest. lus, the Mutant must spend a Willpower point or attempt to
flee the scene immediately; if unable to flee, they either at-
Frailty: Rejection — The Undesirable suffers a −4 pen-
tempt to hide, or lash out to destroy or remove the stimulus.
alty on Social rolls that do not involve slashers and other
Regardless of spent Willpower, they suffer a −2 penalty on all
monsters.
dice pools provided the stimulus remains present.
230
Slasher Undertakings

The Virtuoso (Ripper)


actions with alarming accuracy; they win ties in contested
rolls against them, may raise Initiative one higher than the
target’s Initiative result at the beginning of combat.
They call that game “cat and mouse,” right? Well, I’m the
board. If able to spend an entire scene socially interacting with
the target before making a roll, the ripper learns one unique
The Virtuoso knows they’re better than everyone else.
trait: Virtue, Vice, Integrity or Willpower rating, Conditions
Their keen intellect separates them from the dullards sleep-
suffered, Endowments, etc.
walking through their pointless little lives. Virtuosos see the
“truth” where others stare at the ground in front of them, Frailty: Control Freak — Whenever a Virtuoso fails
and this justifies their actions. Where others might stick on an Intelligence-based roll, or on a roll using one of the
to a moral code, the Virtuoso revels in the ability to judge Skills bolstered by their Undertaking, they lose two points
idiot peers, treat naïve customers as playthings, or exercise of Willpower.
their hateful spite on unwitting stooges before murdering
them in a glorious-to-them fashion. When it comes to the The Puppeteer
kill, it’s the Virtuoso’s intellect that serves as their great- (Scourge)
est weapon. Each murder is a clear demonstration of their
superior mind. I need you to understand. Let me cut away your ignorance.
Slashers of this Undertaking are in their element when The Puppeteer’s perspective is irretrievably cleft away
devising elaborate plans, traps, and careful profiles of their from any understand a hunter might possess. The scourge
targets. The Virtuoso lures victims into their well-defended is in thrall to an inexplicable belief or insight that seems
nests when they’re not present. If the victims get hurt, of utterly rational to them and must be shared with others.
course, the Virtuoso has an alibi. The ripper will often make The Puppeteer may be frantically attempting to communi-
their efforts personal to get under their victims’ skin. Every cate this message to an unwitting public or may believe their
time the victim succumbs to their baser instincts, or the de- knowledge is a gift bestowed on victims they torment and
tective can’t figure out the riddle, it’s proof the Virtuoso is kill. The Puppeteer is more than just an irredeemable killer
still in control. with a shattered mind; they’re a vector for a corrosive per-
Most of these rippers emerge in densely populated cit- spective and eager to let it spread.
ies, and they’re comparatively rare elsewhere. They’re often Puppeteers are often followed by cultists beguiled and
on the move, perhaps more so than other Undertakings, and manipulated to believe their mad gospel. Some Puppeteers
gravitate toward areas where existing slashers have achieved never actually kill in person and work entirely through the
a high profile — to compete with them by putting another hands of their faithful. Other scourges prefer to corner and
deadly challenge on the board. torture each victim in delicious isolation, hoping to find a
Tell: Most Virtuoso rippers have an area of expertise glimmer of truth in the eyes of their prey. The Puppeteer
that features strongly in their killings. This misguided sense might believe a shadow god waits behind reality’s pallid skin
of pride is a chance to show off how skilled they are — but and it must be sated with blood. Or, they might be convinced
also acts as a potential lead. Of course, the Virtuoso is often no more murders will be required if just the right amount of
smart enough to realize this, so the fact that every killing lives is brutally taken within a specified period.
features a clever use of chemicals might just be a bluff to lure Hunters worry that emerging Puppeteers are connect-
hunters down the wrong trail of chasing maintenance work- ing to “hash out” an infernal doctrine on which they can all
ers or chemists. agree. Some hunters scour the internet grasping for fraying
Examples: Cinderella’s Prince Charming never turned threads of their presence online. To this end, some cells have
up, so she used her abusive stepmother and stepsiblings as devoted all their efforts to hunting Puppeteers because they
guinea pigs to refine her understanding of the poisoner’s perceive them to be the most dangerous of all.
art; now everyone’s a lab rat in her eyes, and she does love Tell: Everything the Puppeteer does is filled with meaning,
to experiment. The Red Librarian drops his captives into albeit filtered through their delirium. This meaning is often ex-
absurd death-trap puzzles that test their intelligence with le- pressed by details found in the slasher’s crime scenes; they might
thal consequences; he picks his prey from those he deems daub the killing room with prayers to impossible gods or bloody
academic bores or frauds. “Judge” Kelly’s victims consider sigils. A Puppeteer plans their murders to match greater, often
her attention a privilege; she serves as spiritual adviser in a mundane, patterns investigators can follow. Since Puppeteers
demented cult, setting supplicants life-threatening tests that are often surrounded by a cult of true believers, their presence
will — if they survive — reveal a flaw or weakness within them can also point to where and when they’ll strike next.
that she has observed. Examples: The slasher called “Y” is a self-proclaimed
Talent: Profiling — After observing a target, the liberator of the downtrodden, abused, and mistreated —their
Virtuoso may roll Intelligence + Empathy, contested by the “problems” can only be solved by killing. The Orchid Killer
victim’s Manipulation + Subterfuge if they are actively at- travels across the Middle East and into Southeast Asia, hunt-
tempting to conceal their motives or disguise their nature. ing with a deft touch; she carves flesh and bone into grue-
Should the Virtuoso succeed, they can predict the victim’s some flowers to understand the secrets hidden in the natural

231
CHAPTER SEVEN: THE SLASHER CHRONICLE

patterns she sees. The Prophet of Black Frequencies sends and returns to that scene. Maybe the slasher records a video
his cult to carve out the brains of the “agents” serving alien marking or marring a different crime scene and delivers it to
angels on the dark side of the moon, but now he’s at war police, to “sign” their murders. Or maybe they inflict self-
with the New Messiah of the Static Song; his former protégé harm to do what’s required.
became his rival. The Tell is also crucial to hunters, because it gives them
Talent: Compelling — A Puppeteer can profile a victim a way to find and deal with the slasher. Tracking a murderer,
much like a Virtuoso, but additionally benefits from the while using the Investigation Rules (p. XX), will uncover the
8-again quality on any contested roll against a profiled target. Tell as an important Clue. Despite this piece of knowledge,
They also impose a penalty equal to the scourge’s Intelligence the Tell may be too unsettling or gruesome for the hunters
on victims’ rolls to notice traps or react to ambushes set for to bear, as no two Tells are precisely the same. Storytellers are
them in their nest. encouraged to balance the needs of the investigation against
Additionally, the Puppeteer may use Dread Powers. the potential for psychological and emotional trauma by us-
These might include Agonize, Eye Spy, and Madness and ing Tilts and Conditions when appropriate.

Slasher Rules Summary


Terror.
Frailty: Falter — Whenever a Puppeteer fails a Social
roll, it becomes a dramatic failure. Rules adjustments provided relay a frenetic and desper-
ate feel to this story, as the slasher is the primary antagonist

Creating and monster the cells will encounter. This may be summa-
rized as:

a Slasher • A newly created ripper emerges to prey on a village,


town, or city and, if not dealt with, they quickly
In the Slasher Chronicle, rippers and scourges are become a scourge after the bodies pile up. Rippers
emerging at an alarming rate while other monsters fade into are created similarly to other antagonists (p. XX)
the shadows. This epidemic of broken murderers with their and intentionally seek ways to inflict pain, push
dizzying variety of methods and motivations follows one of characters to breaking points, and force them to
three patterns notable for slasher creation. suffer Tilts and Conditions. Following the death of
Each slasher has one of the 10 Undertakings that their fifth victim or the end of a chapter, whichever
cover the possible methodologies and purposes of slashers, comes first, the ripper becomes a scourge. Rippers
divided among the five rippers and the five scourges. The can, however, be saved prior to their first kill.
Storyteller chooses whichever Undertaking best fits the an-
• A scourge crawls and creeps to prey on victims
tagonist’s backstory, modus operandi, and intended place
whenever and wherever they can. Scourges, for
in the chronicle.
the purpose of the Slasher Chronicle, are imbued
The Tell with the supernatural, have limited Potency, and
Every slasher has a Tell, a consistent and identifying mark- can wield certain Dread Powers. Suggestions have
er that acts as the killer’s personal signature for every murder been included in their Undertakings. Keep in mind
they commit. The Tell might be tied to a slasher’s preferred slashers cannot fundamentally and significantly
victim type, the way they stalk victims, the methods used to alter reality, nor can they actively manipulate their
“decorate” the crime scene, the torture implements they use, environment by changing the weather, affecting
or the way they interact with investigators. The Storyteller de- electronic objects, etc. While narrative effects may
termines the slasher’s Tell after creating the character to flesh occur reflexively in their presence, the Dread Powers
out the killer’s thematic representation in the story. chosen must be a good narrative fit for the slasher’s
Undertaking. If they don’t, the scourge is no longer
The Tell is a source of pride for slashers, but it’s also an
a slasher and should be treated as a new monster.
extension of their personality. It acts as the last remaining
shred of their mortality to say: “Here’s why I kill and am such • Once a slasher is aware the hunters are on their
a monster.” A slasher might engage in infernal rituals or even trail, they may retaliate by conning, stalking,
prayer during their slayings; one may be due to a feeling of kidnapping, or even murdering people they know.
guilt, the other a sense of power. In either case, the Tell is the These characters could be a hunter’s Touchstones
linchpin of a slasher’s identity. or connected to applicable Merits such as Allies and
Slashers must perform the Tell each time they kill. If they Contacts. When these characters die or are terrified
don’t, they suffer the Deprived Condition if unable (or un- and no longer want to communicate with the hunter,
willing) to do so. The resolution to the Deprived Condition the hunter feels this loss. The Touchstone needs to
is to perform the Tell for that murder; implementing the be replaced, and the Merit dots are redistributed. For
Tell restores one Willpower point. This can happen in a more, refer to the rules for losing Touchstones (p.
few different ways. Maybe the slasher finds another victim XX) and the Sanctity of Merits (p. XX).

232
Creating a Slasher

• A hunter may become a slasher. First, they become • Attribute: Each ripper gains a favored Attribute
a ripper; when they do, they retain membership appropriate to their Undertaking. This Attribute
in their cell, compact, or conspiracy until they are rating is raised to five at no cost.
discovered. As a new ripper, they may be saved from
the darkest parts of themselves. The fallen hunter • Skills: Next, the Storyteller picks two Skills that best
must work to regain Integrity before killing a victim; represent the slasher’s motivations or methods; the
when it’s clear the hunter has been permanently slasher receives a free Skill Specialty in each.
changed into a ripper or scourge, they can no longer
• Virtue and Vice: Rippers must be assigned a Virtue
be redeemed. It is strongly recommend that when
and Vice.
this occurs, the new slasher becomes a Storyteller
character. Ultimately, the decision as to what • Slasher Merits: Rippers have access to slasher-
happens in that moment should be decided by both specific Merits when created; the Storyteller must
the Storyteller and the players for safety reasons. decide if the ripper has already made their first kill
If using a slasher in a regular chronicle, the following or not.
modifications apply:
• Size: Rippers may have a Size of 4, 5, or 6 at character
• Rippers appear and transform at a more reasonable creation.
rate. They are treated as deadly antagonists that may
eventually become a scourge. The chance for their • Integrity: All slashers have an Integrity score of 0 as
redemption is at the Storyteller’s discretion. a representation of their murderous intent. The lack
of Integrity doesn’t mean the slasher has suffered
• Rippers close to becoming a scourge may acquire trauma or abuse, however, nor does it automatically
Potency and start to use Dread Powers at the speak to a history of ghastly acts; some slashers
Storyteller’s discretion. “break” for trivial or banal reasons.
• A scourge’s appearance is notable, and sightings • Addiction: Every slasher possesses the Addicted
occur in a wider region rather than within the Condition to reflect their addition to killing. The
confines of a city. When they do, their presence does specifics of the Condition vary from slasher to
not typically go unnoticed. slasher; some are possessed of a bloodlust that means
they crave the release of regular murder, whereas
• A scourge may have a Potency rating like other others can bide their time and are satisfied with only
monsters, at the Storyteller’s discretion, but it is not the occasional spot of brutal carnage.
required. Supernatural effects surrounding scourges
may also be subdued depending on its Undertaking. If the Condition is suppressed (or removed) but the
slasher’s Integrity is not raised above 0, it will eventually re-
• The phenomenon of hunters becoming slashers is surface in a later session at the Storyteller’s discretion.
infrequent and ultimately rare. When a hunter turns
• Mortality: Unlike scourges, rippers do not possess
into a ripper, this becomes the focus of an entire
Potency. For all intents and purposes, rippers are still
chronicle. The same rules apply, but the scope is
human. They may be monstrous, but they are not
tightly focused on dealing with that hunter as the
supernatural with few exceptions.
antagonist. Ultimately, it is up to the Storyteller if
their group wants to explore this theme. • Rehabilitation: Rippers may be rehabilitated
Creating a slasher may be treated as building a type of before their first victim dies. To save a ripper from
monster (p. XX). In addition to Dread Powers (p. XX) and themselves, two things must happen: The Addicted
slasher-specific Merits, their Undertaking shapes which type Condition must be resolved, and their Integrity
of slasher they will be. rating must be raised to 1.

Ripper Systems • Transformation: When a ripper becomes a slasher,


their Merit dots may be reallocated to purchase up
Rippers appear more frequently in the Slasher Chronicle to three relevant Dread Powers. The total number
than they would in a typical Hunter game. The rate of sight- of Merit dots informs the new scourge’s maximum
ings depends on the Storyteller’s focus and the cell’s capa- Potency rating. For example, if a ripper has a total
bilities. One group may decide to tightly focus on hunters of nine allocated Merit dots, then their maximum
becoming slashers (p. XX), while another wants to prevent assigned Potency as a scourge would be five. The
rippers from becoming scourges. The number of rippers in Storyteller is encouraged to make further adjustments
an area will vary accordingly. to the scourge’s Potency rating to balance them
To create a ripper, keep the following in mind: against the cell’s capabilities.

233
CHAPTER SEVEN: THE SLASHER CHRONICLE

Scourge Systems FOR THE


Like rippers, scourges are preying on communities at
an alarming rate. The number of sightings depends on the STORYTELLER:
Storyteller’s focus and the cell’s capabilities. A chronicle fo- WINNING SCENARIOS
cused on dealing with scourges increases the threat level and
the grisly details. The Slasher Chronicle offers
a set of tools to tell a
To create a scourge, keep the following in mind:
story and isn’t presented to
• Attribute: Each scourge gains a favored Attribute introduce horror for horror’s
appropriate to their Undertaking. This Attribute sake. As such, you’ll need
rating is raised to five at no cost. to decide if, when, and how
the players can earn a win.
• Skills: Next, the Storyteller picks two Skills that best While the supernatural may be
represent the slasher’s motivations or methods; the overwhelming, reminding the
slasher receives a free Skill Specialty in each. cell that the odds are always
too great doesn’t encourage
• Virtue and Vice: Scourges also require a Virtue and them to fight.
Vice. One way to balance the pace,
tone, and emotional weight of
• Slasher Merits: Scourges have access to slasher- the story is to give hunters
specific Merits when created in addition to Dread opportunities to win. All
Powers. hunters, regardless of tier,
can save victims, solve crimes,
• Size: Scourges may have a Size of 4, 5, or 6 at help other hunters, or figure
character creation. out how to stem the rising, red
tide. These moments of hope give
• Integrity: All scourges have an Integrity score of 0. the narrative heft and keep the
players’ interest to see the
• Addiction: Every scourge possesses the Addicted chronicle all the way through.
(Murder) Condition. If the Condition is suppressed
(or removed), but the slasher’s Integrity is not raised So how does a hunter become a
above 0, it will resurface in the following session.
slasher?

• Taint: Scourges have a Potency rating and may


purchase Dread Powers applicable to their It’s little wonder that an alarming number of slashers
Undertaking. However, Scourges have a maximum emerges from the embattled ranks of hunters. Hunters are
Potency rating of 6 and cannot have more than three exposed to a mix of thoughts, feelings, and experiences that
Dread Powers. can incubate the slasher’s broken mind and soul. A hunter
can become a slasher via several means.
• Rehabilitation: Scourges may not be rehabilitated,
even if their Integrity raises to 1.
Hunter-to-Slasher
Systems
Hunter’s Fall The hunter may simply be ground down by the relent-

from Grace
less weight of the Vigil. Each time the hunter kills, she loses
a little piece of herself; each time, it becomes easier to justify
the loss of an innocent. Convictions give way to practicality
The grim truth of the Vigil is that it exacts a terrible toll and idealism gives way to bitterness and spite. The hunter
from the hunters who uphold it. The world is revealed to be might decide it’s acceptable to torture a cultist because, after
a terrible place of nightmare powers and devious conspira- all, they really need that information to catch up with the
cies, where predators wait in the shadows for the slightest monster they seek. Soon enough, that hunter pushes the line
opportunity to kill, maim, or torment. A hunter risks — and because it gets the job done.
likely loses — life and limb on a regular basis, for little or no
reward beyond the immediate satisfaction of doing what is • Integrity: When a hunter’s Integrity score falls to 0,
right. The wages of the Vigil are often pain, madness, and they are in danger of becoming a ripper.
eventually death.
• Losing Touch: Touchstones, Allies, Mentors, and
other supporting characters are not automatically

234
Hunter's Fall from Grace

lost. When they come into the hunter’s orbit, they aren’t lost yet — not until they emerge as a ripper before or
become part of the hunter’s rehabilitation or fall. after they make their first kill.
Rules for losing them continue to apply as normal.
Across the Tiers
• Rehabilitation: A hunter who hasn’t transformed Mechanically, a hunter may be a ripper — but the char-
may be saved before their first victim dies. Their acters may be unaware that’s the case. The following adjust-
Integrity rating must be raised to 1. ments occur when the hunter has shattered the Code and
thwarted the Vigil.
• First Transformation: When a hunter becomes a
ripper, their Merit dots may be allocated to purchase • Tier One: The cell may not know their cellmate is a
relevant Slasher Merits that fit the fiction. ripper, but it’s clear something’s off. Teamwork and
Tactics no longer work as intended, as the ripper
• Addiction: The hunter acquires the Addicted cannot participate in them. This effect is a clue to
(Murder) Condition after making their first kill. help the cell uncover and deal with what’s wrong.
If the Condition is suppressed (or removed) but
the slasher’s Integrity is not raised above 0, it • Tier Two: As above. When the slasher is discovered,
will eventually resurface in a later session at the they may lose membership in their chosen compact
Storyteller’s discretion. and any other benefits, including Hunter Status, they
may have enjoyed. This may also strain relationships
• Victims Claimed: When a fallen hunter can the hunter forged during their time in the compact.
no longer regain Integrity and it’s clear they’ve The Storyteller is encouraged to leverage Social
permanently become a ripper, they are no longer Maneuvers to help facilitate this part of the story.
playable as a character. The Storyteller may make
an exception to increase drama and tension by • Tier Three: As above. In addition to losing
extending the number of victims to three instead. the ability to use teamwork and Tactics, it is
strongly recommended that the hunter loses their
Additionally, hunters with low Integrity begin to have
Endowments when they emerge with a Tell, Talent,
an impact on their cell, compact, or conspiracy, but they
and Frailty. This may occur before they leave (or are

235
CHAPTER SEVEN: THE SLASHER CHRONICLE

forced out of) their conspiracy at the Storyteller’s


discretion.
Hands of a Killer (•)
Prerequisite: Dexterity •••, Weaponry ••
Once a hunter leaves their cell, regardless of tier, it is
Effects: Everything is a potential weapon for this slash-
assumed their participation in the story builds to a climactic
er, and every environment a plethora of opportunities to kill
moment. However, narrating a session of underdogs when
in intriguing new ways. They ignore the penalty for using
one character is acting as the antagonist can be incredibly
an improvised weapon, can reflexively grab an improvised
difficult — especially since Hunter is a game about teamwork.
weapon from her environment if unarmed, and add their
Ultimately, how to handle the finite details of hunters Weaponry dots to their Initiative score when doing so.
becoming slashers is up to the Storyteller and the players to
ensure everyone at the table feels safe and secure participat- Telltale Murder (••)
ing in this style of chronicle. Prerequisite: Intelligence •••, Investigation ••
Effect: The slasher can use their Tell as just another

Slasher Merits weapon in their arsenal — a way to avert would-be pursuers


or taunt an investigator. The character spends at least five
minutes arranging the scene of the crime to match her mes-
The following new Merits are only available to slash-
ers. They may either be used for the purposes of the Slasher sage — moving bodies into a symbolic display, carving mes-
chronicle or in a regular chronicle. sages into flesh, or other macabre stagecraft. Afterwards, any
character who attempts to use the slasher’s Tell to investigate
Atavism (•) must spend a point of Willpower before doing so.
Prerequisite: Dexterity ••• or Wits ••• Weaponry Obsession (••)
Effect: The slasher is a throwback, closer to beast than
Prerequisite: Weaponry •, a specialty in the chosen weapon
human in either body or mind. They run on instinct, com-
pletely lacking any hesitation or restraint when it comes to Effects: For whatever reason, the slasher is obsessed
violence and reacting swiftly in accordance with fight-or- with a specific weapon and it has become their murderous
flight reflexes rather than taking the time to stop and think. signature. When using that favored weapon — the specific
They use the higher of Dexterity and Wits when calculating knife with which the teenagers stabbed them, the specific rifle
Defense, rather than the lowest, and cannot be subject to the they used while deployed in the war — they gain the 8-again
Beaten Down Tilt. quality on all dice pools involving its use.
Drawback: In the heat of the moment, the slasher finds Drawback: The slasher cannot voluntarily dispose of the
it tricky to think and plan rather than just go with what their weapon; it’s almost a part of them, and they can’t bear to let it
instincts are saying. They always suffer the untrained penalty go. If separated from it by circumstances outside of their con-
for using a Mental Skill while undertaking vigorous physical trol, they gain the Deprived Condition until they get it back.
activity — whether combat, pursuing, or fleeing — regardless
of whether they actually have any dots in the Skill.
Cover-Up (••)
Slashers Around
Prerequisite: Intelligence •••; one of Crafts •••,
Investigation •••, or Medicine •••
the World
In the Slasher Chronicle, an epidemic of remorse-
Effect: The slasher is an expert at covering their murder-
less killers erupts across the globe. It is a chronicle setting
ous tracks; they disguise their killings to mask the method
Storytellers may customize for their purposes.
or motivation of each deed. If the slasher spends at least an
In Hunter: The Vigil, slashers are not a new phenom-
hour in either preparation for the killing or clean up after-
enon — but the fact that hunters are bombarded with slasher
wards, roll Intelligence + Crafts, Investigation, or Medicine
sightings and police reports on a weekly basis certainly is.
(depending on the method used) to implant false clues into
Whatever’s happening, the increase in slasher activity is driv-
the scene. Success means any Clues derived from the scene
ing other supernatural denizens into hiding. Slashers are so
via investigation are tainted.
terrifying they’ve become what other monsters fear.
Damnable Certainty (•••) This chronicle setting is tightly focused on an increase
Prerequisite: Composure ••• or Resolve ••• in slasher sightings and activities all around the world. To
Effect: The slasher possesses utter conviction that what facilitate this view, the rest of the supernatural community
they’re doing is right. Every time they kill, it scours away has fallen silent, and waits anxiously to see who’ll emerge
even the slightest traces of doubt or guilt that worry them. from the oncoming storm: hunters or slashers. Storytellers
Once per scene, when the slasher kills another character, seeking to add more variety to a chronicle may drop in brief
they regain a single point of Willpower. encounters with other antagonists who are either on the run
or who’ve ended up in a slasher’s crosshairs and need help.

236
Slashers around the world

Who are the slashers? They’re not all freshly minted The Slasher Chronicle may be the cell’s first brush with
murderers or copycat killers. Many slashers have been forged the supernatural, or it may not be. A good narrative tool to
in the brutal crucible of modern life; their empathy for the use is a series of hauntings caused by recently deceased vic-
rest of humanity has been choked out of them by the grow- tims; though technically these ghosts would be considered
ing urban and industrial sprawls where most people are re- monsters, for narrative purposes they may simply inflict the
duced to mere cogs in the vast, unfeeling machine. Obsessed Condition on the players, and the nature of that
Crime enthusiasts have picked up that something’s feels Obsession is “Solve My Murder.” Once that Condition is
unnatural in their city and long-forgotten urban legends are resolved, the spirit departs, satisfied justice has been done.

Tier Two: Forging


getting revived. Unfortunately, there’s more truth to the ru-
mors than hunters are comfortable admitting. Masked fig-
ures drag themselves out of the dirt to take up the knife and
the hunt once more. Wily old predators, once soaked in the
Connections
blood of 100 screaming victims, know it’s time to set aside Tier-two chronicles have a larger scope that narratively
that whole idea of retirement. Murderous cults and wild- weaves in and out of hunter compacts in a tangled mess of
eyed sects that were long since disbanded start to drift back fallen hunters, pointed fingers, and conflicting motives. Tier-
together, looking to foster a fresh generation of executioners. two chronicles allow Storytellers to broaden a cell’s knowl-
The addiction to cruelty, to the sense of power over life edge of who else is out there trying like hell to uphold the
and death, never really releases its grip. Whatever tide of Vigil and failing miserably.
darkness now rises, it’s like an alarm bell in the psyche that Members of The Long Night act as moral compasses —
wakes the monster within. The wolf in sheep’s clothing can until one of their own becomes an Avenger. The Loyalists of
only lie to itself so long that it’s just another face in the herd. Thule suddenly fall silent and test each of their members to en-
Of course, no one’s clear how many slashers there are, sure they haven’t fallen. Network Zero hunters question exactly
because the authorities are tight-lipped. Cells have their how and when were they able to take that particular video. Null
hands full trying to extract information out of allies, be- Mysteriis is hard at work, attempting to find a reasonable and
cause local governments are desperate to prevent a wides- scientific explanation for what’s happened; its leaders might
cale panic. Most people sense the world’s that much more even give members ultimatums to ensure they solve the prob-
dangerous around the edges. Those who uphold the Vigil, lem quickly. The Union, SWORN, and Nine Stars take a more
though? Oh, hunters know. They know, because the dark- pragmatic view. People are dying, and that means hunters must
ness nestling in the human soul is coming for them, eager step up and help when they can, wherever they can.
to snuff out their candle, and threaten the peace they’re so The scope of a tier-two story can reveal more of the mystery
desperate to maintain. behind the epidemic, but at the same time it doesn’t necessar-
ily have to. Some Storytellers may decide that hunters becoming
Tier One: slashers is enough, and concentrate on that as both the hook
Neighborhood Killers and foundation for the chronicle. Should supernatural elements
be dropped into the chronicle, either through ghosts and spirits,
Tier-one chronicles tend to be the most reminiscent scourges, mysterious places, or other monsters, the Storyteller
of the horror movies that inspire them, because the scope should prepare a compact’s reaction that will affect the cell.

Tier Three:
of the story is focused and can be resolved within hours,
weeks, months. That does not mean a tier-one cell cannot
make connections between similar events or understand
that the issue is happening elsewhere, however. The chal-
Impossible Design
lenge of running the Slasher Chronicle for tier-one hunters Tier-three hunters have more abilities, resources, and
is simply the knowledge they possess and the resources they knowledge than other hunters, but they also have something
have at their disposal. else, too: a greater chance to lose Hunter Status in their cho-
All games thrive on personal connection. In a tier-one sen conspiracy should they take matters into their own hands.
chronicle, the cell doesn’t have the framework of a compact VASCU will assume command as the authority in most
or conspiracy to back them up, so they’ll be forced to forge cases — whether other hunters want it to or not; Task Force
new connections with law enforcement, lone hunters, or cells Valkyrie will back them up by lending firepower to their in-
new to the Vigil. Somebody needs to stand up and do some- vestigations while keeping an eye on them. The Ascending
thing, and new Storyteller characters can be introduced as al- Ones will be hard at work trying to find a “cure” for the
lies to show just how bad the problem is. This helps keep slasher condition, while The Cheiron Group will be in disar-
the cell in the spotlight as the experts: they’ve taken down ray as many of its members refuse to play ball with those in
a monster or two, after all, and they can teach or even men- charge. Upper management has given an unusual order to
tor other characters. This may also point to a deeper tragedy “monitor, but not capture” at all costs, even when the hunt
should one of the cellmates fall. becomes personal, when a slasher is one of their own. What

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CHAPTER SEVEN: THE SLASHER CHRONICLE

FOR THE Slasher Sightings


STORYTELLER: Slashers are appearing all over the world and hunters are
COMPACT RUMORS AND on high alert. Many struggle to balance the demands of the
Vigil while keeping their loved ones safe, fearing someone
CONSPIRACY GOSSIP they know will be a slasher’s next target.
The gossip and rumors present No matter how or where the slashers are presented, it is
in the Slasher Chronicle strongly recommended that cells have a few successful hunts
for cells, compacts, and and lingering mysteries under their belt to make the story
conspiracies is provided as more compelling. This will also allow more opportunities
an example of what can be for players to master and create new Tactics, acquire more
incorporated in the background equipment, and beef up their characters before tackling the
for an edge-of-your-seat story. horrific epidemic.
These details are important in Rumored sightings and reports may be modified at the
a horror chronicle because they Storyteller’s discretion to fit their chronicle’s needs. Each
offer important context about
the organizations player- city yields more clues for the hunters to piece together, and
characters will encounter. reveals more about the supernatural and their connection
However, they also not a firm to slashers.

Philadelphia,
list of setting details the
Storyteller is obligated to use.
The Storyteller is encouraged
to design and develop hunter United States
society according to the Philadelphia’s homicide rate has always been high, and
needs of their chronicle and, the official figures don’t account for the tally of kills the city’s
perhaps more importantly, their
many hunter cells rack up each year. Now, though, both have
players.
shot up. Every single one of Philadelphia’s seven regions that
hunters recognize as being a distinct territory has seen the
emergence of its own terrifying slasher, all within the span of
most of their members are unaware of, is that The Cheiron roughly six months.
Group considers the slasher epidemic is a perfect opportu- All seven slashers are rumored to be connected. One may
nity to sit back and watch a full-scale gruesome experiment. be a former minister, a hunter turned slasher who’s widened
The Lucifuge has turned its attention to other pressing her net to encompass any “sinner” who catches her atten-
matters, fearing the epidemic is designed to spread until it tion. Another is a Brute who masquerades as a maintenance
claims the Lady of Milan. Members understand how violent worker and likes to leave his victims on the city’s train tracks.
and deadly slashers can be but must weigh their dedication The Blood Mummer is a Mask with a craving for the red stuff;
to finding Lucifer’s children and protecting the Lady’s in- Crimson Blade is a grotesquely warped Mutant, their flesh
terests against the other demands of the Vigil. The Malleus broken and twisted by a spirit of murder. The rest are just as
Maleficarum is more fixated on the other troubling news it’s strange and varied. They all share the same Tell, though, and
learned and sends its hunters to investigate scourges and mys- leave a message in the crime scene; a Sator Square, accompa-
terious places that inflict supernatural harm. nied by the statement You will reap what you sow.
Lastly, the Council of Bones is busier than it has ever As far as anyone knows, the slashers are not acting in
been, instructing members to conduct séances and com- conscious concert; they may be largely unaware of each other
municate with victims whenever possible. Unfortunately, — though at least one copycat has sprung up in their wake.
the uptick in victims has caused a surge of ghosts, and the What little communication leaks out to the press indicates
Council isn’t always getting the right information on which they all experience the same dream of an endless field of
to act. What’s more, some members feel uncomfortable in- black soil under a red sun.
teracting with VASCU agents and fear they’ve assumed con- Some veteran hunters, remembering stories passed be-
trol to learn the Council’s methodology and secrets. tween those who uphold the Vigil — of a slasher called “the
Storytellers have a wealth of possibilities for a tier-three Sower” — are frightened of what this may portend. Has the
chronicle that can focus on the epidemic, figuring out why bloodshed of the Vigil here in Philadelphia primed the city
scourges are imbued with the supernatural, or simply get- as some sort of hunting ground for the Sower? Does the
ting their house in order. Because there’s so much story for Sower come to aid the hunt, to take a bloody toll, or both? Is
tier-three hunters to explore, the Storyteller is encouraged to there anything they can do to stop what the signs seem to be
think of its scope and, if necessary, plan an additional chron- pointing toward — the return of the legendary slasher?
icle to explore desired themes.

238
Slasher Sightings

For now, the fractured hunters of Philadelphia struggle


to contend with the killers painting their territories red, re-
fusing to look across their borders for help from one another
and instead tackling each symptom separately. As the kill-
ings intensify, hunters wonder if or when the harvester of
this grim crop will arrive.
They have yet to figure out that it’s already here.

THE SOWER (LEGEND)


Quote: “You’ve let this whole mess get out of hand. I’m here
to clean everything up, you included.”
Background: There’s always been a Sower, so the stories
go. When the Sower walks the Earth, hunters die — and so
do monsters. One life for one life; the Sower slays a beast,
and a hunter pays the tithe. Over the centuries, hundreds of
men and women have taken the Sower’s mantle, letting the
Legend live on in their bodies and minds for a little while.
Now, it’s back — but vastly more powerful than ever before.
All the bloodshed in Philadelphia has served as a liba-
tion in its honor, and it rides the tide of slashers unleashed
across the globe. The Sower’s not behind that wider epi-
demic, and it doesn’t control the slashers currently tearing Virtue: Conviction
paths of carnage through Philadelphia — they’re just symp-
Vice: Wrath
toms of its arrival. It’s only here as a presence, for now, a
lingering chill at the nape of the neck, a stirring of anger Mental Attributes: Intelligence 3, Wits 3, Resolve 5
deep in the gut. It’s watching the hunters as they work, Physical Attributes: Strength 6, Dexterity 3, Stamina 5
waiting for one of them to step over the mark, and then Social Attributes: Presence 5, Manipulation 3,
it’ll call to them, and they’ll come to the field of dark earth, Composure 4
and accept its bargain. Mental Skills: Academics 2, Crafts 3, Investigation 4,
Then, the Sower will kill them all: all the monsters of Occult 5, Medicine 3
Philadelphia, the sick broods of parasites left to fester and Physical Skills: Athletics (Foot Chase) 5, Brawl 4,
grow fat by the discord in the Vigil, and all the hunters, a Firearms 3, Stealth (Shadowing) 4, Weaponry 5
grand tithe paid for this great cleansing. Once it’s done, the
Social Skills: Intimidation (Physical Threats) 4, Persuasion
City of Brotherly Love will be clean of darkness, all traces of 3, Streetwise 4, Subterfuge 3
the Vigil washed away in a tide of blood.
Merits: Fast Reflexes 3, Fleet of Foot 3, Hands of a Killer,
Appearance: Whoever becomes the Sower displays the Iron Stamina 3
traits associated with its legend: hands and feet caked in dirt,
Health: 10
a burlap sack over the head with eye slits cut into its fabric,
and a physical frame that seems to strain and bulge at its Willpower: 9
fleshly limits, barely containing the power within. The Sower Integrity: 0
can take on a mundane appearance if they desire but step- Size: 5
ping on bare earth immediately sheds the illusion and shows
the slasher for who they truly are. Speed: 17
Storytelling Hints: Once the Sower appears, they will Defense: 8
begin to systematically purge the city of hunters and mon- Initiative: 10
sters, hitting each in turn to grow matching tallies of kills. Armor: None
The very slashers who precede the Sower’s coming are on
Special: Suffers from the Addicted (Murder) Condition.
the target list, too. The Sower isn’t obeying their usual proto- For the purposes of the Slasher Chronicle, the Sower has
col of two monsters for every hunter killed and will attempt a Potency rating of 5 and may use the following Dread
to take down multiple targets in one go. They can restrain Powers: Regenerate, Madness and Terror, and Dread Attack.
themselves from killing for a week at most while gathering in-
formation on potential prey and maneuvering for their next Tier One
attack, after which they are compelled to strike again. Small cells of hunters focusing on the local picture mir-
ror the wider problem in Philadelphia — everyone’s looking

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CHAPTER SEVEN: THE SLASHER CHRONICLE

after their own backyard, and few take kindly to anyone nos- inherent flaws resonate with those of the wider Vigil in
ing into their turf. A cell is likely having to deal with both Philadelphia — but when ties are forged between comrades
the slasher marauding its section of the city and a popula- in the compact, they’re strong as steel. Many in the compact
tion of monstrous horrors who are increasingly active, as if remain deeply suspicious of VASCU, and component cells
something were stirring the hornets’ nest. Pursuing leads is are having a tough time overcoming their naturally territo-
tricky, though; the moment the cell leaves its usual stomping rial tendencies, but the Union’s efforts are gaining pace.
grounds, its hunters face delicate negotiations with belliger- They’ve cottoned on to the fact that taking one slasher
ent hunters who have little interest in helping them out. down just seems to bring another out of the woodwork,
Old and the New: Many of the fresh crop of slashers are and now realize they need to seek a permanent solution to
somehow linked to the city’s old problems. Spirits, mon- the problem.
strous denizens, and old traitors serve as the source material
that instigates the creation of the new killers. If someone
Tier Three
brings the district’s slasher down, a new one will pop back up The connections between the slashers has caught the at-
from among such lingering scars. If the cell can catalog such tention of several conspiracies who are converging on the city
relics of Vigils past, it might be able to predict where or how in record numbers. Understanding the slasher phenomenon
the next slasher will come to be. could yield incredible insights into the connections between
Building Bridges: It should rapidly become clear to slashers on the wider, global scale, a prize that can hardly be
the cells on the ground that the fractured situation of passed up. Once the nature of the Sower’s great harvest be-
Philadelphia’s Vigil is untenable. The boots on the ground comes clear, it could stir the conspiracies into more drastic,
need to start working together, if they want to make any even unwise, actions.
headway. Building those bridges requires the cell to make Active conspiracies in Philadelphia include:
itself vulnerable, take a risk, and reach out — and given the Task Force: VALKYRIE: Until recently, the TFV pres-
fear of slashers emerging from among the ranks of the hunt- ence in the city was pared down to a lean, efficient team
ers, everyone is exceptionally paranoid of outsiders right now. called the Liberty Unit, whose commander can count his
agents with one hand. Now, the diminished unit struggles
Tier Two to cope as the situation in Philadelphia threatens to flare
Compact members will struggle with the slasher out- wildly out of control. Agents attempt to keep a lid on news of
break in the city for a variety of reasons. Locals are fiercely the slasher sprees, strong-arming whatever local government
territorial, rival cells and compacts have little patience or in- assets they have influence over into cover-ups and damage
clination to give ground, all while the slashers keep anoint- control. Local hunters assume the shadowy TFV agents are
ing the city’s streets with libations of blood. Something dark just trying to stop anyone finding out the truth, but they’re
and horrific is coming, but the compacts might have the hoping to keep the problem contained until back-up arrives.
power and influence needed to put a stop to it. Thankfully, reinforcements are on their way; the Unit’s com-
Active compacts in Philadelphia include: mander has finally managed to hammer the critical nature
The Hunt Club: Things are about to take a sharp of the crisis through to the high-ups. Once their ranks are
turn from bad to worse. The situation in Philadelphia has bolstered, the conspiracy is likely to take a heavy-handed ap-
garnered the attention of a sinister compact with a blood- proach to the problem.
soaked history: the Hunt Club, a gentleman’s club of serial VASCU: VASCU hoped for a fresh start but its mem-
killers and even outright slashers, with a hankering to hunt bers worry Philadelphia may be their undoing. Their re-
for the most dangerous game and pat one another on the lationship with the FBI remains frosty but the detente
back for the cruelest or most stylish murders. Sometimes the between the two agencies should have ensured a smooth
club’s efforts coexist with real hunters, going after exciting transition to the new order of things. Obviously, that hasn’t
and supernatural prey, but more often it picks its victims happened. The global reach of their operations means most
from average citizens. The outbreak of slashers in the city agents spend their time deployed in far-flung regions, and
has caught the club’s eye, and members wonder if it’s time to the HQ staff grows nervous that a lack of manpower in
extend an invitation to increase their ranks. More broadly, Philadelphia could leave them open to attack — whether
though, club members speculate about hosting a grand hunt from slashers or paranoid hunters. Agents primed with the
of slashers in the city, ignoring its old, entrenched divisions Wintergreen Process are attempting to investigate the slash-
in favor of a wide-ranging spree of killing the killers. The er sprees in the city, but they’re often rebuffed by unfriend-
fact that new slashers may emerge from this bloodbath isn’t ly locals who feel the psychics are intruding on their turf.
a downside — it just makes the city into an incredible hunt- Of all the organizations caught up in the crisis, though, it’s
ing ground of challenging targets that will restock itself after the VASCU agents who have the best sense of the bigger
each hunt. picture here; through psychic analysis of potential future
The Union: Slowly but steadily, the Union is getting outcomes, they’ve come to believe the Sower is already pres-
ready to make a move. Naturally predisposed to a decen- ent in the city.
tralized structure built from informal ties, the Union’s

240
Slasher Sightings

London, England
In London, the uptick of slashers has started a rash
of copycat murders, inspired by timeless slasher villains
and the resurging interest in horror movies. Each attack
is splashed on the covers of weekly rag magazines through-
out the city, chronicling the gruesome course of killers as
they act throughout the city. The surge has caused a signifi-
cant upswing in tourists and fans hoping to see a real-live
slasher. Sensationalism is the word of the day, and “help-
ful” vigilantes, reporters, and curious tourists do little more
than clog up any serious attempt to identify and locate the
serial killers.
Another result of the phenomenon is that Scotland
Yard has received multiple confession letters, detailing re-
cent crimes as well as crimes planned for the future. These
letters appear to come from several sources, and it is dif-
ficult to determine which to take seriously until a crime is
committed. The letters were sorted, and some of the less-
graphic sections were published in local papers, in order to
ask the public to assist in finding the perpetrators of these
violent crimes.
The local tabloids are taking it all in stride. Some as-
sert these murders are occurring because of a government his clothing is carefully chosen to maintain his crafted image
conspiracy to give the economy a boost, others because the as a middle-class scion — while still carrying designer labels
Queen’s family is actively hiding a scandal that could rock and high price tags. Smiling Jake is recognized by his win-
the throne;, or because the killings are nothing more than a ning, world-class smile.
publicity stunt for a new novel. There are hundreds of rea- Storytelling Hints: Smiling Jake has no conscience, no
sons given for these occurrences, each more fanciful than the need for ego, and an almost incalculable greed. Before he be-
last. What is certain is that people are dying, and there seems came a slasher, he was driven to use one person after anoth-
to be no clear path to the end. er, burning them out in pursuit of a story or greater revenue.

Virtue: Determined
SMILING JAKE Vice: Egotistical
(PUPPETEER) Mental Attributes: Intelligence 3, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 3, Stamina 2
Quote: “It’s all about the story.”
Social Attributes: Presence 4, Manipulation 5,
Background: Jake Edwards is the editor of the Daily Composure 3
Windmill, a cliché-spouting political newspaper that makes
its money from sensationalist headlines, illegal wire-tapping, Mental Skills: Academics 2, Investigation 3, Politics 3
and reckless paparazzi. Although Smiling Jake has a degree Physical Skills: Athletics 1, Drive 2, Larceny 2, Stealth 1
in business from Oxford, Jake turned his minimal writing Social Skills: Empathy (Vices) 2, Expression (Writing)
talent (and proclivity to be bombastic) into a career, and 1, Persuasion (Readers) 3, Socialize (Politicians) 3,
his weekly newspaper is now one of the most widely read in Investigation 3, Weaponry 2, Subterfuge 1
the city. He hires private detectives, solicits tips from cor- Merits: Contacts 4 (Informants, Journalists, Police,
rupt police, and buys interviews or pictures from anyone Politicians), Resources 4, Fame 1, Staff (Investigation,
who comes to him with a good story. He’s currently making Streetwise) 2, Cover Up 2, Hands of a Killer 1
a grip on the copycat killer fad for an insidious purpose: Health: 7
to throw detectives off his trail. No one suspects the oh-so- Willpower: 5
charming Jake Edwards is a scourge who selectively targets
Integrity: 0
anyone who manages to put the pieces together. Surrounded
by groupies and socialites, Smiling Jake is well integrated Size: 5
into London society and knows exactly which strings to pull Speed: 9
to get his way. Defense: 3
Appearance: Smiling Jake is tall and lean; he has a
Initiative: 4
sharply angled face and clear blue eyes. His hair is dark, and
241
CHAPTER SEVEN: THE SLASHER CHRONICLE

— the next one. They watch hotspots of activity, staking out


alleys and well-trafficked areas of the city, and listen to po-
FOR THE lice broadcasts in order to get ahead of the slasher. Due to
STORYTELLER: the high-profile nature of the cases, many of the city’s local
hunters have bumped into significant police and political re-
IT’S A SLASHER’S sistance to their efforts, and the curfew continues to restrict
BLOODY WORLD these hunters from operating at their full capability.
On the Beat: The killer has their finger on the pulse of
The cities, Storyteller
characters, and hints provided the city, and their methods can be studied. A London hunter
can be woven into a single or hunter cell might stumble upon the aftereffects of their
chronicle or act as the set activities: ritual circles, possessed innocents, or a cursed
piece for a unique story. implement. Worse, the murderer may be creating spirits of
When building a chronicle, vengeance to possess a new host — one of the hunters. That
start with the truth. You, as knowledge could cause the cell to come under fire both from
the Storyteller, know who is the slasher (who wants to get it out of the way) and the police
murdering innocent people, why (who will arrest its members for possible involvement). How
they’re doing it, and where can hunters trust anyone when ghosts are being weaponized
they can be found — even if that against them?
“who” is a cabal of scourges or
a nascent community of rippers. Rescue Mission: An overeager tourist is taken captive in
You also know why the slasher the London Underground, and is being held in a condemned
epidemic is occurring, too. tunnel by one of the copycats sending letters to the police.
Maybe a rogue hunter cell is Clues in the letters lead the players toward the copycat’s
the cause of it all. hiding place and their hostage — but an ambush is certain.
When the hunters follow the trail and rescue the tourist,
Using the truth as a starting
point, create a rumor at the they discover the kidnapper was a front for the real slasher,
other end of both spectrums. who manipulated the post and engineered the trap to throw
Instead of five scourges, hunters off their scent. The real killer’s out there, using a
there’s none. Instead of rogue network of groupies as a front to keep the police guessing.
hunters, a devious monster is However, the groupies are starting to get out of control and
to blame. Following this, you may turn into slashers themselves. Can the information they
can flesh out the story’s clues know be turned against their master?
and enigmas to offer plausible
leads on which the hunters can Tier Two
follow up regardless of tier. Compacts in the city of London are well-established, and
Lastly, attach one or more leads their years of investigation might help stem the bloody tide.
to relevant characters who
radiate around the slasher in a Active compacts in London include:
wide arc. Be sure to give them Ashwood Abbey: These hedonists and thrill seekers
movement and placement in the are all but native to London and the U.K. While they have
setting, to ground the epidemic been instrumental to many London-based investigations
in a place the hunters can for decades, their loyalty to the Vigil is in question. The lat-
explore. For more Storytelling est uptick in slashers has caught their attention, but there’s
advice, visit p. XX. some reticence to dig deeper as members are concerned
that this moment could be the compact’s fall from grace.
They’ve all heard of the fabled Hunt Club and worry that
Armor: None the steps they take to solve the hunt will finally, irrevocably,
Special: Suffers from the Addicted (Murder) Condition. In shatter the Code and spawn the very thing they’ve been
the Slasher Chronicle, Jake has a Potency rating of 4 and tasked to hunt.
uses the Know Soul and Eye Spy Dread Powers. Null Mysteriis: Local Null Mysteriis members have been
fixating on the problem, using the latest scientific advance-
Tier One ments to perform handwriting analyses, test recovered foren-
At the local level, hunters with minimal resources and sic evidence, and build a “foolproof” method of determining
only a handful of connections are going to interact with the who has the potential of becoming a slasher with 99.9 percent
slasher problem as a very personal issue. In London, these accuracy. Further, hunters have focused their attention on
hunters have become reactive and intuitive, responding connected crimes: hauntings, false accusations, breaking and
when they hear a crime has happened, and trying to put to- entering, petty theft, and car accidents. These scientists are
gether enough information to predict — and hopefully stop also hard at work extrapolating new data from old evidence,

242
Slasher Sightings

utilizing ultramodern techniques and technology they hope With all these modern techniques, slashers in the city of
will shape the course of slasher investigations going forward. New Delhi tend to possess high intelligence and big-picture
ideologies that veer toward their vision of a hopeful future —
Tier Three with only the right kinds of people, of course. Some scourges
A campaign centered on global conspiracies and over- find targets on social media and dating apps by evaluating
arching hunter agencies might see the copycat murders in their activities, profiles, and reach. Meanwhile, other slash-
a larger perspective, related to the global uptick of slashers ers are rejoicing in the ability to scrub their identities by
worldwide. England occupies a select place in pop culture, hacking into the tech on which law enforcement is so keen
and conspiracies worry the popularization of slashers will on relying. Any hunter who wants to catch this new breed of
eventually spread to reviving historical killers in body or slasher must be able to think three — or five — steps ahead
spirit. of them, or they will simply vanish away into the populace,
Active conspiracies in London include: never to be found.
Council of Bones: Members of the Council of Bones One of the more popular slashers in New Delhi has re-
are angry with the way London’s media and government are corded their kills, releasing the victim’s complete personal
dealing with the outbreak. Some members think the unusual data along with a video file of their horrible demise. The
ghost sightings prove the supernatural is real, and welcome slasher calls themselves the “Herald” and claims the victims
new hunters who want to join their ranks. Other council were all high-profile members of the upper class; the division
members believe the coverage of the slasher epidemic is a in caste is less important than the individual’s wealth and
total disaster, because it’s forced hunters to spend more time corporate success. This has brought a great deal of interest
sifting fact from fiction and dealing with charlatans who have to these cases, and technology experts worldwide have been
no business conducting a séance without training. This level brought in by the New Delhi law enforcement, to investigate
of infighting in the London chapter threatens to bring the the crime and hopefully catch the individual(s) involved.
conspiracy’s hunts to a standstill. Should the two factions Hunters, however, have recently learned from artist
resolve their differences, they might be able to utilize their Amrita Vyarawalla that the Herald isn’t just one slasher,
swelling numbers in a more productive way to solve the mat- there’s a group of them who are working together. Amrita,
ter at hand. Unfortunately, the conspiracy may be unaware who hasn’t decided whether she’ll take up the Vigil yet, acci-
that introducing more members without careful procedures dentally uncovered the connection after reviewing the audio
can lead to monsters infiltrating their ranks. and visual recordings from her most recent installation, “The
The Lucifuge: Members of the Lucifuge have been Body”, a gallery-sized exhibit that mimicked the functions of
drawn to London to investigate a series of copycat killings the human body. In place of eyes, Amrita used monitors. In
rumored to be demonic sacrifices. As one member put it, place of a brain, she connected a giant server — and even went
“London’s a mess.” Some of the “murders” are elaborately so far as to use LED lights, dry ice, and battery acid to repli-
staged mannequins with fake blood and prosthetic scars — cate certain functions. The popular exhibit spawned several
and real demonic sigils. Others are gut-wrenching scenes that thousand visitors over the course of six weeks, and Amrita is
seem demonic but are regulated to the dark and twisted cor- convinced she’s found evidence the Herald is kidnapping and
ners of one slasher’s mind. To date, members of the Lucifuge torturing in greater numbers than ever before. Rumor has it
haven’t found any signs of demonic activity or cults in the the slasher even managed to hack into the city’s power grid,
area, but that doesn’t mean they don’t exist. The conspiracy to selectively shut off power in the dead of night.
is worried, however, that what’s happening in London is a
ruse to distract their members while they strike elsewhere —
maybe at the Lady of Milan, herself. AMRITA VYARAWALLA
New Delhi, India Quote: “Through technology, we upgrade not only our world,
but the very nature of the human soul.”
New Delhi’s developers have a unique vision to in-
Background: Amrita Vyarawalla is an installation artist
tegrate information and communication technology into
in New Delhi, specializing in exhibits that utilize technology
the municipality. This includes local information systems,
and modern instrumentation — computer parts and working
schools, transportation systems, law enforcement, and other
mechanical assets, among other materials — to create three-
community services to protect them with advanced technol-
dimensional works designed to transform the perception of
ogy and updated security measures. Facial-recognition sys-
space and time. Her art has been featured in many popular
tems are utilized through every security camera watching the
areas of New Delhi, usually in lower-wealth neighborhoods
city, and new chip cards maintain individual information on
as limited-run installations.
a secure level. Sensors integrated with real-time monitoring
Appearance: Amrita is extremely tall but has a great
systems provide up-to-the-minute data that’s collected from
deal of grace and elegance. She is often a featured speaker for
citizens and their smart devices; this information is then pro-
artistic workshops and seminars, as well as for corporations
cessed and analyzed by law enforcement and other agencies
interested in utilizing the most updated technologies within
maintaining city security.
their organizations.
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CHAPTER SEVEN: THE SLASHER CHRONICLE

Defense: 5
Initiative: 10
Armor: None

THE DOLLMAKER
(CHARMER)
Quote: “Don’t cry, honey. This is really for your own
good.”
Background: Bette Sleet doesn’t remember a time when
she didn’t play with her dolls. From a young age, she loved
her dollhouse and spent hours rearranging the toy furniture
and her dolls to her satisfaction. Sometimes, Bette would
recreate scenes she’d watch on television, and carefully craft
new pieces of doll furniture to match her vision of an ideal-
ized world. Her parents let her play by herself and she would
spend all her time rearranging dolls and staying out of trou-
ble — at least until someone tried to mess with her carefully
arranged creations.
As she grew older, Bette abandoned her dolls. Her plas-
tic figurines weren’t as much fun to manipulate, because they
Storytelling Hints: Amrita is an artist, and enjoys both were always within her control. Instead, she found a new
the creation and installation of modern art. She has several plaything: real people. At first, they were more of a challenge
disciples and students, and a great deal of pull in the society for someone like her; it was fun to watch them squirm. Of
pages (as well as a number of social invitations). Many of course, she could never make someone do what she wanted
her works contain cameras and other recording devices, even them to. That’s why she had to pick the right person: some-
accessing and recording in wavelengths humans can neither one vulnerable, maybe even lost.
see nor hear. She uses her art to maintain a watch through- Bette is interested in only one thing: control. She treats
out the city, alerting her whenever anything supernatural or people like inanimate objects. When they do what she wants,
violent happens near the art piece. Amrita is not aware she they make her very, very happy. When they don’t, she flies
sits at the fulcrum of events in New Delhi, but often knows into a rage and shows them who’s in charge. “Just a little
more than she’s willing to admit. cut,” she tells herself. A tiny punishment — or so she believes
— until there’s so much blood pooling all over the floor. Of
Virtue: Vigilant course, she’ll clean it all up and put her toys away. It’s what a
Vice: Obsessive good girl should do, and Bette is always good.
Bette is now a self-appointed guru who attaches herself
Mental Attributes: Intelligence 4, Wits 3, Resolve 3
to people seeking the help of an expert. Under her direction,
Physical Attributes: Strength 2, Dexterity 4, Stamina 2 hopeless souls can learn to dress and talk and act the way
Social Attributes: Presence 3, Manipulation 2, they should. That is to say, the way Bette thinks they should
Composure 3 — which is often a problem for her clients. The socialite de-
Mental Skills: Academics 3, Crafts 3, Investigation 3, cides his new makeover isn’t the look he wants. The techno-
Occult 2, Politics 1, Science 3 phile realizes Bette isn’t getting his grand vision. The couple
Physical Skills: Athletics 2, Stealth 3, Weaponry 1 knows their therapist isn’t helping them work out their
problems, but they’re afraid to leave and find someone else.
Social Skills: Empathy 3, Expression 3, Persuasion 2,
Socialize 2, Subterfuge 2 When her clients are unhappy, that’s when Bette throws a
tantrum, causes an accident, and then cleans up yet another
Merits: Contacts 2 (Artists, High Society), Fame 1, Fast mess right before she finds someone else to play with.
Reflexes 3, Resources 3, Trained Observer 3
Eventually, the police will get another call: another body
Health: 7 was found in the same condition as the others. The corpse
Willpower: 6 was carefully dressed, hair fashionably styled, even their
Integrity: 7 makeup was perfect. Next to each corpse lay a doll, dressed
and styled to match. By the time the police think they have a
Size: 5
lead, the Dollmaker has already moved on.
Speed: 11

244
Slasher Sightings

Appearance: Bette is an attractive woman in her 30s who


uses makeup, wigs, and clothing to change her appearance.
She can look up to 10 years younger or older, and dresses ac-
cording to the needs of her personas. Bette is never spotted
with a wrinkled shirt or a missing button; she is impeccably
neat and is on top of the latest styles.
Storytelling Hints: Bette’s behavior toward an intended
victim comes across as earnest because she’s convinced her-
self that she can help them. At first, she’ll show no signs or
hints of a temper and will cringe at the sight of blood. Right
from the beginning, though, she won’t hesitate to incapaci-
tate, disable, or kill anyone she believes threatens her rela-
tionship with her target. When an established relationship
begins to sour, she’ll concoct an elaborate plan to “put away”
her latest toy and will carry it out with no remorse.

Virtue: Idealistic
Vice: Jealousy
Mental Attributes: Intelligence 4, Wits 3, Resolve 3
Physical Attributes: Strength 1, Dexterity 4, Stamina 2
Social Attributes: Presence 4, Manipulation 5,
Composure 1
Mental Skills: Academics 2, Crafts 4 (Fashion), Politics 2 Lost in Recording: For every rumor about the Herald,
Physical Skills: Athletics (Gymnastics) 4, Stealth 2, another one pops up to relay that the slasher is only one
Weaponry (Knives) 3 killer — but a powerful one, an elite citizen with brains and
Social Skills: Empathy 4, Intimidate 3, Persuasion 5, connections. Certainly, the slasher’s access to technology is
Socialize 3, Subterfuge 4 remarkable: They find ways around every precaution that law
Merits: Barfly, Contacts 5 (Celebrities), Trained Observer enforcement puts into place. As such, New Delhi police are
4, Damned Certainty 3, Hands of a Killer constantly searching for more cutting-edge and creative solu-
Health: 7 tions to track down the murderer. Hunters who focus on
social connections will become embroiled in New Delhi’s
Willpower: 4
high society of venture capitalists, social-media darlings, and
Integrity: 0 technophiles. Can technology solve these murders before
Size: 5 other victims are claimed?
Speed: 10 Ghost in the Machine: Some hunters believe the killer
was made of flesh and blood at one time — but no longer.
Defense: 7
Through the wonders of modern technology, the Herald is
Initiative: 5 more machine than mortal and now “inhabits” a fleet of
Armor: None identical drones — some human-shaped, and others more
Special: Suffers from the Addicted (Murder) Condition. utilitarian — to remotely murder their victims as a warning
to humanity. Unfortunately, catching one of these drones
Tier One does little to harm the killer’s true purpose, and gives in-
vestigators even less to go on. Hunters worry the drones are
On the local level, New Delhi is a microcosm of the
not inert, even when turned off, and wonder if the slasher is
modern world. The slasher in the city uses updated tech-
setting up deadly targets at police, fire, and hospital stations.
nology, illegal tracking and investigation programs, and has
their thumb on the pulse of the city — however fast it moves. Tier Two
To keep up (and hopefully get ahead), the hunters must be Compacts in New Delhi operate with a great deal of lati-
capable of predicting the city’s movements and adjusting to tude. The population of the city is massive, and it’s easy to
a constant flow of information. Slashers have a keen eye even operate in secrecy — so long as hunters don’t get caught on
for forensic technology, and no bodies have been recovered the city’s security grid.
by law enforcement. Most of the evidence obtained comes in
Active compacts in New Delhi include:
the carefully recorded and processed video and audio files
released by the Herald. Network Zero: In a city like New Delhi, you might
expect Network Zero to have a significant edge. Certainly,

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CHAPTER SEVEN: THE SLASHER CHRONICLE

members are attracted by the city’s patronage of technology, medical advancements. Unknown to most, the Herald’s kill-
and their attitude toward integrating the best tech into their ings have come uncomfortably close to the Cheiron Group’s
law enforcement and communications technology. Several interests — several of the dead are Cheiron researchers or
Network Zero servers are hosted in New Delhi, and many employees, and those murders utilized the Cheiron Group’s
of their agents spend their time protecting those valuable most secret, potentially explosive research methods.
assets. However, the Herald’s activities have put a significant
hold on Network Zero’s operations. The slasher’s technology Hong Kong, China
seems to veer more paranormal than cutting-edge science,
and even their best agents have difficulty keeping up with Like other major metropolises, Hong Kong has always
the curve. Several cells are dealing with the issue by forging been a draw for supernatural predators to attack its every-
stronger ties with local police and coroner’s offices, instead, day citizens. The stresses of modern life, when combined
to uphold the Vigil by watching out for them and warning with the feeling of disconnection, also create opportunities
them of suspicious activities. for the criminally-minded to prey on the lonely. Now, the
rising epidemic of bloodthirsty slashers has caused commu-
Together Now: Together Now is a Hindu-based compact
nity leaders, gangs, and law enforcement to work together
that focuses on the comfort of the survivors and their fami-
to ensure that citizens are safe from harm. The media is
lies by encouraging them to light a candle and stand united
reporting that violent crime is down 40 percent as vigilante
against the darkness. Together Now feels the best way to deal
patrols (a mix of rogue hunters, gangs, and off-duty cops)
with the slasher epidemic is to keep their communities alert
scour the streets. Local police believe there are at least six
but not paranoid. Often, they provide the muscle for wed-
slashers operating in the city and have been recruiting mem-
dings and other celebrations, hold midnight vigils to light
bers of gangs, such as the Triad, and the media to help in-
up the night, and maintain city watches to keep New Delhi
vestigate by giving them access to their resources. Whenever
safe. When they do encounter a possible suspect, there are
one murderer is caught, another pops up to take their place.
plenty of Together Now members that can go toe to toe with
Worse, these are just the slashers of whom the authorities
a slasher, but some hunters think the only way to deal with
are directly aware of.
the slasher is to use more teamwork than bravado. As such,
Together Now has managed to do in real time what tech does Some of the slashers gaining notoriety in Hong Kong
automatically: build an unstoppable whisper network. seem like they’ve stepped out of a horror movie and onto
the streets. The gluttonous Dumpling Wife is a Mutant so
Tier Three warped in form and hunger she can’t possibly be mistaken
Every time a conspiracy devises or acquires new technol- for anyone else. The Midnight Mare is aggressive toward
ogy to capture the Herald, its members realize the slasher other slashers and actively puts them to sleep. Copycat kill-
has already been utilizing the same advancements to cover up ers are a problem, though, and in some cases it’s not clear
their murders. This killer is connected to the hunting com- if urban legends are professing the situation is worse than it
munity, has a significant amount of money to dedicate, and seems.
has a keen eye for up-and-coming scientific disciplines and Unfortunately, the sensationalized Dinner Party Killer
techniques. murders has frightened tourists and the city’s economy is
Active conspiracies in New Delhi include: showing signs of wear and tear. Despite the slasher’s cap-
ture, the gruesome depiction of the crime scenes has had a
Aegis Kai Doru: The Aegis Kai Doru has suddenly tak-
profound effect on the city’s psyche; victims were strangers
en an interest in New Delhi, believing the cause of all the
plucked off the streets, their bodies carefully arranged in dif-
city’s ills is due to a rumor so bizarre even conspiracy mem-
ferent apartments at tables, and the meats were their organs
bers question its accuracy. Some members think a lost relic
cooked into grisly, “gourmet” meals. In one terrifying video,
holds the key to the slasher’s gift with technology. The item
the victims were dressed as police officers and were still alive.
in question? The Iron Pillar of New Delhi — or at least that’s
what the conspiracy theorists believe. Buried far beneath Despite this, Hong Kong citizens are refusing to give up
the city, lost to time, some members propose that a series of and won’t abandon the city to a grisly fate. The police force’s
Iron Pillars built to act as a supernatural conduit has been numbers swell as they open their doors to volunteers; con-
manipulated by a slasher. Somehow, this monster found the cerned citizens are stepping up to help analyze and process
means to not only get underground, but also manipulate the evidence. Some officers are so desperate to find answers,
fabled relics for supernatural purposes — to turn New Delhi they are hunting slashers by using themselves as bait. Their
into their personal playground. aggressiveness has driven some monsters out into the open,
but not the slashers they were hoping to find. Now the police
The Cheiron Group: One of the largest global conspira-
are just starting to realize slashers aren’t the only terrifying
cies, the Cheiron Group has a long history of sticking its
creatures to fear.
nose in the fringes of science. In New Delhi, it maintains cor-
porate interests in the medical field, from chemists and bur- Out of their desire to save Hong Kong from the super-
geoning pharmaceutical companies, to hospitals and large- natural, a new compact has formed — Nine Stars, p. XX —
scale research initiatives for new treatments and modern while other police officers, like Kenneth Hua, contribute to
the problem by becoming slashers themselves.
246
Slasher Sightings

KENNETH HUA
Quote: “The only good hunter is a dead one.”
Background: Kenneth, a former marathon runner, was
a rising star in the Hong Kong Police Force until his tem-
per got the best of him. When the Dinner Party Killer first
began cutting their bloody path through the city, Kenneth
was the one who made the decision to release early informa-
tion about the investigation to the media, hoping to protect
future victims and to encourage anyone who knew more to
come forward. Unfortunately, the affair blew up into a me-
dia circus, driving journalists to perform their own investi-
gations that resulted in the slasher’s capture. Heads had to
roll, but luckily Kenneth wasn’t in the line of fire — not until
he beat up a hunter with their own camera. Despite having
been relieved of active duty, Kenneth’s still hounded by the
media and faces accusations that he’s withholding key details
about multiple cases — even from his former colleagues.
Appearance: Kenneth is wiry, and his long years of
marathon training have kept his body in peak physical con-
dition. Though some find him affable, he has a temper
that gets the better of him. Kenneth rated top of the class
in firearms training and is always prepared to fight. Usually Health: 9
soft-spoken, Kenneth’s voice begins to rise whenever he talks
Willpower: 5
about the Dinner Party Killer, Hong Kong’s rising problem
with serial murderers, and the hunters’ interference in po- Integrity: 0
lice investigations. Size: 5
Storytelling Hints: Kenneth’s a dedicated officer who Speed: 14
believes he was wronged by the journalists, a.k.a. Network Defense: 7
Zero hunters, who brought the Dinner Party Killer to justice.
While Kenneth cares for his city, he firmly believes law en- Initiative: 6
forcement, rather than vigilante hunters, should be in con- Armor: None
trol of the slasher epidemic. He’s aware of the existence of Special: Kenneth’s rash of violent acts have gotten him
the Nine Stars compact and has already turned down a mem- fired recently. He is a ripper — even though he hasn’t
bership offer. With each headline, Kenneth’s anger grows, made his first kill…yet. Hunters have the option of working
and it’s only a matter of time before he replaces the Dinner with Kenneth to save him or may wind up pushing him over
the edge. When Kenneth encounters a hunter, he must
Party Killer as Hong Kong’s number-one slasher to murder successfully roll Wits + Composure to retain his sense of
hunters, and let the real police do their job. calm.

Virtue: Loyal Tier One


Vice: Stubborn The city’s a target-rich environment for a hunter cell;
Mental Attributes: Intelligence 4, Wits 5, Resolve 3 leering hives of nightmares made flesh lurk in the city’s for-
Physical Attributes: Strength 3, Dexterity 4, Stamina 4 gotten spaces, plucking their prey from the teeming masses,
and a fresh crop of dangerous monsters is on its way to Hong
Social Attributes: Presence 3, Manipulation 4, Kong.
Composure 1
Hunters must navigate a complex and tense situation
Mental Skills: Academics 2, Crafts 1, Investigation to figure out where they fit in the city. Hong Kong’s tightly
(Hunters) 4, Occult 1, Politics 2
knit communities may reject well-meaning local and foreign
Physical Skills: Athletics (Running) 3, Brawl (Subduing) hunters, and a sense of loneliness and isolation among some
3, Firearms (Sidearms) 4, Stealth (City Streets) 2, civilians translates to an overall feeling of distrust. Despite
Weaponry 2
the police’s best efforts, plenty of citizens are still falling
Social Skills: Empathy 2, Intimidate 3, Persuasion 3, through the cracks, and are victims in one sense or another.
Socialize 2, Streetwise (Criminal Gangs) 4, Subterfuge 1
Spreading Cancer Cells: Hong Kong-based cells that
Merits: Contacts 2 (Criminals, Police), Fleet of Foot 2, hunted before the slasher epidemic are seeing a rash of new
Iron Stamina 2, Resources 2, Small Unit Tactics 2, Trained
Observer 3, Damned Certainty 2 hunters form poorly organized teams. They worry these new
247
CHAPTER SEVEN: THE SLASHER CHRONICLE

hunters don’t care about The Code or solving the problem, when the conspiracies dig a little deeper will they see the
and are simply using the murders as an excuse to stalk people particularly strong and malevolent thread of commonality
and rough up witnesses. Some hunters believe these cancer that binds the slashers of the city together. The killers of
cells are causing bigger problems in the city and wonder just Hong Kong are hungry, driven, and gluttonous; many are
how many there are. They may not know there’s only one cannibalistic, or mutilate their mouths or their victims’.
cancer cell — because the amateur cell’s M.O. is to make it Slashers who burn out are often driven to stomach-churning
seem like there’s more hunters than there are slashers. self-mutilation. The same gory message is daubed on walls
Desperate Cover-up: The Dinner Party Killer case is a sore by murderers who have never met one another and share
spot for local cells. Shoddy investigations, rushed analyses, nothing but that whispering voice in the back of their mind:
missing evidence, lost eyewitness accounts, and a question- Eat your own name. Swallow it down. Kill who you are and find
able arrest is forcing hunters to wonder if the Dinner Party freedom in murder.
Killer was one of Hong Kong’s finest. Was the department Regardless of what’s happening on a global scale,
struck by freakish misfortune, or is someone like Kenneth something monstrous and ravenous simmers in the bones
Hua actively covering for the real slasher? Worse: some hunt- of Hong Kong, taking the minds of the vulnerable and the
ers are convinced the Dinner Party Killer is still on the loose, cruel firmly in its grasp and twisting them to a darker pur-
and it’s just a matter of time before they strike again. pose. Conspiracies with the power to capture and question
true creatures of the night will find some horrors are just as
Tier Two afraid as the hunters are, becausethe slashers of Hong Kong
Compacts in Hong Kong must navigate the city’s bu- are targeting them, too. Like rats fleeing a sinking ship, the
reaucracy and cultural kaleidoscope to track the movements transient population of monsters is thinning out; more flee
and activities of slashers within the city. the city than come into it. Given enough time, will the slash-
Network Zero: Despite a clear and desperate need for er epidemic simply purge the iconic city of its monstrous
other compacts to work with Nine Stars in Hong Kong, parasites?
hunters are reticent to form ties because they fear that once Aegis Kai Doru: Several agents of Aegis Kai Doru live
the slasher epidemic is resolved, the compact will fall apart, and work within Hong Kong, operating as leaders of prom-
leaving their operations exposed to the authorities. Network inent business and financial interests within the city, and
Zero is one of the few compacts that has a chance to monitor utilizing Hong Kong’s thriving black markets to deal in the
Nine Stars while providing assistance when needed. Though acquisition of unusual, historical, or supernatural items.
local members have informed American cells to “keep out” Though Aegis Kai Doru has not found any mythic relics to
due to heightened fears Hong Kong’s slashers will trash the add to its considerable collection, it has uncovered several
city and move on to other major metropoli, the compact’s cursed objects. In fact, local members are convinced a cursed
leaders don’t want them to leave just yet. Increasingly, how- object may have been wielded by the Dinner Party Killer; an
ever, the slasher outbreak is dragging Network Zero’s atten- eternally sharp knife once owned by a Qing emperor that has
tion toward more sensationalized cases, which distracts some a white jadeite scabbard and a bronze handle.
members from lending a hand to Nine Stars. Should they be The knife, which vanished from the Hong Kong
able to regain their focus, Network Zero may be able to find Museum of History, was linked to decadent feasts held for
key intel needed to end the epidemic once and for all. nobles, politicians, and wealthy merchants while the less
Nine Stars: Nine Stars (p. XX) is a Hong Kong-based fortunate starved to death. Similarly, Aegis Kai Doru agents
compact; its formation is a reaction to the police force’s vio- who were hoping to purchase a bronze funerary jar etched
lent crimes that have directly involved slashers. It also exists with a taotie motif have noticed most objects depicting the
because there are several members of the police force who Chinese demon have all but disappeared. Unfortunately, the
refuse to believe the supernatural is real. As police officers, answers to these riddles may lead members to the truth: A
Nine Stars is a hidden organization that operates within the slasher has infiltrated their ranks hoping to use their con-
framework and limitations of their precincts while exploit- siderable resources to acquire the Sword of Goujian, which
ing their connections. That said, Nine Stars has recently told some scholars compare to Excalibur.
its members that they’re going all in, In the founders’ minds, Ascending Ones: While other hunters focus on saving
either their members prioritize the hunt over everything else victims, the Ascending Ones have figured out that some
— jobs, families, friends, etc. — or they can leave the city and slashers can be saved — before their first kill. Their presence
uphold the Vigil elsewhere. Some officers believe the push in Hong Kong has not gone unnoticed by other hunters, be-
for a round-the-clock hunt is not going to work, but for now cause while cells often track down slashers to confront them
tensions are running high and the compact is desperately or rescue kidnapped victims, the Ascending Ones have been
trying to get the slasher epidemic under control. capturing murderers to rehabilitate them in an unnamed fa-
cility. Local members are tasked with capturing, detaining,
Tier Three and transporting rippers to random locations throughout
In a world where violent crime is sharply on the rise Hong Kong, no questions asked. Others have been ordered
everywhere, Hong Kong’s bustling streets easily swallow up to wipe out any scourge they see and have clearly been told
the symptoms of its bloody illness caused by slashers. Only that any inhuman-seeming murderer must die.
248
Slasher Sightings

Those who catch wind of the conspiracy’s comings and slashers to release them in other cities all over Southeast Asia.
goings see a pattern but have leapt to the wrong conclusion. Though this is not the case, it has caused some Ascending
Cancer cells believe the conspiracy is coming for them, even Ones to second guess their orders to avoid being harassed by
though that’s not the case. Police are beginning to draw lines the cops. Unfortunately, no one is certain if the conspiracy’s
tracing the conspiracy’s activities to certain murders and efforts have made a difference or if the Ascending Ones have
have assumed the group is a criminal organization snatching managed to save a few blackened souls from themselves.

249
Administrator’s note: Yo, this is your boy CLEMENTINE flings her e-cigarette at the
Goliath, coming straight at you from you don’t wall.
need to know where, motherfucker. We inter- “The point? The point? The point is that
cepted this recording from Austin earlier this she’s wearing my face. Sixteen years. She’s
week and let me tell you: this ain’t a good look, been living my life for sixteen years. Holding
hunters. Do not — I repeat, do not — use public my children. Sleeping next to my husband.
areas to conduct your business unless you’re Sixteen years—”
ready to tell the public the truth. Especially
not in surveillance-happy US of A. And for DARK-HAIRED WOMAN
god’s sake, don’t mess with the enemy. “Please, I don’t understand what’s
Since I believe in freedom of information, happening.”
at least among trusted peers, here’s the in- MAN WITH MUTTONCHOPS gestures with a
criminating clip transcribed. Now, have a good hand, expression kind.
fucking day.
“Just relax, darling. We’re going to tell
INT. SMOKY DIVE BAR you some things that might seem real strange,
The footage shows two men and two women in but there’s nothing to be afraid—”
the back room of a seedy bar. There are three CLEMENTINE snarls and pulls out revolver.
tables but only one chair, which is occupied by
“Fuck. That. If you don’t say what I wanna
one of the two men. Empty bottles cover every
hear, you’re dead.”
flat surface. One woman is smoking an e-ciga-
rette, its tip flaring neon blue. The DARK-HAIRED WOMAN screams and stag-
gers back. She is caught by the BESPECTACLED
Door opens. A woman walks inside. She is
MAN that had been silent throughout. He is
40-something, East Asian, with black hair
bespectacled, pale, and slim-built with a kind
worn short. Her attire is functional: jeans,
face. His voice is a deep, comforting bass.
shirt, and denim jacket.
BESPECTACLED MAN
DARK-HAIRED WOMAN is silent at first but
then she staggers backwards. “Don’t scream.”
“What—who the hell are you? Your face. DARK-HAIRED WOMAN
Your...your face—” “But she...but she—”
SMOKING WOMAN pushes from the wall. Her WOMAN IN HIGH-COLLARED COAT
features, though younger, bear a strong re-
semblance to those of the new arrival’s. Unlike “Clementine is — I’m sorry for, uhm, how
her counterpart, she is dressed for war: black our friend reacted. But this isn’t anything
leather, functional boots, gloves. The head- personal.”
lights of a passing car reflect off the buckles DARK-HAIRED WOMAN
of her leather jacket.
“She pulled a gun on me.”
“The person whose life you stole.”
BESPECTACLED MAN
MAN WITH MUTTONCHOPS looks up from un-
“We know, we know. But you have to under-
der the brim of a cowboy hat; he’s a big man in
stand her circumstances. And yours. Your kind
his 30s, thick muscle already going to fat.
is—”
“Easy, Lin.”
DARK-HAIRED WOMAN writhes away from
SMOKING WOMAN the BESPECTACLED WOMAN, stumbling until
“My name is Clementine, asshole.” she has her back pressed to a wall.
DARK-HAIRED WOMAN “What are you trying to tell me? You keep
dancing around the subject. My kind? And I’m
“What is going on here?” — I’m wearing her face? What is going on?”
WOMAN IN HIGH-COLLARED COAT joins MAN WITH MUTTONCHOPS.
the conversation. Of the five, she appears
the youngest, dark-skinned, with chandelier “Keep your voice down.”
earrings. DARK-HAIRED WOMAN
“Guys, you’re scaring her. Don’t forget the “I don’t understand. Please, someone tell
point of what we’re doing—” me what’s going on.”
CLEMENTINE’s features ripple. CLEMENTINE
“You really gonna do that? You really go- “Back the fuck off or I’m going to put a
ing to pretend that you’re some kind of help- bullet between her eyes.”
less housewife? No clue at all as to what you’ve BESPECTACLED MAN lowers to a squat,
done and what you are?” frowning, an arm encircling the DARK-HAIRED
DARK-HAIRED WOMAN WOMAN’s quivering shoulders.
“I don’t—” MAN WITH MUTTONCHOPS
WOMAN IN HIGH-COLLARED COAT “You have five seconds to lower your
“We’ll explain later, if you want us to. Tell weapon.”
you everything. But I promise we’re not here CLEMENTINE glances away from MAYA.
to harm you.” “You gonna make me? I— ”
DARK-HAIRED WOMAN sinks to her knees, MAYA blurs into motion; a flash of steel is
hands over her head. all the camera captures. CLEMENTINE goes
“No, no. None of this makes sense. Who are down, crumpling forward, hand about her
you? Who are you people?” bleeding throat.
BESPECTACLED MAN. MAN WITH MUTTONCHOPS
“Maya, be careful.” “Shit, Maya.”
MAN WITH MUTTONCHOPS MAYA wipes down a gleaming icepick as she
“We’re — it’s not important who are, darlin’. gazes at CLEMENTINE’s spasming body. Her
What you need to know that we’re here to help.” voice is soft.

CLEMENTINE “I should have listened to you. But I had to


give her a chance. Now, let’s go before someone
“Why are you being nice to it? This is just a comes in to check on the noise.”
pile of walking kindling.”
BESPECTACLED MAN
WOMAN IN HIGH-COLLARED COAT
“What about her?”
“You’re in no position to talk, Clementine.”
MAN WITH MUTTONCHOPS and MAYA come to
CLEMENTINE flank the DARK-HAIRED WOMAN, who is still
“Excuse me? Am I the monster here?” weeping.
WOMAN IN HIGH-COLLARED COAT MAN WITH MUTTON CHOPS
“You tell me. Would the woman from six- “Darling, we’re going to have to ask you to
teen years ago raise a weapon at an unarmed follow us.”
person?” DARK-HAIRED WOMAN
MAN WITH MUTTONCHOPS “W-where?”
“Maya, what are you doing—” MAN WITH MUTTON CHOPS
CLEMENTINE “Don’t matter. Right now, we’re your best
“What the fuck?” chance of staying alive.”
MAYA DARK-HAIRED WOMAN
“Our role is to protect the innocent from “You killed...I...am I in danger?”
things like you. Of the two of you, only one of BESPECTACLED MAN assists DARK-HAIRED
you has pulled a gun.” WOMAN to her feet, expression grave. His smile
CLEMENTINE jabs her gun in MAYA’s direc- is apologetic.
tion, fury and despair warping her features. “At the risk of sounding crass, that depends
“You’re taking its side over mine—” entirely on how willing you are to cooperate
with us.”
BESPECTACLED MAN
“Everyone needs to calm down right now. We
don’t need—”
The Vigil forges heroes. The Vigil spawns nightmares. The
Vigil is a duty, a burden, and cathartic for anyone who wants a
little payback at those things that snatched their father, sister, kid,
or lover from them. Above everything else, the Vigil is a prom-
ise that a hunter will keep battling the darkness no matter if
the fight costs them their soul.
The Storyteller’s role in a Hunter chronicle is to facilitate
the story and be the arbiter of the rules that support it. There
will be times when the hunters are successful. Somebody will
stake a vampire on their first try, thanks to a roll of the dice,
and tell stories about their heroics. Then, other times, a mon-
ster will slip through their grasp and that escape will hurt. The
cell might witness the moment when that same monster snuffs
the light from a victim they couldn’t save. They might even
watch a monster they killed walk again — a terrifying thought —
and learn that some creatures just won’t die.
The Vigil is never easy, but for many hunters, it’s the only
option. Either they fight, or they suffer. Sometimes, hunters
do both.

Out for Blood


Hunter: The Vigil is a game about being the underdogs in a
fight against the supernatural. Even characters who join conspir-
acies with ample resources and Endowments to aid them face
supernatural threats who form communities and guard ancient
secrets. Nothing makes monsters more willing to lash out and
risk their privacy than an organization dedicated to wiping them
off the planet or dissecting them for parts. Hunters seek answers
in darkness for countless reasons and they don’t all start out look-
ing for blood, but ultimately, protecting themselves and those they
care about is dangerous, and they must fight for it.
That’s not to say every encounter hunters have with mon-
sters is a matter of life or death. Not only does that make it
hard to keep a chronicle afloat and explore the characters to
their fullest potential, it also tends to flatten the mood and dif-
fuse a story’s drama. The characters might live their lives on a hair
trigger, but the players shouldn’t.
Each encounter with a monster should be unique and
fraught with complications. Maybe the hunters want to kill the
undead thing preying on their neighborhood, but they don’t know
how yet, so every time they cross paths with it they must get cre-
ative. Maybe they have no choice but to team up with a witch to
get to the undead thing — but nobody said they had to be nice
about it. Monsters have an infinite variety of reasons to not want
to just kill the cell outright; they can get more use out of living
humans than dead ones, after all.
As the Storyteller, save violent confrontations for story cli-
maxes and major dramatic moments. Make strategic use of the “Gore isn’t required
Beaten Down and surrender rules (p. XX). When the characters for a good story,
have every reason to want blood — and they will — make sure but adversity is.”
they have reasons to do other things on the way there. Tactics
are a great way to encourage players to think outside the box of — Celeste Ng, American Author
deadly violence and pace the story according to a satisfying arc.
CHAPTER EIGHT: STORYTELLING

Hunters and the Code


player characters will not only hunt monsters, they’ll deal
with what it means to fight, too. When they agree, cellmates
get along great. When they disagree, usually due to differ-
All hunters wrestle with their conscience eventually, be-
ing views of the Vigil — outlined by the Code — is to blame.
cause while the denizens of the supernatural may struggle to
In those moments, that’s where you’ll find great, narrative
gain power and dominion in the mortal world, hunters must
conflict.
abandon part of their life to hold them back. Unfortunately,
not every monster is a clear-cut villain that must be dealt
with to save lives. Sometimes, what a hunter calls a “mon-
ster” is a human being who possesses supernatural powers Types of
but doesn’t pose a threat. Sorcerers, witches, and mediums —
even other hunters — may study and use supernatural forces
to varying degrees.
Conflict
Fear. Fury. The unknown. The forbidden and the impos-
When hunters pledge to uphold the Vigil, they’re often sible. Hunters interact with the denizens of the Chronicles
not aware of the nuances they will deal with. Their promise, of Darkness as outsiders peering in through a dusty window.
reflected in the Code, might start off simple. “I hunt mon- The longer hunters linger on the fringes, the more desperate
sters because they don’t belong.” That phrase frames every they become to fight anything that preys upon their com-
action they take to ensure the supernatural doesn’t step foot munities. Should they stop to think about when the fighting
in the daylight, but it also creates conflict the longer they will end, they might realize that it’s only a matter of time
hunt. Their worldview shapes everything they do. Does the before they’ll die holding the line, praying another hunter
hunter trap a monster and kill it no matter what? Or hear will take their place.
a human-seeming horror’s side of the story and then decide
what to do next? Hunters versus Society
The Code doesn’t have to be vague, either. When
framing the Code through a faith-based context, for hunt- Hunters don’t always recognize their underdogs, but
ers pledged to the Long Night or Malleus Maleficarum, the they do see themselves as outsiders. In the supernatural
statement might change to: “I hunt monsters because God world, they’re stumbling around in the dark, picking off
wills it” or “I hunt monsters to protect God’s creation.” In monsters when they can. In the human world, they’re trying
this way, the Code is practiced through a religious lens, and to maintain a life without exposing everyone they know to
when a hunter’s core beliefs of the Vigil are challenged, it’s the dangers of the Vigil and the knowledge that the super-
usually because their faith is as well. Keep in mind that the natural is real.
Code doesn’t have to frame hunters as “good” and monsters Despite the threat monsters pose to human society, not
as “evil,” but it may imply that’s the case. everyone is ready to acknowledge they exist, and even the
Sometimes, the Code can be more practical to fit a precious few who do have different ideas on how to deal
hunter’s style. A member of the Cheiron Group might with them — well beyond what the Code requires. Should
claim, “I hunt monsters to use their bodies against them.” the government, after finding out vampires exist, tell every-
A scientist belonging to Null Mysteriis would say, “I hunt one they’re real? Or, by exposing this truth, do political bod-
monsters to study, find, and test their weaknesses.” Hunters ies increase the risk and likelihood monsters will wage war
who attach themselves to an organization’s interpretation of on humankind?
the Code are treading water, however, because should they In most cases, society looks the other way by framing
change groups, lose status, or have a revelation, more than supernatural sightings and attacks using language they’re
their loyalty will be tested. Hunter organizations can shape familiar with. A werewolf didn’t shred that schoolteacher;
a hunter’s view of the Code, but even within these groups they died after a vicious animal attack. A ghost didn’t haunt
differing views exist. that old house on Elm Street; the floorboards creaked and
The Code shapes a hunter’s worldview and provide a a gas leak caused hallucinations. Oh, that tunnel no one
framework for their actions and beliefs. This agreement may wants to use at night? That’s just a group of teenagers being
be spoken or unspoken as the player sees fit; they are not re- superstitious.
quired to write down what their interpretation of the Code In this way, a hunter’s greatest challenge isn’t the
is and uphold the letter of the law. The space between why monster they’ve fought, it’s dealing with the people they’re
the character believes they hunt and what happens when trying like hell to save. Most people will pretend the su-
they do is where you’ll find narrative potential. Ultimately, pernatural isn’t real, even when they suspect otherwise,
it is up to the player to decide how defined they want this because it allows them to sleep at night instead of worry-
aspect of the hunt to be. ing about those “things” that are crawling around in the
As the Storyteller, you’ll poke and prod a hunter’s con- sewers. Hunters, however, not only want to know what
science to challenge them and see what they really think. those “things” are, they also want to know if they’re dan-
These trying moments are represented by rules for breaking gerous, and how to stop them. They must extract informa-
points (p. XX) and the Code (p. XX). When combined, the tion from people who don’t listen to their gut and convince

254
Types of Conflict

themselves the shadows won’t yield monsters — at least, not something that lurks in some other realm), while another
the supernatural kind. cult has crafted its own dogma.
Cells don’t always interact with other hunters; some- The first type serves its monster in various ways. The ad-
times they must call in a favor from a local detective or ask herents may bring it food. They may do its dirty work. They
a clerk at the mayor’s office to waive the need for a permit. may simply worship it. The fiend gains something, whether
These connections, reflected through the characters with blood (drained as wound levels) or Willpower (granted as
whom a hunter is allied (see Merits, p. XX), don’t always one point per 10 cultists worshipping the monster, gained
know the supernatural exists. Sometimes, they’re happy to once per week) depending upon which Dread Power the
help because they’ve known that hunter for a while. Other monster uses.
times, they might suspect something is up, but know better Cult leaders can gain up to five total dots of Dread
than to ask too many questions. Powers if the monster so chooses — note, however, that usual-
When a hunter doesn’t have these connections, the ly only one or two cultists gains this boon. It’s typically only
hunt is that much more difficult. Suddenly, when they have reserved for the leaders or those who truly please the beast.
a dead body on their hands, they become suspects in a mur- The cultist who uses Dread Powers in this way can do so
der. Oh, that building that just burned down? Traffic cams because the monster gifted them with that ability. Once the
recorded the hunters blowing it up. The allies and resources monster dies, the cultist’s power wanes at the Storyteller’s
a hunter may access determine how easy (or how challeng- discretion. In either case, the cultist is mortal and should be
ing) it is to uphold the Vigil. Smart players will discuss their treated as such.
Merits ahead of time for this reason. The second type of cult cobbles together a bizarre dog-

Hunters versus Cults


ma that often only makes sense to them. Cults of this stripe
may be religious, scientific, political, social, or academic —
any field of study that can be used to justify their beliefs.
Sometimes, hunters don’t just fight monsters.
Sometimes, a monster will slip through their grasp because Cultists of this type are also mortal, but they do not
the cell encounters their protectors: a cult of believers. Cults manifest Dread Powers nearly as often. Some still develop
appear in two broad types. One type of cult serves one or strange powers as a provenance of their devotion to the
several monsters (be it something that walks the Earth or cause. Any time one of these cultists performs an action in

255
CHAPTER EIGHT: STORYTELLING

• Turf Wars: Some hunter cells may protect a specific


location and won’t entertain any competition. This
SODALITY OF may especially be true for cells operating under
LICENTIA orders.

At the top of Lomax Street • Conflicting Motives: Cells, compacts, and


lies a former church turned conspiracies may incur rivalries over time for a
hot nightclub called Licentia. variety of reasons, including differing views of the
The club, which has been around Code, and can range from friendly to antagonistic.
since 2004, is so popular that Most often, however, hunters understand that a
any time other nightclubs or petty feud can and does interfere with the hunt, so
cocktail lounges move nearby they tend to set feelings aside unless one group is
they shut down within a month or actively antagonizing them.
two. Licentia attracts socialites,
technophiles, venture • Hunting Methods: Hunters might share similar
capitalists, and social-media views, but they won’t always agree how to best deal
darlings who funnel money and
resources to the venue. Some with a monster. Whether they kill a zombie by
detectives have suspected decapitating or shooting them may not matter, but
the nightclub is a front but some hunters operate with conviction.
haven’t been able to uncover
what’s being smuggled or dealt • Coincidental Targets: One cell might be tasked with
there. exorcising a demon, while another cell might want to
capture and study it. When two cells have the same
Hunters know the truth: Licentia’s target, their conflicting goals prevent them from
patrons form a cult worshipping finishing the job.
a demon named Licentia, the
Daughter of Sitri and Calipha of • Desperate Measures: Over time, the Vigil takes its
Sin. Many years ago, the club’s toll on a cell — especially if its members have been
founders performed a ritual
hoping to solve their academic hunting a specific monster who just keeps eluding
problems — and it succeeded. Two them. The more desperate hunters get, the more
of the original owners, Michael likely they are to be at odds with another cell, and
Palmer and Walter Sorvino, each other.
are dead and no one ever sees Individual hunters operate according to their conscience
Cynthia Lomax who spends all and beliefs. Sometimes, hunting with other hunters is easy.
her time in the basement. Rumor
has it that Cynthia only emerges Members of a cell can all agree that a vampire needs to be
on Tuesday nights to DJ the staked — no matter what. Other times, hunters can’t decide
club’s members-only, ecstasy- what to do next. Maybe a cell is outgunned and outmanned.
filled parties. While hunters Maybe a pair of hunters wants to head into a haunted house
have been able to get inside while the others think they should do more research first.
the club, thus far they haven’t
been able to find Licentia or Hunters Versus
figure out why Lomax has been
acting so strangely. Monsters
Conflict with the supernatural is the driving force in
Hunter. The threats cells may face are dreadful abomina-
service to their cult, they may gain a new dot in a Dread tions that defy what hunters once considered normal.
Power, though they may never gain more than three total Increased threat levels and sightings spell disaster for hunters
dots of Dread Powers. who must face a terrible truth: Monsters won’t stop emerg-
ing from the shadows.
Hunter Versus Hunter A cell’s encounter with a monster teaches them more
about the denizens within the Chronicles of Darkness each
Whether through conflicting interests, overlapping ter-
time they hunt. They might learn that some monsters…
ritories, misperceptions, or other extenuating circumstances,
hunters can often be one another’s worst enemies. …have infiltrated human (or hunter) society.
Hunters may face several types of conflicts when inter- …have human-seeming desires and beliefs.
acting with other hunters. They include: …can reproduce.
…can influence human behavior.

256
Horror and the Unknown

…are tragic, more than horrific, figures. by John Stavropolous. A card or sheet of paper with an “X”
…may be immortal. drawn on it is placed in the middle of the table. At any point,
…can’t be stereotyped. a player or the Storyteller may touch the X card to call a halt
…are willing to exchange information. to any action that makes them uncomfortable or is causing
harm. If they would like to explain themselves, they may, but
…use mortals to cover up their existence.
none is needed. The Storyteller should continue gameplay
…don’t fit a neat definition of “evil.” after everyone is settled and ready to start again.
… feel pain.
… use their powers to fight other monsters. Fear and Trauma
…could technically be considered mortal.
The world isn’t black and white. The shadows aren’t al-
What a cell does (or doesn’t) learn about a monster will
ways pitch black, and sometimes hunters see more shades
differ based on its type and how that encounter is resolved.
of gray than they’re comfortable with. Simple philosophies
Each time a hunt begins, hunters find clues and test theo-
and scientific equations cannot accurately describe the rea-
ries to successfully end a hunt. Over time, these pieces of
son why horrors are emerging in increasing numbers to prey
information add up and hunters become more confident in
upon mortals. Hunters may try to find one, but the more
their capabilities, but as every hunter knows — what a hunter
they pull back the veil the less they’ll be able to stomach what
doesn’t know can kill them.
they find.
Compacts and conspiracies understand the value of in-
Hunter: The Vigil Second Edition gives narrative tools
formation and do their best to either share data broadly or
that allow players to deeply experience the costs of the hunt.
restrict its access to members only. As more monsters appear
Unlike supernatural characters, hunters are mortal, first
in greater numbers, however, all hunters must eventually de-
and foremost, and they must pierce the veil that separates
cide what they value more: their pride or the hunt.
them from the world of the supernatural. Tilts (beginning
on p. XX) and Conditions (beginning on p. XX) are tools

Horror and that serve a significant role in Hunter; they temporarily, and
sometimes permanently, affect a character’s psyche, body,

the Unknown
Everybody, whether they’re hunters or not, knows about
monsters. Omnipresent in stories, games, comics, and films,
HUNTER RULES VS.
monsters fill pages’ worth of media and are often defeated PERSONAL SAFETY
by a plucky hero or three. Only hunters understand that
monsters are real. Some creatures, like demons, are easily de- Rules shouldn’t be used to
fined while other monsters, like La Llorona, are passed off
punish players or make the
hunt more difficult for its
as urban legends and therefore are “nothing to worry about” own sake. Rather, they exist
when the lights are on. to present a more realistic
Until a cell’s members get a few hunts under their view of the hunt and tap into
belt, they can’t tell the difference between this version of experiential horror. Sometimes,
the haunted hitchhiker legend or the eyewitness accounts these experiences can be
of the ghost that’s possessing college students. The space in challenging for players and a
between what the hunters think they know, what they don’t, little too gritty. Other times,
and what story you’re trying to tell is where you’ll find the their interpretation of the
means to leverage their worst fears. Code might cause an escalating
argument that can’t be solved
For most monsters, a well-placed bullet or stab wound through roleplay.
might end them, but the second-greatest weapon hunters can
wield is knowledge. Almost everyone knows a zombie can Supporting the narrative is
be killed by aiming for their brain, but few hunters learn important, but the comfort and
about the ritual of filling their mouth with salt and sewing
safety of your players should
come first. Should you desire
it shut as they recite the prayer to silence the zombie’s spirit to drag them deeper into the
forever. This knowledge often comes at a price and discover- darkness, talk to your players
ing where to find occult knowledge is just as important as about what you want to do.
practicing with weapons. Strong sessions can emerge with
a player’s investment, still
The X Card yield shocking surprises, and
be enjoyable for everyone at
The X card is a technique to help participants signal the table.
moments in a session that don’t work for them. Designed

257
CHAPTER EIGHT: STORYTELLING

and environment as a result of their encounters. They are monsters organize, and tier-three stories often deal with the
mechanical effects that should not be used to reflect a char- political upheavals and conspiracies as part of the hunt.
acter’s permanent disability. They are designed as a response This knowledge, however, doesn’t always hold true and a
to sudden acts of violence or harm caused by interacting horror can have a strange immunity to fire or be slain with
with the supernatural. an iron dagger.
Once a hunter suffers from a Condition or Tilt, they Still, fighting a smart cryptid is dangerous for hunters,
may seek ways to resolve it, so they can proceed with game- but encountering an intelligent humanoid carries more risks
play to finish a hunt. This may impact their next action or than potential rewards. Cells who rush into an encounter
movement in a scene. Other times, the resolution isn’t obvi- risk exposure of the Vigil and getting arrested. To witnesses,
ous, and the player doesn’t know what to do next. When the bloodsucker they’ve cornered is human. This makes the
this happens, leverage Storyteller characters in the scene. hunt extremely difficult because to the rest of the world,
Maybe their best friend calls them on the phone and talks that vampire is an ordinary human being — and the hunters
them through possible solutions. Maybe a cop nearby sees are trying to murder them. Knowing the town mayor is pos-
they’re in trouble and wants to help. In both cases, the story sessed is one thing but being able to prove it beyond a doubt
doesn’t stop because the player didn’t know how a rule af- is entirely another. Throwing salt at a news anchor can be
fected their character. considered a misdemeanor—and the law doesn’t end there.
Kidnapping, identity theft, car theft, selling drugs, breaking
Horrors and and entering, and attempted murder are a few ways monsters
Invisible Threats can use the law against their pursuers. The confines of living
in a just and lawful society often shield the monsters more
Sometimes, a monster’s origin can be traced back to than they help hunters.

Recurring Nightmares
a story told around a campfire. The boogeyman lurks un-
der your bed and swipes at your feet as you hop into the
sheets. Sasquatch roams the great forests of North America.
Sometimes, a cell can’t exorcise a ghost or stake a vam-
Trolls live under bridges. Ghosts haunt graveyards. These
pire. Sometimes, hunters do everything right, and they still
words immediately conjure images that are as recognizable
lose. Eventually, they learn. Some monsters defy human un-
as Santa Claus.
derstanding. They dissolve into a poisonous mist or a flock
In the Chronicles of Darkness, these horrors are obvi- of ravens. Sometimes, their body does die — but their spirit
ous: there are so many urban legends about that condemned is reborn a few days later.
house on the next street, no one buys the lot when it’s up for
Recurring nightmares in Hunter deepen the mysteries
sale. The monsters that creep and crawl and lash out are typi-
of the supernatural, increase the threat level, and remind
cal threats hunters will face; these are the obvious creatures
hunters that no matter how much they win, they’re still mor-
who can, if encountered, cause serious harm.
tal. These nightmares never walk alone; they actively plot
The longer a hunter upholds the Vigil, the more they’ll and scheme to fulfill their own agendas of which hunters
start to realize some monsters intentionally keep themselves may not always be aware. In game terms, these agendas are
hidden and do not want to risk being exposed. Creatures that described through the antagonist’s Aspiration (p. XX).
defy description lurk in alleyways or in abandoned homes on
Cells who encounter a recurring antagonist shouldn’t
the fringes of major cities, and hunters know them for the
lose heart, however. Hunters may not be able to stop an im-
danger they pose. Horrors who operate behind the scenes
mortal, but they can put an end to a cult’s schemes or save
take longer to expose, because they surround themselves
the victims on whom they’re feeding. If hunters realize they
with the naïve and unsuspecting and often have consider-
can’t take down a demon, they must shift their focus to fig-
able resources at their disposal, too.
ure out what they can do.
Of course, no hunter wants to admit the reason some
monsters can hide in plain sight is because they are able to
somehow pass as human beings. The most potent and deadly MISTER WHITE
threats can not only shield their existence from hunters, they
also know how to blend in. Worse: a hunter may even begin (GREATER DEMON)
to glean words like “circle” or “prince” that make no sense
at first, until they begin to realize some monsters don’t just Quote: “You call yourself an instrument of justice. Can a
hide in plain sight, they’ve formed complete societies that murder be justified?”
operate in the shadows. Background: In the space between dreaming and medi-
What a hunter knows about humanoid monsters is im- tation, Mister White imagines he has been sent home. His
pacted by the chronicle’s tier. In general, tier-one hunters home isn’t the one his body occupies now. No, Mister White
are often left wondering what the hell they just learned, belongs in a quiet corner of hell where he can’t hear a sin-
tier-two hunters may eventually piece together that some ner’s screams. Reveling in his vision, Mister White almost
forgets his mind is trapped in the body of a man who’s seen

258
Horror and the Unknown

death. When he snaps back to reality, he remembers his Mental Skills: Computer 1, Investigation (Crime scene)
other name: Detective Max Robinson, homicide. He recalls 3, Occult 3
a party where his peers celebrated his retirement. Can de- Physical Skills: Athletics 1, Brawl 1, Drive 1, Stealth 3,
mons ever retire? No, not really. Not when there’s a murder Weaponry (Cane) 2
to solve. Not when there’s a murderer to punish. Social Skills: Empathy 1, Intimidation 1, Persuasion 1,
Mister White can’t remember what he was like before he Streetwise 1
became Max Robinson. His memories aren’t like his dreams. Merits: Contacts 4 (Police, Forensics, Morgue,
In his mind’s eye, he pictures a basement. There’s a rat that Journalists), Eidetic Memory, Fast Reflexes 2, Face in the
squeaks past him and a cobweb glistening in the window. He Crowd, Untouchable
almost forgets the dark blood that’s congealed on the floor, Potency: 9
the limp hand with broken fingernails, the long hair tangled Willpower: 9
up with brain matter. He remembers the cold knot at the pit
Integrity: 0
of his stomach, the clenched fists, the hair standing on the
back of his neck. Then, he spots something out of order that Virtue: Justice
everyone else missed. One of the bricks in the wall doesn’t Vice: Wrath
look right. Hmm…he pushes it, the door swings open, and Initiative: 7
the killer’s just sitting there. Waiting. For him.
Defense: 2
Who’s “him”? Mister White or Max Robinson?
Whatever the truth, Mister White is a demon now, one who Speed: 10
punishes murderers. Those killers, they’re gumming up the Health: 8
works. The machine won’t work the way it’s supposed to, Weapons/Attacks:
and that can’t happen. Mister White stands up, sighs, then
leans on his cane. Reality isn’t supposed to be messy. There’s Type Dmg Range Dice Pool Special
a natural order to it, a clockwork mechanism, and it’s his job Cane 1(B) n/a 7 −1 Improvised
to maintain the system. His wrath? It sets things right.
Dread Powers: Black Gate •••, Dread Attack
Appearance: Mister White is an elderly gentleman. (Balefire) •, Know Soul •••, Looming Presence •,
The lines in his thin face betray the years he’s lived, and Predator’s Sense (Murderer), Madness and Terror •••,
his black eyes are filled with personality. White is tall, lean, Reborn •••••
and requires a cane to walk. Sometimes, he’ll wear a trench Special
coat. Sometimes, he’ll wear an old suit. True to his name,
several details of his appearance are ghostly white: his teeth, Forensic Reminder: By spending a Willpower point,
Mister White can cause forensic evidence to return from
the whites of his eyes, the jasmine boutonniere pinned to obviation or to appear more readily. His breath restores
his chest. fingerprints on glass. Bloodstains blossom again in his
Storytelling Hints: Mister White is careful not to reveal shadow, and skid marks reappear at accident sites.
his name to just anyone. He splits his time between enjoying Animals expose the corpse of a monster returned to its
human form. Once restored, such evidence is indelible.
life as a charming, older gentleman and a hard-nosed homi- Efforts to wipe away blood simply result in it appearing
cide detective. If he stumbles across any hint of a murder, again: a re-buried body turns up in a dumpster next to
his back straightens and his demeanor sharpens. When he’s police headquarters.
on the case, he calls himself “Max” and let the detective’s Burning Obsession: When Mister White is on a
expertise take over. murderer’s trail, he suffers from the Obsessed Condition
A convincing and capable impersonator, Mister White (Find Murderer) until their identity and location is revealed.
might approach hunters when they’re stuck. He will ally him-
self with their interests under the right circumstances, pro- A Losing Fight
vided they bring the murderer to justice. If hunters respond
to the enemy by killing them (or others), Mister White will No matter how hard a hunter fights, eventually they will
make a citizen’s arrest and drop them off at the authorities. lose touch with their lovers, families, and friends. Sometimes,
If they don’t, Mister White will urge them to take violent strained relationships are perfectly understandable. It is dif-
retribution, and then do the same thing. ficult for hunters to maintain friendships outside of hunter
society due to the demands of the hunt. It might be hard to get
True Name: Anamalech excited when your favorite sports team comes into town when
you have to focus on deciphering a cryptic message. It’s hard
Aspiration: Find murderers and turn them in for justice. to attend PTA meetings or meet with probation officers when
Mental Attributes: Intelligence 4, Wits 2, Resolve 5 your fellow hunters need your help to stop the Mothman from
Physical Attributes: Strength 3, Dexterity 2, Stamina 3 swooping down on unsuspecting hikers in the mountains.
Social Attributes: Presence 2, Manipulation 3, Losing touch with friends and family is a heavy bur-
Composure 3 den for hunters. It is also dangerous. The ties a hunter has

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CHAPTER EIGHT: STORYTELLING

to their life keep them grounded, remind them for whom to accomplish a longer-term goal. Some players might
they’re fighting, and ensure they remember the hunt isn’t want to give the character a rich backstory and their goal
the only thing worth caring about. These relationships are is “to avenge my father’s killer” or “rise in rank to control
represented by Touchstones (p. XX), and indicate who the the Loyalists of Thule.” They may form loftier goals such
hunter was before they pledged to uphold the Vigil. as “learn how to read this occult tome” or “explore the
Hunters sometimes forget how important these charac- Pyramids of Giza.” These goals help shape characters and
ters are, because they’re so busy fighting monsters or trying give the players something to look forward to outside of the
to cover their tracks. Eventually, these relationships fray and hunt. These goals can also be pursued during downtime
the hunter remembers what they have to lose. between sessions, too.
The Vigil incurs a lot of loss, because sooner or later Are your players hoping to hunt, capture, and kill week
hunters realize they’re not “just” fighting monsters. They’re after week? Or, do they want a deeper story that allows them
also fighting to retain a sense of self — especially since the to explore the mysteries of the world through their unique,
horrors just keep coming. and often outmatched, perspectives? Finding out this infor-
mation ahead of time will give you more options to plan

Crafting
your chronicle.

Creating Storyteller
The Hunt Characters
Hunter: The Vigil is roleplaying game that presents a Storyteller characters surround the characters and help
toolkit of ideas and rules you can use to facilitate multiple weave your narrative’s threads together. In a chronicle,
styles of gameplay. Before planning a chronicle, it’s impor- treat your supporting cast members as dynamic characters
tant to recognize that each player might want something who act independently of the player characters. By doing
different. Some players might only be interested in fighting, so, the hunters’ relationship with other characters doesn’t
while others will want to focus on investigations and inter- remain static.
actions with Storyteller characters. To find that careful bal- Hunters, whether they’re allies, rivals, rogues, or fallen,
ance, ask the players up front what they want before deciding should be built using the character creation rules on p. XX.
on a tier and style. Mortal characters can be created using Hunter character cre-
What types of characters do you like to play? Instead ation rules with the following guidelines and modifications:
of asking a player what kind of game they enjoy, talk to
• All Storyteller characters, whether they’re antagonists
them about their character. Ask them leading questions like:
or not, need a character concept. Aspirations are
“What do you think your character looks like?” “What do
optional.
you feel they’re good at?” “What do they need to improve
upon?” These types of queries help players visualize who they • Storyteller characters can have a Virtue and Vice,
want to play and get to know their character. Their answers but it’s not required. These rules are recommended
will also guide your decisions along the way. If the entire for recurring antagonists. Storyteller characters do
troupe isn’t interested in learning more about the occult, for not get Touchstones.
example, then that element may be subdued in your chron-
icle — at least at first. If, however, your players say they want • Attribute categories and Skills are prioritized as
to infiltrate supernatural communities, their characters must normal. Storyteller characters may also have three
be better equipped to face them, and you’ll likely run a tier- Skill Specialties.
three chronicle.
What kind of stories or scenes should I avoid? While • Hunter characters can have Status and use
Hunter touches upon real-world phobias, fears, and body Endowments. They can’t use Tactics or teamwork
horror, the story isn’t as important as the player’s comfort without the involvement of the player characters,
level. Some players might want to explore darker themes, however. Storyteller characters who are hunters
while others may not at all. Typically, players are much more should have access to rules that fit the fiction.
willing to play a horror game if they have help and reassur- Fallen, disgraced, or rogue hunters should not have
ances their character won’t be unduly punished. Violence, Endowments, for example, if you can’t justify why
even in Hunter, is part of the story and represents both they still have them.
conflict and cost. Before the chronicle begins, find out what
• Storyteller characters spend Merit dots as normal,
types of violence make your players uncomfortable. This can
but they do not receive Professional Training or
open more discussions about what types of scenes the player
Status for free.
would love to explore, too.
What long-term goals does your character have? • A Storyteller character may start with variable
While every character has an Aspiration, they may want advantages as best fits the narrative. For example,

260
Crafting the Hunt | Plotting Chronicles by Tier

they can be Size 4, 5, or 6; have a lower (or higher) • Tier-one hunters have more to lose. Tier-two and -three
Integrity or Willpower rating; etc. hunters have more resources and connections at their
disposal, and hunters can switch their allegiances if
The rules for monster creation are found on p. XX,
necessary. Tie-one hunters don’t have that option.
and cover characters who are supernatural. For Hunter’s
If they tarnish their relationship with their cell,
purposes, all potential members of the Lucifuge who possess
most hunters don’t have any place else to go. Worse:
demon blood are treated as mortal unless they are clearly
Should they also lose their ties to their daily lives,
monstrous. Likewise, any fallen or rogue hunters with super-
they might not find a couch on which to crash.
natural body modifications (e.g. they once belonged to the
Cheiron Group) are also regarded as such. • Cells can and should have a route they patrol. Hunters
The rules for mysterious places, which expand the set- who defend their home turf know those streets better
ting and provide locations in which monsters can live, are than any digital assistant will. No matter where they
found on p. XX. live — inner-city neighborhood or sleepy suburb —
tier-one hunters care about what happens in their

Plotting backyard. To facilitate this, suggest the players form a


route they monitor from night to night. They might

Chronicles
swap routes with another cell or edge a little further
out, too.

by Tier • Hunters are not restricted by their location. While


tier-one chronicles tend to be set in a hunter’s
Each tier requires different Storytelling techniques to backyard, cells are not required to stick close to
balance the player characters’ role in Hunter society against home. A hunter is a hunter no matter where they
the needs of the hunt. Now, more than ever, hunters are sleep at night, and their confined hunting grounds
faced with threats in that put them — and everyone they tend to keep the scope of a story smaller than a tier-
know — in harm’s way. While every chronicle focuses on two or tier-three chronicle. That said, if a cell only
an individual cell of hunters, some aspects are unique to wants to scout out their immediate area, they’ll
each tier. need a variety of monsters and mysterious places
to explore. Otherwise, another night on the town
Tier One: Eyes becomes routine.
Wide Open • Cells do have backup if they know where to look. By
Tier-one hunters are usually new to the Vigil or come leveraging the cell’s connections, hunters may be
from a long line of hunters in their family or neighborhood. helped by local police officers, detectives, doctors,
Most often, they tend to be more focused on the demands security guards, etc. Yes, the cell might have to
of everyday society than the world of supernatural. Tier-one get creative when they explain why they need the
hunters are the nurses who work at night clinics so they architectural plans for a sewage system or explosives
can help their cell stalk an undead creature who steals or- that will level a building, but they can still ask.
gans. They are the janitors who pilfer dusty books from the • Hunters who don’t know anything about the supernatural,
campus library to ensure a local warlock doesn’t find what can learn. From lesser-known museums to eyewitness
they’re looking for. They are the hunters who prefer to fight accounts, a cell can glean information they need
alone, and are too jaded to ask other cells for help. to keep hunting. Rumors and gossip can also yield
Often, tier-one hunters suffer from stereotyping, which invaluable clues about a monster’s whereabouts or
shapes how other characters treat them. They’re “weak,” be- the secrets they’ve been hiding.
cause they don’t have back up. They’re “anti-social,” because
they’re not immersed in hunter society. They can’t be chal- • The rule of law still applies to hunters. A hunter who
lenged, because they’re not strong enough to hunt. accidentally smashes a store window during a fight
When plotting a tier-one chronicle, keep the following is still subject to arrest or questioning. A cell who’s
in mind: speeding to get away from a monster can’t always
explain they’re running from a slasher. A dead body,
• An individual cell doesn’t have to hunt alone. Hunter
even if it’s a supernatural one, is hard to explain to
societies can form in a tier-one chronicle, and cells
the authorities. Mortal laws still exist, reminding
may team up with other hunters or compete with
hunters that the rest of the world doesn’t know or
rivals. These societies might form around a bar
care about the Vigil.
hunters frequent, a shooting range, or even at the
back of a bookstore. • Hunters are capable. In Hunter: The Vigil Second
Edition, hunters are given powerful capabilities

261
CHAPTER EIGHT: STORYTELLING

to accommodate greater threat levels. Hunters are themselves. Both are sketchy at best, because what hunters
accomplished in their chosen field and have less know about the supernatural and the history of the hunt
restrictions to practice teamwork and Tactics. These changes depending upon who’s archiving what. Many hunt-
rules support player characters who can and should ers, after all, intentionally spread disinformation when they
be confident in their abilities. can to throw others off the scent.
By starting with players who are in the dark, you can
• Hunters can get creative. Sometimes, the players will slowly introduce other narrative elements over the course of
surprise you. No matter how many times you drop a chronicle. This cuts down on character interactions that fo-
hints that the monster is using Know Soul to find cus on explanations of Hunter politics and deeper mysteries.
out more about them, the hunters might accuse
other Storyteller characters of being spies, instead. Going it Alone
Though you might feel pressured to steer the hunters Sometimes, a player may want their character to go off
back on course, let them choose how they deal with on their own. Maybe they need a breather from a heated ar-
the problem at hand. gument or maybe they’re hoping to follow up on a new lead.
Tier-one chronicles are also a great way to introduce When a character leaves the cell, what happens next depends
new players to Hunter without pressuring them to learn upon several factors. Sometimes, the player may split from
more about the Chronicles of Darkness. Hunter does have the group because they’re bored and are hoping for more ac-
lore, but often that knowledge is regulated to one of two tion. While the hunter may claim they found a new clue, the
things: the history of a hunter’s organization or the monsters player may have abandoned the cell because they’re spending
too much time figuring out what to do next. Differing views
of the Vigil may also cause players to take a time out or do
something rash — especially if they’re hoping to be the hero
USING DOWNTIME that night.
FOR RESEARCH A player whose character breaks away from the cell has
the potential to be disruptive or antagonistic. When they do,
Downtime, or the time between it’s important to figure out what the character wants. During
sessions, can be leveraged the session, a Storyteller character might call them or run
to manage the finer, more into them on the street to find out what’s up. In this way,
painstaking details of a hunt. you can use the narrative to weave their departure into the
Instead of spending an entire story without resorting to a monster’s surprise attack. If this
session surfing the internet technique doesn’t work, try finding a natural way to take a
for clues, for example, the break. Maybe you’ve reached the end of the scene or maybe
characters can search through
the character’s departure has signaled a shift in the story.
a few email exchanges. This
can yield a lot of interesting Then, take the opportunity to pull the player aside and find
developments, because you’ll out what their plans are and how you can help.

Tier Two: Clubs,


have more time to respond to
their questions and drop hints
or names the group can check
out when it’s back together. Gangs, and Rivalries
Research is a necessary evil in Compacts allow hunters to feel like they belong to some-
a lot of Hunter games, because thing greater and more important than themselves. Sure,
most cells won’t know the compacts can supply more guns and intel than another cell
difference between one werewolf might, but they also sharpen a hunter’s purpose by giving
and another. They might think them a place in hunter society. That oh-so-important sense
they know, but hunters often of teamwork motivates a hunter to keep fighting even though
win through sheer perseverance they’re bruised and bloody, because they’re not just fighting
and a whole lot of luck. The for their friends, family, and cellmates — they’ve got an entire
more knowledge they glean, the compact of hunters they don’t want to disappoint, too.
more informed decisions they’ll
make, and the better you’ll be Working together to face enormous threats is not a new
able to cue off their actions. concept. Though some hunters go rogue because they’re con-
Therefore, some sessions can vinced their way is better, many find solace and friendship
open by ascertaining what the in their chosen compact. Knowing someone has their back is
hunters want to do, instead of essential in the heat of battle and knowing everyone is fight-
what background info they must ing for the same goal gives them hope.
learn before taking that next When working with compacts, here are some things to
step. keep in mind:

262
Plotting Chronicles by Tier

• A cell can contain members of more than one compact. A several different kinds of people. Compact members
four-character chronicle containing only members of may share similar beliefs or even interests, but each
Null Mysteriis is much easier than a chronicle filled member is a unique character who acts of their own
with Network Zero, The Union, the Long Night, and volition.
SWORN. However, just because it’s harder to narrate
a multi-compact story doesn’t mean it can’t be done. • A hunter’s compact status is not static. The Status
The main, and perhaps most important, thing to Merit (p. XX) shapes the player character’s role
remember is that the player characters should have in their compact. In the narrative, this status is
similar interpretations of the Code. Without that, something that should be maintained, nurtured, and
the cell will eventually fall apart — more quickly acknowledged from time to time through character
than you might think — because some differences of interactions. Hunters who ignore their role may lose
opinion can’t always be resolved without someone status and cause tension between members.
getting hurt.
• Favors can be expensive. Hunters, like anyone, can get
• Hunters don’t automatically get access to everything their into trouble they can’t fix on their own. Their car
compact has to offer. Just because a hunter suddenly has breaks down and they need a tow — but all their credit
the backing of The Union doesn’t mean the entire cards are maxed out. They’ve learned a skinwalker
compact will converge on a rundown sanitarium may be at a fancy party with the nouveau riche, but
when needed. Nor does it mean the compact’s secrets don’t have an invitation or a thing to wear. Compact
will be revealed, either. Hunters who join a compact, members enjoy many benefits to their membership,
regardless of status, must work for what they want by but they don’t always get a favor for free. Sometimes,
talking to other members, putting in requisitions, or a kindness must be repaid.
even swapping favors.
• Each compact has its own culture. Members of The
• The members of a compact are not homogenous. Though Union might kick back with beers and brats, while the
it is easy to stereotype what a typical Loyalist of Thule Long Night’s hunters prefer to get together during a
might do or say, the reality is that compacts comprise Friday-night fish fry. While compacts provide a great

263
CHAPTER EIGHT: STORYTELLING

many benefits to a hunter, each organization also has when they realize that, despite all their efforts, the
its own quirks and nuances that makes it unique. monsters just keep coming.
This, too, is part of what it means to be a member
of hunter society and deepens the player characters’ • Loyalists of Thule: A compact of scholars, the
connection to the Vigil. Loyalists of Thule tend to know more than they’re
letting on. They work well with other compacts
At the core of any chronicle is the hunt. Tier-two sto- because they have what they need: occult knowledge.
ries tend to be broader in scope and cover a wider area, but While Null Mysteriis leans heavily on science, and
not always. When compacts are involved, chronicles are the Long Night relies on its faith, the Loyalists of
enhanced by their involvement and presence, and hunters Thule are somewhere in between. Their pragmatism
are required to check in. For this reason, you are encour- allows them to remain clear-headed when hunting
aged to ask the player characters to devise a compact-related the supernatural. The Loyalists excel in this, but
Aspiration both during character creation and after they’ve often fail when trying to make sense of current
completed their first one. events. In this way, they’re split between two

Roles for Compacts ideologies that shape their desire for atonement:
Make sure the Nazi party never regains power, in any
The compacts operate in a variety of ways. Some, like form that might take, and help other hunters deal
The Union, consider themselves to be regular people who with the supernatural.
keep in touch with their friends and kin across the globe. A chronicle involving the Loyalists of Thule can
They fight monsters lurking in cornfields or on the streets involve modern politics as well as new discoveries of
of Chinatown in San Francisco. Others, like Null Mysteriis, occult artifacts (see Bygones, p. XX), investigation
confront the unknown through their scientific approach, to of mysterious places, and trying to ascertain why so
find answers where others have failed. many monsters are appearing in greater numbers. Of
Though they may differ in their goals, culture, location, all the compacts, the Loyalists of Thule are the most
and method of operation, all compacts are willing to work likely to piece together theories and unravel dusty
with other hunters when it matters. rumors to find out what’s really going on. This can
put the compact’s members in the spotlight or force
Here are some tips for unlocking a compact’s potential
them into an uncomfortable position as they try to
in your chronicle:
convince other hunters their insights are correct.
• Long Night: Members of the Long Night must
balance the needs of the Vigil against serving the • Network Zero: One of the biggest challenges
faithful, and they are often caught wondering if they members of Network Zero will face, regardless of
made the right choice. Hunters can experience crises how many monsters lurk nearby, is the volume of
of faith when they must choose between pursuing information they must sift through and process — or
a demon and baptizing the newest member of their produce. In the age of too much information, hunters
congregation or conducting a hunter’s funeral. The might have a hard time collating and analyzing
Long Night’s members feel they’ve got their finger data without the help of a computer program. The
on the pulse of monster activity, and they can predict rapid spread of information via the internet is, by
— with some accuracy — when a storm is brewing in far, the biggest threat to this compact’s members.
their neighborhoods. Partly, this is because many Fortunately, Network Zero can couch raw footage as
compact members are leaders in their own right and “modern fantasy” or “science fiction” when asking
watch over their communities. Sometimes, however, outsiders for help. Members of this compact pair
this means members tend to be short-sighted, extremely well with members of Null Mysteriis who
because they can’t appear or be everywhere at once. can help analyze data.
Most hunters still breathe a sigh of relief when a Researching or producing content for its own
member of the Long Night steps up, because their sake isn’t enough to sustain a chronicle. The compact
ability to inspire hope is greatly needed in these dark needs something to do, whether that’s investigating a
and dangerous times. cryptid or tracking the movements of a monster. To
One of the best ways to broaden the scope of get hunters off their tablets and computers, leverage
a Long Night chronicle is to expand their reach by Dread Powers and Environmental Tilts that impact
connecting them to other communities. Until they electricity. You might also kick off a chronicle with a
start interacting with Muslim, Buddhist, or Hindu missing hunter who’s gone off the grid. For a higher-
religious leaders, they may not know what else is stakes chronicle, rogue or fallen hunters in Network
happening in their town or city. Then, when they Zero could be trying to expose other hunters in the
find out which monster is in the area, they can put Vigil.
their knowledge of the hunt to good use. Other
members may face a crisis of faith along the way • Null Mysteriis: Though it may sound cliché,
some scientists take exception to god-fearing or
264
Creating a New Compact

even blue-collar hunters while others will be more or houses that keep hurting the new owners to
accepting. Members, however, aren’t “just” scientists broaden the scope of the story.
who sit in a lab all day. They practice their own faiths

Creating a
and have hobbies and interests. One of the biggest
challenges when using this compact is its push for
secrecy to control its research. While a Storyteller
character may be reluctant to help, try not to make
them needlessly antagonistic. Members of Null New Compact
Mysteriis make great Storyteller characters when Can’t find a compact that fits your needs? As the
introducing cells to other hunters, too, because they Storyteller, you may create a compact your players can join.
enjoy discussing the finer aspects of the hunt with a Concept: When thinking about the compact you want
curious mind. to make, sketch out a few generic details. Then, think about
When plotting a chronicle, make sure there are whether it makes more sense to open a new location for an
questions that can be explored through a scientific existing compact instead of creating a whole new one. For
lens. Chronicles involving a mysterious place or a example, members of The Union are pro-labor, pro-family,
monster behaving oddly work well for Null Mysteriis and pro-safety from monsters. Based in the United States,
members. they can be found anywhere those three things matter.
These three tentpoles aren’t unique to the U.S., however,
• SWORN: SWORN members are new to the fold, but
so a similar compact could be based in Iceland, Sweden,
they’re not new to hunting monsters. As a compact
Belgium, or Italy, where membership in labor unions is
formed around its members’ cultural experiences,
high. Though the relocated compact would culturally be
SWORN’s hunters have a strong bond and set of
unique from The Union in America, its core purpose and
beliefs that helps them fight the supernatural and
status remain the same. This technique also grants built-in
keep each other safe. The compact’s newness is its
allegiances among compacts and gives hunters an excuse
biggest strength; because they don’t have decades
to travel.
of experience that others do, they also don’t have
Example: You want to create a compact that takes a differ-
as many preconceptions about other hunters,
ent approach to the hunt, so you form a hedonistic society based in
compacts, or monsters. Members reach out when
Scotland called Ashwood Abbey, which hunts monsters for sport
they can and have been focusing on making friends
and pleasure.
with other cells, hunters, and compacts to build and
maintain their community. They’re also likely to join Choose a Foundation: If you have your heart set on a
other hunters to help them fight. new compact, try to find its roots. The basis for a new com-
pact could be to hunt a monster type, use a specific method-
Chronicles set in a major metropolitan area
ology to hunt, reveal a truth or fact, keep a community safe,
like Chicago offer a wealth of storytelling potential
or hunt because your faith or morals demand it. You may
beyond the hunt. Maybe members of SWORN
have already done this in the previous step and, if so, this is
stumbled upon a group who’s covering up for a
a good opportunity to codify that idea.
mysterious donor keeping the city police afloat.
Maybe they are welcoming a lot of new members Example: Ashwood Abbey’s members are thrill-seekers who
over the course of a few weeks, and this triggers put themselves in dangerous situations to hunt monsters.
internal discussions to find out what’s responsible Write Its History: Every compact has a history that is
for terrorizing their fresh batch of new hunters. known to its members. It doesn’t have to be pages’ worth of
information, nor do all the facts have to be true. The history
• The Union: Through and through, The Union’s helps frame the compact and give it a place in hunter society.
members are hard workers who hold factory jobs, Example: Shortly before it became an official compact,
drive trucks, and are loyal to their friends and Ashwood Abbey was one of the notorious Hellfire Clubs found
families. Some hunters might look down on their in Great Britain during the mid-1850s. Its leader, the Reverend
members because they equate blue collar with less Doctor Marcus Ogilvy, was a hedonist who sought pleasure in for-
intelligent — though this isn’t true. The Union exists bidden places — even by today’s standards. One fateful night, Ogilvy
as an “every hunter” compact, where anyone with an and a handful of partiers wandered into the woods to have an orgy
honest day job can join. While members try to keep and stumbled upon a sacred artifact used by a pack of werewolves.
the hunt simple, the proverbial devil is in the details. Outraged by this slight, the werewolves attacked them and several
Hunters don’t always know how to fight a monster, members died horribly. Following this, Ogilvy, unable to find the
just that they should. Members can work well in werewolves again, began hunting monsters shortly afterward until
mixed player-character groups for this reason. his untimely death 10 years later.
Threatening friends and families is a good way Now, Ashwood Abbey’s members continue to hunt for the
to start a chronicle, but may not sustain it. Think thrill of it, and often scare other hunters with their lurid and sadis-
about introducing monsters who live in plain sight tic methods that push them right to the razor-sharp edge.

265
CHAPTER EIGHT: STORYTELLING

Note Factions: Following the history, each compact has have communities of their own and have adapted to
three sub-groups, or factions, that make up the larger group. modern society. Other than a few monsters’ names
Factions are distinguished by their differences in ideology or identifiable types, however, most conspiracies fail
that add a nuanced perspective to the hunt. Each compact to recognize that what they know is a drop in a deep
may also rename what their sub-groups are called. and vast ocean of occult knowledge.
Example: You decide that Ashwood Abbey calls its factions
“cliques.” Competitors treat the Vigil as a sport, and other hunt- • Conspiracies can be arrogant. Some conspiracy
ers — even within Ashwood Abbey — as competition. Members of the members have the audacity to think they will win
Pursuit are obsessed with learning and archiving dark, forbidden the fight against the supernatural, not knowing a
secrets. Some hunters record their experiences to analyze encounters. monster has already infiltrated their cell and will
Libertines are taboo breakers. They push the limits of what’s con- pounce when they least expect it.
sidered “acceptable,” and frighten most other hunters. • Hunters benefit from a conspiracy’s resources. The
Assign Status: Player characters can earn dots in Status conspiracies are global hunter organizations that
within their compact, rated one through five. Three of these wield their considerable resources and knowledge to
ratings are described per compact; they provide hunters with achieve their goals. Whether they own meticulously
an in-game benefit. When assigning Status, think about how curated libraries of forbidden lore or the latest
a hunter might gain or lose it, too. computational-behavior algorithms, conspiracies
Example: Status within Ashwood Abbey is gained when other have the power, knowledge, and willingness to go toe
members recognize the boundaries you’ve pushed. to toe with the most powerful and brutal of terrors
• You’ve already done things you’d never tell anyone else — or so they think. What’s more, conspiracies often
about, but you still know how to party. You gain the Barfly Merit have contingency plans and alibis set up for their
for free, if you didn’t have it already. members when things go horribly wrong.
••• You can use rooms in the local chapter’s clubhouse as
a place to stay. This is equivalent to a two-dot Safehouse, with the • Conspiracies don’t dictate belief. A conspiracy’s
dots assigned to Home Security, Arsenal, and Escape Hatch. overarching view of the Code tends to be more
flexible to justify how its members use their occult
••••• You can call Ashwood Abbey and get the address
knowledge against the supernatural. Often, a
lists of members across the world, who will supply arms, sex work-
conspiracy’s agenda is more important to it than
ers, and bait, and arrange hunting parties for you. You just need to
taking down an over-sized sewer rat, especially if it
ask. This is equivalent to four new dots of Contacts. These dots are
means putting one of its own at risk.
assigned to Legal Aid, Vice, Arms Trafficking, and Ashwood Abbey
Networking. Tier-three chronicles that incorporate conspiracies tend
Following this step, consider how your new compact to include the supernatural, but often involve politics and
might be used in a chronicle. Ashwood Abbey members, for a fair number of rumors, enigmas, and mysteries that sur-
example, can be employed as rogue or fallen hunters who round each organization and their members.

Roles for Conspiracies


ignore the Code and their consciences.

Tier Three: More While the conspiracies seem like they should be unstop-
Theories Than Facts pable forces who serve humankind, ultimately their agenda
is more important than the occasional casualty in battle.
Members of conspiracies know more about the super- Hunters who belong to these groups are bound by even tight-
natural than other hunters do, but even then, their knowl- er codes of conduct and political intrigues than others — but
edge might be outdated or downright false. When running a the others don’t require constant check-ins.
tier-three chronicle, consider the following:
When plotting a chronicle with a conspiracy, consider
• Hunters usually don’t think in the long term. A mortal’s which faction the player characters belong to and how that
short lifespan is nothing compared to an immortal puts them at odds with other hunters. Conspiracy factions
creature’s. Unlike hunters, monsters understand are so different from one another that a group of Ascending
how to plan in the long term, because they can hide Ones might argue more than a mixed group. Below are some
for decades if needed by surrounding themselves with ideas for using these conspiracies in your next Hunter game.
cultists or others of their kind. So, while conspiracies
• Ascending Ones: The Ascending Ones are
may have existed for centuries, their organization
interesting to drop into a chronicle, because their
and goals may not be the same as they were 10, 50,
members can be scientists engineering the perfect
or 100 years ago.
potion, alchemists mixing science and faith, or
• Conspiracies don’t know everything. Many conspiracies’ mystics embracing the magical aspects of their
members suspect the denizens of the supernatural art. They can be holy warriors for their faith or
criminals who trade drugs. This level of nuance

266
Creating a New Compact

grants their members agency in many social spheres; chronicle, leverage the conspiracy’s history and that
threads connecting characters often form the basis vampires survive far longer than any mortal does.
for a scam or front. What’s more, the players may When an old vampire starts pulling the characters’
not necessarily be aware of what they’ve gotten strings, they find themselves peering into history’s
themselves into. Conspiracies often have secrets for darkest corners. Maybe, Malleus Maleficarum isn’t
a reason, and what the player characters learn will as straightforward as it seems, after all.
affect what they do next.
• Task Force: VALKYRIE: TFV chronicles can be
• Cheiron Group: The Cheiron Group is secretive, more political than supernatural because of their
manipulative, and can be brutal. Members are secret connection to the American government. As
recruited and then forced to alter their bodies a conspiracy, it’s centered on American interests,
using the flesh and bones of supernatural creatures. both domestic and overseas, and could serve as
Chronicles involving the Cheiron Group can be a model for similar conspiracies for other, foreign
horrific or conspiratorial — even vicious. This governments. Simply, TFV members recognize they
conspiracy is also a good candidate for infiltration don’t have the jurisdiction to work with NATO or
by characters who belong to a different group; after the United Nations, but desperately want other
all, catching and experimenting upon monsters with countries to be empowered to protect their own
the intent of grafting their skin is terrifying, but what interests. What works against TFV is, of course, the
happens when that “monster” is a psychic member lengths its members go to obscure their identities
of VASCU? Or a medium? Ultimately, the Cheiron and actions. The conspiracy that shouldn’t exist is
Group can be used as antagonists or unwitting allies, one other hunters want to track down, however,
but they aren’t necessarily the heroes their members and TFV hunters may have to choose between
believe. This, too, can underline an all-Cheiron confronting a monster and risk exposure or forging
Group chronicle as the player characters discover alliances with other hunters.
their innermost secrets.
The trade off to any limitations a conspiracy has is the
• Council of Bones: On paper, Council of Bones’ immense payoff hunters gain. Tier-three hunters have more
members say they don’t believe in necromancy, but freedom of movement than tier-one or -two, because they’re
that doesn’t mean some hunters aren’t exploring located worldwide and aren’t restricted to a single area.
that forbidden rite. Certainly, the Council of Bones Running a tier-three chronicle means the hunters do not
has a reputation for being creepy, since its members have to focus solely on one threat at once, instead keeping
prefer dusty books to electronic files and don’t let tabs on numerous problems at the same time. Their contacts
outsiders in unless it’s necessary. This conspiracy allow them to find out the knowledge needed to face these
can veer toward arrogance because it believes it’s threats head on, which is an incredible boon to their fellow
the authority on death. Hunters who can talk to the hunters.
dead do solve problems, but they don’t always know For an example of a conspiracy thematically tied to a
to whom they’re speaking. chronicle, check out VASCU on p. XX.

• The Lucifuge: Members of the Lucifuge are usually Creating a Conspiracy


treated as outsiders in hunter society because of the
possibility that demon blood runs through their If you’d like to create your own conspiracy, the guide-
veins, and this is something that should be avoided lines follow.
when possible. Despite their heritage, the Lucifuge’s Concept: The greatest challenge when creating a new
hunters are mortals who wield innate powers to conspiracy is to remember its size and influence will have
serve humanity. In a chronicle, the Lucifuge is an weight in hunter society — but it is still mysterious enough
excellent choice whenever demons are involved, but that non-hunters don’t know they exist. Start with a basic
an unlikely one when attempting to redeem a rogue concept that frames what the conspiracy does. Do they ex-
hunter organization. periment on monsters like the Cheiron Group or create po-
tions like the Ascending Ones? Once you have a basic con-
• Malleus Maleficarum: As conspiracies go, Malleus cept, think about how similar or dissimilar it is to existing
Maleficarum is the most straightforward of the conspiracies. Each tier-three organization has a lot of room
bunch. Its members want to put an end to the to spread its influence, and their sub-groups can facilitate
supernatural, and they justify their actions through different methods or beliefs.
their faith. Though the organization can and does Example: You’ve decided you want to create a conspiracy that
specialize in vampires, its hunters are not restricted searches for magical relics.
by monster type. Constant hunting, even when using Choose a Hook: Unlike cells or compacts, conspiracies
Endowments, doesn’t make for a good story. In a tend to be more flexible with the Code. The reasons for this

267
CHAPTER EIGHT: STORYTELLING

are varied, but usually a conspiracy simply doesn’t have the The Sword comprises militant and proactive hunters who use
time to watch over a hunter’s daily activities or encounters their physical prowess to fight monsters.
with the supernatural. Their goals are big-picture and often The Temple is made up of guards and locates the relics that
world-shattering, should they be achieved. give the Aegis Kai Doru its power.
Example: You want to add a mystical nuance by forging the The Scroll employs archivists and lorekeepers who test, record,
Aegis Kai Doru: an ancient conspiracy shrouded in myths and leg- and catalogue items of power.
ends. Its members hunt for relics and use their knowledge against Assign Status: Like compacts, conspiracies grant player
the supernatural, but don’t dictate how or when that information characters dots in Status, rated one through five. Three of
must be used. these ratings are described per conspiracy; they provide hunt-
Write Its History: Conspiracies have what the ers with an in-game benefit they’ve earned as a reward for be-
Cheiron Group calls “the company line.” This is the in- longing to the compact. When assigning Status, think about
formation new recruits get before they start training, and how a hunter might gain or lose it, too.
often it’s an account that can leak to other hunters with- Example: The Guardians of the Labyrinth gain Status
out revealing the group’s innermost workings. Note: the through finding relics, discovering what relics do, and using them
Aegis Kai Doru has a mystical, otherworldly feel, and this against their ancient enemies.
is reflected in its history. • You own at least one relic. When investigating a new, poten-
Example: Members of the Aegis Kai Doru, the Shield and tial relic, you gain +2 to your Investigation roll.
Spear, believe it is their sworn duty to guard the magical treasures of ••• You’ve spent so long doing research that it’s second na-
countless lost worlds and use them against the supernatural. ture to you. You get +1 on Academics-based dice pools pertaining to
It is the oldest conspiracy known to humankind. The relics and archaeology.
Guardians tell initiates that their ancestors can be traced back ••••• You’ve experienced the Second Initiation; your senses
across the ages, before the great flood, to a mythical island. Some don’t work the way they used to. You begin to be able to sense the
even call it Atlantis, or Lemuria, or Pan, or Mu. On the island, or old enemies of your sect. You gain the Gut Feeling Merit.
so they say, the Guardians lived in a vast labyrinth that contained
Create Endowments: Endowments are blessings the
powerful magical relics.
conspiracy offers in exchange for loyalty and, occasionally,
Unfortunately, at some point the Guardians disagreed with devotion. For the Aegis Kai Doru, their Endowments involve
the island’s other inhabitants and a petty quarrel resulted in their using a relic the hunter guards with their life.
forced ejection. The Guardians had planned to return, but by the
Following this step, think about how your tier-three
time they set sail, the island had already sunk to the bottom of
chronicle intersects with your new conspiracy. A hunter or-
the ocean.
ganization that specializes in the acquisition and study of
Soon, escaped islanders joined the Guardians, and blamed the magical relics adds a layer of intrigue to any hunt or explora-
loss of their paradise on shape-shifting invaders who’d broken an tion of a mysterious place.
ancient taboo. The Guardians refused to be fooled, however, and
held a grudge — that remains to this day — against the islanders who
cast them out.
Endowment
Research and
Now, while the Aegis Kai Doru’s leaders continue to practice
their ancient traditions at the heart of Greece, Guardians scour the
Earth searching for magical relics in the hopes they’ll restore their
power one day.
Decide Recruitment: Unlike most compacts, conspira- Development
cies may want to keep their numbers small and ensure that Hunters are coming up with new ways to fight against
they don’t actively recruit hunters who don’t “fit” their their chosen enemies all the time. While the Endowments
group. Most conspiracies have an arm that specializes in presented on pp. XX-XX might be fine for the basic hunter,
searching for initiates. eventually players will want new Endowments to use during
Example: The Aegis Kai Doru is extremely selective about a hunt. This section discusses the design philosophy behind
who it welcomes and makes sure that individual is thoroughly vetted Endowments to give guidelines on how to create them.
before making an offer. Keep in mind, these guidelines are suggestions to try to
Note Factions: Following the history, each compact has make balanced powers. There are some effects or factors that
three sub-groups, or factions, that make up the larger group. you might think about that aren’t covered here. If that’s the
Factions are distinguished by their differences in ideology case, you can still use the following to best extrapolate.
that add a nuanced perspective to the hunt. Each compact Every Endowment contains the following pieces:
may also rename what their sub-groups are called.
• An effect that is represented by a price (or cost of
Example: You decide the Aegis Kai Doru has three separate effects).
groups. There may be more, and as a global organization you have
room to explore new possibilities if a situation calls for it.

268
Endowment Research and Development

Creating New
• A cost of activation, generally in Willpower or
damage, which gives a discount.

• A backlash that gives a further discount. Endowments


This means that the most basic powers may cost noth- The first step in creating a conspiracy’s Endowments
ing to activate and have no backlash. More serious powers is to think about its concept; this informs how they’ll be
may have high costs in terms of what the hunter must spend used and designed. Here’s a summary of the Endowment
to activate, or in the subsequent backlash. Some limita- concepts presented thus far:
tions, such as the limitation on equipment from Advanced • Advanced Armory: Following the implant of an
Armory, the Integrity limitation on Benediction, or the RFID chip, Task Force: VALKYRIE members gain
inherent backlash built into Castigation further modify an impressive array of armaments, p. XX.
the cost.
Every Endowment is designed by using a simple • Benediction: Blessed by the pope, the Malleus
equation: Maleficarum receive divine Benedictions, p. XX.
(Cost of Effects – Discounts)
• Castigation: The Lucifuge’s hunters gain power
Effects through their infernal ancestry, and Castigation rites
Effects grant mechanical benefits and narrative license are powered by their blood. These rites cannot be
to accomplish great feats, represent special attacks or pow- unlearned even if they leave the conspiracy, p. XX.
ers, or place restrictions or penalties on targets. The wider • Elixir: The Ascending Ones use rare potions that
or more extreme the Effect, the higher the value associated must be alchemically manipulated in their bodies,
with it. and these create an array of dizzying effects, p. XX.
Because all Endowments start with at least a baseline
experience cost, there is a level of effect already baked into • Perispiritism: The Council of Bones employs a
that cost. This is why there is a value of 0 for effects. Any variety of techniques, powered by the mysterious
Endowment can have at most two 0 value effects before Mark of the Scythe, as if they were natural mediums,
those effects start to add +1 to the value. p. XX.

Costs • Teleinformatics: VASCU agents undergo extensive


Endowments are often fueled with Willpower or dam- processing with chemicals to unlock potent mental
age to the user. A Willpower expenditure represents an act of powers, p. XX.
will or focus necessary to trigger an Endowment, or the psy-
• Thaumatech: The Cheiron Group members are
chological or physiological cost of doing so. More extreme
augmented with the blood and flesh of monsters.
physiological effects are represented by using lethal damage
Hunters acquire these Endowments by having
as the cost; such Endowments are always fatiguing and often
surgery, and installation is permanent unless
painful to use.
removed by a specialist, p. XX.
Endowments with variable results, or that directly affect
a target require an activation roll. Each Endowment concept addresses the source of its
Additionally, certain Endowments require circumstanc- power: potions, surgical grafts, a mysterious tattoo, infernal
es such as having proper materials, maintaining equipment, blood, divine blessing, a security clearance, and a chemical
or saying the right words. These minor actions are consid- enhancer. This helps understand not only how the hunter
ered circumstances, and factor into the cost. For the pur- is accessing the Endowment, but the kinds of Endowments
poses of example, we use specific requirements found within hunters from each conspiracy would create. Also think
Endowments as our examples. about the way hunters get their Endowments through their
Conspiracy. Is it an item they can walk away with, or a special
Backlashes magical tool they must spend hours researching and learn-
Backlashes are the downsides to using Endowments. ing? How does the Endowment work? A potion must be im-
Backlashes are often something bad that happens to the bibed or inhaled, but a ritual must only be spoken.
hunter for using the supernatural. It might just be the after- Before creating a new Endowment, think about the con-
effects of a particularly vivid vision, or it could be the visible spiracy to which it’s tied. Are you creating an Endowment
ramifications of the type of Endowment she was using. Most for an existing conspiracy? Or a new one like the Aegis Kai
commonly, they impose a small penalty to certain actions Doru?

Relic Concepts
but can also impose Conditions.

The Aegis Kai Doru is an eclectic mix of hunters who


devote their time to unlocking the secrets of strange, mystical
269
CHAPTER EIGHT: STORYTELLING

EFFECTS
Value*† Mechanical Effect Narrative Effect Duration
0 Give a specific roll the 8-again quality “You can smell fear.” Immediate effect
1 Inflict a Condition or mild Tilt “You can open any door.” One scene
2 Provoke a Clash of Wills, inflict a severe Tilt “You can speak with ghosts.” Multiple scenes
3 Exceptional success at 3 successes rather “You can breathe anything.” 24 hours
than 5
4 Apply a Persistent Condition “You can fly.” One week
5 Give a specific roll the rote quality “You can walk between worlds.” Indefinite
* If the Endowment modifies a dice pool, the number of dice added or removed is equal to the value − 1.
† If the Endowment deals or heals damage, the damage modifier of the Endowment or the amount of Health restored is
equal to the value − 1.

COST
Equivalent Willpower
Value* Action or damage** Circumstances†
−1 Instant Action with an activation roll 1 Common; saying a prayer, speaking a
passphrase
−2 Contested or Resisted Action 2 Uncommon; e.g., access to a holy
relic; hard to find ingredients; a
consumable††
−3 Multiple Actions 3 -
−4 Extended Action (minutes) 4 -
−5 Extended Action (hours) 5 -
*For extended actions, base target number of successes is 5, increasing the target number changes the value by −1 per.
**Lethal damage. This may reduce to bashing damage in some cases where a narrative effect is between two number
values. Increase to aggravated damage for an additional −1 value.
† Circumstances that generally benefit the player should read the value as positive rather than negative.
†† If an Endowment has an expendable component, such as ammunition, read the number of uses as a cost instead of a
refund, and then subtract the −2 refund for being consumable.

BACKLASH
Value* Example Backlash
−1 Minor Drawback; lack of sleep, being hunted
−2 Significant Drawback; imposes a Condition
−3 Painful Drawback; imposes a Persistent Condition
* If the backlash penalizes a dice pool or imposes damage, give a −1 value on a one-for-one basis.

artifacts and using them in their hunts against witches and Right off the bat, there’s a significant idea that needs to
shapeshifters. These Relics are called Bygones, p. XX. They be incorporated into the Endowment concept — Relics can
believe that if the Relics fall into the wrong hands, they be stolen. If we look at the costs table, “access to a holy relic”
could cause great harm to innocent people. The threat of a is considered a –2 value. Since this will apply to every Relic
supernatural creature or rogue hunter getting their hands on Endowment, every Relic Endowment must have that cost as-
a Relic is omnipresent. sociated with it. If a Relic is lost for more than a chapter, the
270
Endowment Research and Development

Storyteller should allow the player to select another Relic they make them as they need them more like the Ascending
Endowment to stand in for the missing one, provided it Ones. Maybe each hunter has their own stash of Relics and
make sense in the story. some arcane force which allows them and only them to ac-
Something else to consider is whether these mystical ar- tivate them.
tifacts are unique, or whether it’s possible for two people to Since the conspiracy deals in Relics, it makes sense to
wield the same type of Relic. To avoid limiting Endowment have a cache of these somewhere in which agents can get new
creation, especially in instances where a Relic may be created ones. But since the Relics are rare and obscure, it also makes
or consumed, some Relics are truly unique, while others may sense that they wouldn’t be as easily exchanged as items from
be twins, triplets, or one of many. Perhaps the rituals needed say TFV’s Advanced Armory. Instead, let’s say that Aegis Kai
to create them are even known to modern savants but exact Doru characters are gifted with Relics, and these Relics stay
such a heavy price they cannot be manufactured lightly. Even with them.
the least powerful Relic is still so mystically great it empowers Based on this, we know that the Relics should not be
its wielder to do the impossible. single use, or consumable the way Advanced Armory is.

Relic Endowments
Instead, a Relic’s power should be something that either has
unlimited use or recharges on its own. On that note, a Relic
is a powerful, likely magical, artifact. This means they should
Relic Endowments require membership in the Aegis Kai
have some kind of activation, maybe a chant or an action,
Doru. They also represent items to which the hunter has ac-
that the hunter must perform to unleash its power.
cess and has learned how to safely use. It may have some trick
of activation, or a word or incantation necessary for use that With that in mind, build this into the basic Endowment
only the hunter knows. Relics may describe a class of objects structure. Each Relic is an item, it’s something rare that you
with a similar or identical function, or a unique artifact with must get from the conspiracy to use. But because it’s an
no true equal. item, the hunter could possibly lose it, or it could get stolen.
Each Relic requires a certain activity, let’s say a keyword or
Combining these concepts, we’re ready to use this to
activation gesture to use, and if the user doesn’t know the
determine how Aegis Kai Doru hunters gain access to their
correct sequence or word, it won’t work. Once again, there
Endowments. Maybe they have a reliquary full of Relics
is a built in, general –1 value of needing an instant action
they must check out, much like Task Force: VALKYRIE, or
271
CHAPTER EIGHT: STORYTELLING

to use into each Relic. So that means it has a –3 value to Failure: The talisman fails to catch anyone’s eye.
start. Below are two examples of Relics with differing power Dramatic Failure: The hunter blinds herself with her
levels. own talisman. She gains the Stunned Tilt.
Aegis Talisman Skeleton Key
The Aegis Talisman is unique and powerful, so it should have a This Endowment is called the Skeleton Key. It’s a useful
lot of punch. First, assign its effects to figure out what the Talisman Relic and isn’t one of a kind, but is the kind of object the
can do before it’s negated with costs and backlashes. To start off, Aegis Kai Doru might lend to its hunters.
the Gorgon’s Skin makes the user incredibly durable: Armor 3, for The Skeleton Key’s concept is simple enough: It opens doors.
2 points of value. Second, Gorgon’s Solitude guards against magical Before deciding its costs and backlashes, think about its potential
attacks: a +3 to contested rolls for another 2 points of value. This effects. The Skeleton Key should be able to unlock any door. Keep
effect lasts for a scene, which is another +1 value. in mind the Skeleton Key is a Relic that can be stolen, so we’ll need
Right now, our Endowment value is 5. We have one to remember that –2. Our equation would be:
more effect to add. Gorgon’s Terror paralyzes the target with
a relevant Condition or Tilt (+1) which incurs a cost of 1 (EFFECTS (+1) − (COSTS 2)) = -1
Willpower (–1). These costs are baked into the Endowment,
Right now, this Endowment is a little underpowered
bringing us to a new total of 5. To drop the value back down
and isn’t compelling. Anyone with a lockpick can open a
to 0, we’ll subtract 2 due to the talisman being a Relic and
door. What if the door has a monster guarding it with a ward
another 2 because it takes a contested action to activate, but
or some other Dread Power? In this case, our hunter should
it’s still at a +1, so the armor activation should also cost a
have to make a roll, which is covered under Clash of Wills.
Willpower, bringing the Willpower cost value to –2. Now,
Add “provoking a Clash of Wills,” which is a +2 Effect.
the calculation is as follows:
(EFFECTS (+1, +2) − (COSTS 2)) = +1
(EFFECTS: +2 + 2 + 1 + 1) – (COSTS: 2 + 2 + 2) = 0
Now, we’re at a +1, so it should cost a Willpower to use
The resulting Endowment looks like this:
for a –1 value. That is balanced, but because there is already
Legend describes the Aegis as a shield or as the skin of
an expenditure of 3 Experiences to make this effect, apply
a goat, sometimes bearing the head of one of the Gorgons.
some free effects to give it a little more oomph. Apply the
This indestructible shield, wielded by the gods, struck terror
8-again quality to the hunter’s Clash of Wills roll for free.
in all who beheld it, and thus made the user all-but invin-
cible in battle. The Aegis Talisman, forged from silver, is (EFFECTS (+1, +2, +0) − (COST 2+1)) = 0
roughly the size of an outspread hand and bears a relief of a
gorgon’s face. The talisman is not as powerful as its mythical The Skeleton Key Endowment is now ready for a hunter
cousin, but it guards against both physical and mystical as- to use, and its new effects make sense in the context of the
sault and, with a focused and trained will, can even paralyze narrative. Though the hunter doesn’t have to pay a point
onlookers. of Willpower or roll the dice every time they want to open
Cost: 1 or 2 Willpower a door, the Skeleton Key’s usage reflects its common avail-
Dice Pool: Presence + Occult vs. Resolve ability. Besides, opening doors is far more interesting than
leaving them closed.
Action: Instant
The resulting Endowment looks like this:
Duration: One scene
It’s said that no lock, no matter how sturdy, can keep
Upon activation, the talisman provides 3 armor, which
out death. Bar yourself behind doors and wards and mystical
applies to both general and ballistic attacks. This armor also
barriers all you like, but death has a key for all of them. The
provides a defense against supernatural attacks, giving her
Skeleton Key Relic might not literally be death’s enchanted
a +3 to rolls to contest an action or a –1 to her resistance
key, but it does give hunters an uncanny ability to bypass
Attribute when targeted by a Dread Power or supernatural
obstacles in their path.
effect.
The Skeleton Key is a small, silver key in an archaic style,
Additionally, if the hunter spends an additional
tarnished from long use. The teeth are grooved in such a way
Willpower on activation, she can attempt to freeze a target
as to suggest human dentition, and the bow is an intricately
in their tracks.
detailed model of a human skull with tiny flecks of sapphire
Roll Results in the eye sockets. The key is always cold to the touch, even if
Success: The hunter inflicts the Stunned Tilt on a single carried in the hand or worn next to the skin for hours.
target who can see the talisman. Cost: None
Exceptional Success: The hunter inflicts the Dice Pool: None
Immobilized Tilt instead. Action: Instant

272
Endowment Research and Development

The Skeleton Key unlocks any locked door. If a monster Now you’re ready to develop your own. Start with what
used a Dread Power to seal the door, or made it difficult effect you want the Endowment to have, then think about
to pass through (such as Maze, p. XX), the key prompts a how its rules might affect its usage. From there, you can write
Clash of Wills, and the player gains the 8-again quality on up new Endowments to model various powers. Remember
the hunter’s roll. that any new Endowment should get approval from your
Storyteller before purchasing. Good luck and happy hunting!

273
APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS

This appendix lists sample equipment, details an optional system for further customizing hunting gear, and provides
rules for building traps.

Equipment
The following are lists of basic equipment Hunter: The Vigil characters can use. For additional Mental, Physical, and
Social equipment, see the Chronicles of Darkness Rulebook, starting on p. 270.

Armor
Type Rating Strength Defense Speed Availability Coverage
Modern
Reinforced 1/0 1 0 0 • Torso, arms, legs
clothing*
Kevlar vest* 1/3 1 0 0 • Torso
Flak jacket 2/4 1 −1 0 •• Torso, arms
Full riot gear 3/5 2 −2 −1 ••• Torso, arms, legs
Archaic
Leather (hard) 2/0 2 −1 0 • Torso, arms
Chainmail 3/1 3 −2 −2 •• Torso, arms
Plate 4/2 3 −2 −3 •••• Torso, arms, legs
Rating: Armor provides protection against normal attacks and firearms attacks. The number before the slash is for general
armor, while the number after the slash is for ballistic armor.
Strength: If a character’s Strength is lower than that required for her armor, reduce her Brawl and Weaponry dice pools by one.
Defense: The penalty imposed on a character’s Defense when wearing the armor.
Speed: The penalty to a character’s Speed when wearing the armor.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the armor.
Coverage: The areas of a character protected by the armor. Unless an attacker targets a specific unarmored location (see
“Specified Targets,” p. XX), the armor’s protection applies. Wearing a helmet increases the armor’s coverage to include a
character’s head.
* This armor is concealed, either as normal clothing (e.g. biker leathers) or from being worn under a jacket or baggy shirt.
Attackers have no idea the target is wearing armor until after they land a successful hit.

274
Weapons

Weapons
Melee Weapons Chart
Type Damage Initiative Strength Size Availability Special
Sap 0 −1 1 1 • Stun
Brass Knuckles 0 0 1 1 • Uses Brawl to attack
Baton 1 −1 2 2 n/a
Crowbar 2 −2 2 2 •
Tire Iron 1 −3 2 2 •• +1 Defense
Chain 1 −3 2 2 • Grapple
Shield (small) 0 −2 2 2 •• Concealed
Shield (large) 2 −4 3 3 •• Concealed
Knife 0 −1 1 1 •
Rapier 1 −2 1 2 •• Armor piercing 1
Machete 2 −2 2 2 ••
Hatchet 1 −2 1 1 •
Fire Axe 3 −4 3 3 •• 9-again, two-handed
Chainsaw 5 −6 4 3 ••• 9-again, two-handed
Stake* 0 0 −4 1 1 n/a
Spear** 2 −2 2 4 • +1 Defense, two-handed
Stun gun (melee) 1 1 1 1 • Stun; bonus successes don’t add
to modifier for damage
Stunbolt/stakebolt gun* 2 −3 3 1 •••• Armor piercing 2; stun
Type: A weapon’s type is a general classification that can apply to anything your character picks up. A tire iron might be
any metal club, such as an antique mace, a metal baseball bat, or a hammer, while a hatchet might be a meat cleaver or an
antique hand axe.
Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage
against ordinary people. The type of damage may vary against supernatural opponents.
Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher pen-
alty and increase by 1.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a −1 penalty
on attack rolls.
Size: Size 1 items can be hidden in a hand; two Size 2 items can be hidden in a coat; Size 3+ items cannot be hidden.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.
Concealed: A character that wields a shield but doesn’t use it to attack can add its Size to his Defense and uses its Size as a
concealment modifier against ranged attacks.
Grapple: Add the chain’s weapon modifier to grappling dice pools.
Stun: Halve the victim’s Size when aiming for the head with intent to stun.
Two-handed: This weapon requires two hands. It can be used one-handed but doing so increases the Strength requirement
by 1.
* To pierce the heart, a stake must target it specifically (−3 to attack rolls) and must deal at least five damage in one attack,
or four with a stakebolt gun.
** The reach of a spear gives +1 to Defense against opponents who are unarmed or wield weapons of Size 1.

275
APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS

Ranged Weapons Chart

Availability
Initiative

Example
Strength
Damage

Special
Range
Type

Size
Clip
Revolver, light 1 20/40/80 6 0 2 1 •• SW M640 (.38
Special)
Revolver, 2 35/70/140 6 -2 3 1 •• SW M29 (.44
heavy Magnum)
Pistol, light 1 20/40/80 17 + 1 0 2 1 ••• Glock 17
(9mm)
Pistol, heavy 2 30/60/120 7+1 −2 3 1 ••• Colt M1911A1
(.45 ACP)
SMG, small* 1 25/50/100 30 + 1 −2 2 1 ••• Ingram Mac-10
(9mm)
SMG, large* 2 50/100/200 30 + 1 −3 3 2 ••• HK MP-5
(9mm)
Rifle 4 200/400/800 5 + 1 −5 2 3 •• Remington
M-700 (30.06)
Assault Rifle* 3 150/300/600 42 + 1 −3 3 3 ••• Steyr AUG
(5.56mm)
Shotgun** 3 20/40/80 5+1 −4 3 2 •• Remington
M870
(12-gauge)
Crossbow*** 2 40/80/160 1 −5 3 3 •••
Repeating 1 20/40/100 9+1 −3 3 3 •••••
crossbow***
Stun gun 1 5 1 0 1 1 • Taser Stun; bonus successes
(ranged)*** don’t add to the modi-
fier for damage
Pepper spray 0 1/2/3 n/a 0 1 1 • Stun; Penalty, deals
no damage
Civilian max 4 10/30/— 30 −4 3 4 ••• N/A Incendiary****
flamethrower
Military max 4 30/50/— 30 −5 3 4 ••••• N/A Incendiary****
flamethrower
Homemade max 3 5/10/— 10 −2 1 1 • N/A Incendiary****
flamethrower
Damage: Indicates the number of bonus successes added to a successful attack. Weapons always deal lethal damage
against ordinary people. The type of damage may vary against supernatural opponents.
Ranges: The listed numbers are short/medium/long ranges in yards/meters. Attacks at medium range suffer a −1 penalty.
Attacks at long range suffer a −2 penalty.
Clip: The number of rounds a gun can hold. A +1 indicates that a bullet can be held in the chamber, ready to fire.
Initiative: The penalty taken to Initiative when wielding the weapon. If using more than one weapon, take the higher pen-
alty and increase it by 1.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a −1 on attack
rolls.
Size: Weapons of Size 1 can be fired one-handed; Size 2 weapons must be fired two-handed and can be hidden in a coat;
Size 3 weapons can be fired two-handed, but not hidden on one’s person.
Availability: The cost in Resources dots or the level of Social Merit needed to acquire the weapon.
Stun: Halve the victim’s Size when aiming for the head with intent to stun.
276
Services

Penalty: Pepper spray inflicts a −5 to all actions, reduced by one for every turn the victim spends rinsing his eyes.
* The weapon is capable of autofire, including short bursts, medium bursts, and long bursts.
** Attack rolls gain the 9-again quality.
*** Crossbows and ranged stun guns take three turns to reload between shots (stun guns must replace the compressed air
cartridge); a repeating crossbow takes five turns to reload fully. A crossbow can also be used to deliver a stake through the
heart (−3 to attack rolls; must deal at least five damage in one attack).
**** Flamethrowers inflict the Burning Tilt if they deal any damage to the target, but each attack can only deal damage up
to the flame’s size + heat. See p. XX for details.

Services
Die Die
Service Availability Bonus Service Availability Bonus
Academics Falsifying research/coverup ••• +2
Historical specialist consulting ••• +3 Lab access •• +2
Research assistance from grad •• +2 Athletics
students
Meditative assistance ••• +2
Translation of a dead ••• +2
language Personal trainer ••• +3
Throwing an athletic •••• +4
Computer competition
Custom phone application ••• +2
Brawl
Digital image enhancement •• +3
Arrange underground boxing ••• +2
Graphic design/forgery •• +2 ring
Crafts Bodyguard service ••• +3
Antiquities restoration ••• +2 Self-defense classes • +1
Auto repair •• +3 Drive
Custom equipment ••• +2 Chauffer •• +2
modifications
Stunt performance/mock ••• +3
Investigation crash
Consultation on evidence ••• +3 Tour bus rental •••• +2
Investigative photography ••• +2 Firearms
Private investigation/back- •• +2 Antique gun repair ••• +2
ground check
Cover fire from gangs ••• +3
Medicine Procuring smuggled military •••• +2
Black-market surgeon •••• +3 arms
Expert medical witness •••• +2 Larceny
Rush plastic surgery •••• +2 Breaking and entering ••• +2
Occult Security consulting ••• +2
Esoteric consultant/sage •••• +3 Stealing a protected relic •••• +3
Exorcist ••• +2 Stealth
Protective amulets or wards •••• +1 Strategic distraction ••• +3
Politics Tailing a suspect ••• +2
Campaign assistant ••• +3 Targeted vandalism •• +2
Cutting red tape (read: bribe) ••• +2 Survival
Spin doctor ••• +2 Field dress and preserve an ••• +1
animal
Science
Trail guide •• +3
Fact checking •• +3
277
APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS

Die Die
Service Availability Bonus Service Availability Bonus
Weatherproof a shelter •• +2 “Bad cop” interrogator ••• +2
Weaponry Deprogramming therapy ••• +2
Properly forged sword ••• +2 Persuasion
Identify wound from obscure ••• +2 Defense attorney ••• +3
weapon
Hostage negotiator •••• +3
Training in archaic warfare ••• +2
Pickup artist ••• +2
Animal Ken
Socialize
Buy a trained animal ••• +2
Catering ••• or +1 or
Identify animal droppings •• +1 •••• +2
Rule out natural causes of ••• +2 Elocution consulting ••• +1
death
Escort ••• +2
Empathy
Streetwise
“Good cop” interrogator ••• +2
Arrange a rave or block party ••• +2
Neutral arbitrator ••• +2
Black market access •• +2
Therapy session •• +1
Find crash space •• +1
Expression Smuggling contraband ••• +1
Document forgery ••• +3
Subterfuge
Ghostwriting •• +2
Amateur actor/actress •• +2
Motivational speech ••• +1
Con artistry ••• +2
Intimidation Gambling ringer ••• +2
Anti-interrogation training •••• +3

Vehicles
Durability/
Vehicle Dice Modifier Size Structure Speed
Motorcycle −1 7 2/9 100
Compact car −2 8 3/11 90
Station wagon −3 12 3/15 80
Sports car −1 10 2/12 140
Limousine −4 20 3/18 60
Van −3 18 3/21 80
Pickup truck −2 15 4/19 80
SUV −2 15 4/19 100
Motorboat −2 10 2/12 60

278
Customizing Gear

Customizing
Example Vehicle Modifications

Gear
• +1 dice modifier, to a maximum of +5

• +2 dice to a secondary equipment bonus, e.g. a


While a hunter has plenty of options for acquiring field- masterful paint job granting a bonus to Persuasion
work gear, sometimes even the military and the black market rolls
can’t help with the kinds of modifications necessary to bring • +2 Structure
down a werewolf or detect spirits. Some hunters just don’t
have the resources or connections for the fancy stuff and • +5 Speed
must make do with what they can scrounge up at the hard-
ware store. And sometimes, all they’ve got is a pickup truck, • Two modifications add the High Acceleration
a fence post, barbed wire, and five minutes. That’s where modification
custom gear comes in.
• Two modifications add 1 Size rank, which also
This book presents basic rules for building and modify-
increases Structure
ing equipment on p. XX. If players want to dig a little deeper
into the world of custom gear, use these optional expansions. • Two modifications add 1 Durability, to a maximum

Vehicle Modifications of 5

A vehicle can support a number of modifications equal Long-Term


to twice the mechanic’s Crafts rating; each modification re-
quires four hours to install. Characters don’t need to roll
Modifications
unless the character is under stress or lacks proper tools, Hunters are in it for the long haul, which means most
in which case the Storyteller can require an Intelligence + eventually end up with a personal arsenal of signature weap-
Crafts instant action for each modification. ons, gadgets, and gear. A member of the Lucifuge doesn’t
want to recalibrate her EMF reader to pick up the presence

279
APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS

EQUIPMENT MODIFICATION
Build Equipment penalty/
Modification Equipment Type Availability Vehicle mods
+1 weapon modifier Weapons •• −1 per +1 bonus, max. +3
+1 general or ballistic armor rating Armor •• −1 per increase, max. +3
+10 short/medium/long range Ranged weapons •• −1 per 10 yards, max. double origi-
nal range
Bane mods* Weapons/Armor •-••••• −1-3 depending on complexity
Balance optimization/recoil reduction Weapons/Armor •• −1
(−1 Str req., min. 1)
Built-in flashlight Weapons/Armor •• −2
Vehicle ramming weapons** Vehicles ••• 2 vehicle mods
* Salt shells and salt-and-pepper spray (p. XX) are simple examples of bane mods; others include using antiballistic gel
made with holy water in a bulletproof vest, making bullets or knife blades out of silver, or sewing bells into a suit of body
armor.
**For example, blades or stakes jutting from the front bumper. When hitting light objects, the weapons take the reciprocal
damage on a failed Dexterity + Drive roll instead of the vehicle, and damage dealt to the target is lethal.

of different kinds of demons each time, so she modifies it to in melee combat without switching weapons, onto a built-
easily cycle through the three frequencies she needs in sec- in metal lug; but many hunters simply duct tape a knife to
onds. Someone who hunts primarily vampires has a variety a gun and call it a day. The former has higher Availability
of creative ways to put a pointy wooden object through a and levies a greater Build penalty but is more stable. Any
dead heart on hand at all times. Every hunter’s private cache long-barreled firearm with a bayonet attached can use the
is unique, and some turn a decent profit by buying, selling, traits for a spear (p. XX) at close range. The Availability 1
and trading modified equipment to other cells. version snaps clean off when the wielder rolls a dramatic
Below is a more detailed list of common modifications hunt- failure. Many hunters attach knives made of silver or iron to
ers make to various kinds of equipment. The Availability of a their rifles for use as bane weapons.
modification adds to that of the original item and reflects how
difficult it is to acquire the materials necessary to make the modi-
Flamethrower
fication. If this would increase an item’s Availability beyond five Effect: Ordinary flamethrowers come in two types: ci-
dots, it requires multiple intervals of a Merit’s use or multiple vilian, for clearing out vegetation, and military, for dealing
Skill rolls to acquire the custom version, or clever bartering and with enemy fortifications. See the Ranged Weapons chart
roleplay; nothing can have an Availability beyond ten effective above for their traits; the capacity given is its equivalent
dots. Modification penalties given are the built-in penalties im- clip size for purposes of knowing when to reload the tank
posed on Build Equipment rolls to modify the original item. with fluid or propane. Flamethrowers are incendiary, mean-
ing they inflict the Burning Tilt if they deal any damage to

Sample
the target, but each attack can only deal damage up to the
flame’s size + heat. Normal flamethrowers inflict flames of

Custom Gear
bonfire size (Damage 2) and Bunsen burner heat (+2 dam-
age). Attacks use Dexterity + Firearms but suffer a –2 if the
attacker doesn’t have an appropriate specialty. A flamethrow-
Below are some examples of modified gear hunters keep er is capable of short, medium, and long bursts just like an
handy to even the odds against monstrous foes or track down automatic firearm (p. XX), and the target’s Defense doesn’t
the untraceable. apply against long bursts. Armor only applies if it’s specifi-
cally fire-resistant, or a monster has a particular power that
Armaments protects it.
A hunter can customize a flamethrower with an adjust-
Bayonet able nozzle that changes the kind of stream it creates, with a
Availability • or ••, Modification Penalty –1 or –2 modification Availability of • and penalty of –3. A focused
jet stream increases its ranges by 10 yards each and the heat
Effect: A rifle or shotgun can mount a bayonet, which
of its flame by +1. A wide spray reduces the total multiple
is a blade attached to the barrel so the wielder can engage
280
Sample Custom Gear

target penalty for medium and long bursts by 2. A mist spray


allows the weapon to fire only at its short range but elimi-
Salt-and-Pepper Spray
nates the multiple target penalty entirely and allows multiple Availability •, Modification Penalty –1
targets on a short burst. Such nozzles have a normal setting Effect: While pepper spray does a good job of distract-
as well. Switching nozzle modes is an instant action. ing everyday assailants, monsters often don’t react the way
Actual flamethrowers can be hard to come by, not to men- a human would to an eyeful of capsaicin. Dissolving a mea-
tion cumbersome to carry into a fight, but fire is such an essential sure of salt into the mix makes creatures that can’t abide salt
part of a hunter’s arsenal that few leave home without knowing flinch like anyone else, suffering the normal effects of pep-
how to make one in a pinch. A character can jury rig a civilian- per spray in addition to the usual bane effects. The victim
level flamethrower with a gun casing or garden hose, fuel, and suffers the Stun Tilt. An opponent struck suffers a -5 penalty
a lighter. She can also make a homemade version (modification to all actions. This penalty can be reduced by one for every
Availability •, penalty –1) that’s much cheaper and easier to turn spent rinsing the eyes with water.
build but less effective and more dangerous. Rigging a lighter to Salt Shells
line up with the barrel of a water gun and ignite when someone
pulls the trigger, and then filling the gun’s chamber with lighter Availability •, Modification Penalty –1
fluid, WD-40, or another flammable liquid, is a quick-and-dirty Effect: Normal shotgun shells are filled with shot — a
way to set monsters on fire. These flames are smaller (Damage cluster of tiny, round metal pellets. A hunter can fill a shot-
1), and they only cause the Burning Tilt after at least one full gun shell with rock salt instead, a trick for making the guns
turn of continuous fire. Dramatic failures with such weapons less lethal to normal targets (–1 damage modifier) but also
set the wielder herself on fire. Hunters can jury rig less-perma- allowing them to fire a spread of salt at a monster that treats
nent versions of this in the moment with nothing more than a it as a bane.
lighter and an aerosol can of hair spray.
Stun Gun/Cuffs
Mirror Darts Availability •, Modification Penalty –2
Availability ••, Modification Penalty –1 Effect: An ordinary stun gun is either handheld or fires
Effect: Cautious hunters take few chances when it comes darts tethered to the gun itself by wires up to 15 feet long.
to a deadly monster spotting them before they’re ready. By at- The handheld version can attack up to 50 times before its
taching small mirrors to magnetic or sticky darts loaded into battery must recharge, and uses Dexterity + Weaponry –
an air rifle or blowgun and fired at strategic points on walls Defense. The ranged version has similar battery life, but the
or other surfaces, a hunter can keep out of sight while spy- attacker must reload the darts after each shot, and it uses
ing around corners and give themselves better line of sight Dexterity + Firearms – Defense. Either version only deals
for shooting past obstacles. Placing a mirror dart requires a one point of lethal damage on a hit, but the rolled successes
successful Dexterity + Firearms roll, which the target may op- subtract from the target’s next dice pool. The ranged version
pose with Wits + Composure –2 to notice the dart. Using it leaves the darts embedded in the target’s body, adding three
to help aim a ranged attack reduces all penalties for conceal- successes automatically each turn; the target can remove
ment by one, including those for firing from concealment. them with a Strength + Stamina roll, penalized by the initial
rolled successes. With the handheld version, the attacker can
Repeating Crossbow roll Strength + Weaponry – (greater of the target’s Strength
Availability ••, Modification Penalty –3 or Defense) to similarly maintain the shock. Once accumu-
Effect: The crossbow’s biggest downside is its incredibly lated successes exceed the target’s Size, the target collapses
slow rate of fire due to the time it takes to reload a single into neuromuscular incapacitation. Once the shock ends,
bolt. Hunters rig repeating crossbows that can load and fire this lasts for (10 – target’s Stamina) turns.
additional bolts quickly from a magazine atop the shaft or Hunters who need to capture prey can attach a stun
replace the string entirely with a compressed air mechanism gun’s leads to a pair of handcuffs or set of shackles and run
that can propel bolts from a rotating cylinder. These don’t 15-foot wires from the cuffs to the trigger mechanism, cre-
fire as far or as forcefully, but six tries in a row can make up ating a convenient way to restrain (and potentially torture)
for that. creatures that shrug off mere steel. Once the character suc-
cessfully restrains the target (p. XX), no attack roll is neces-
Retractable Weapons sary to apply the shock each turn, and he may leave it active
Availability •, Modification Penalty –2 continuously or not as he chooses.
Effect: Hunters who prefer small melee weapons like
daggers, stakes, and batons rig them up to spring-loaded
Stunbolt/Stakebolt Gun
mechanisms they wear on their forearms. This way, they can Availability •, Modification Penalty –1
hide their weapons under jacket sleeves and bring them to Effect: A stunbolt gun, or captive bolt pistol, delivers a
hand with a flick of the wrist; a character can draw a loaded swift blow of incredible force at close range using compressed
retractable weapon reflexively, but it takes three turns to re- air or a blank firearm round to propel the rod inside just a
load the mechanism to do it again. few inches. Hunters use them as-is to punch through thick
281
APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS

monster hides, but those who fight things that die when you Hunters use them to detect the presence or recent passage
drive wood through their hearts can replace the steel rod of ghosts and other spirit-like entities, some of which emit
with a sharp wooden stake. When used to target the heart, electromagnetic fields of varying strengths depending on
the stakebolt version only needs to deal 4 damage in one at- the Potency of the entity. If the character actively watches
tack to penetrate rather than 5. an EMF detector when such an entity uses a Dread Power
Hunters can substitute other things for the rod as well, nearby, no roll is required to notice the spike in results.
such as a syringe or silver knife that needs extra oomph to Some EMF detectors are narrower in usage, picking up
pierce thick skin. only a certain frequency of readings. Others are broadband,
Despite the name, a stunbolt gun is a melee weapon, picking up a wide variety. A hunter can modify an EMF
with traits on p. XX. detector to quickly cycle through a selection of specific fre-
quencies common to various types of spirits, increasing the
High-Tech Devices equipment bonus to +3 to find evidence of those types. This
modification has an Availability of • and a penalty of –1 per
Radiation Imaging specific type of spirit for which the hunter wants to calibrate;
switching frequencies is a reflexive action.
Availability ••• or ••••, Modification Penalty –5
Effect: A hunter can modify a camera, either still or Hunter’s Best Friend
video, to pick up more of the electromagnetic spectrum than Availability ••, Modification Penalty –3
just the visible range of light. Infrared is the most common Effect: The so-called “Hunter’s Best Friend,” or “Vigil
wavelength viewed this way, to find fluctuations in tempera- knife,” is like an oversized Swiss Army knife containing a col-
ture that reveal the presence of living things (or ghost posses- lection of fundamental monster-hunting necessities. Any giv-
sion) even in complete darkness; but if a monster’s known en example may provide different tools depending on who
for giving off ultraviolet radiation or x-rays, a hunter could made it, but the basics include several pocketknives made
find those too with some work. At Availability ••••, she from different materials, like silver and iron; lockpicks; wire-
can also add software to a modified digital camera (or pair of cutters; penlights; blacklights; lighters; and tubes of useful
augmented reality glasses) to recognize and filter for specific substances, such as C4, blood for leaving false trails, poisons,
radiation patterns that suggest the presence of certain kinds chemicals, holy water or oil, and ritual components.
of monsters.
Signal Jammer
Availability •• or •••, Modification Penalty –1 or –3 Building and
Effect: A hunter can modify anything that transmits
signals, from walkie talkies to cell phones and Bluetooth de- Setting Traps
vices, to jam signals or cause feedback instead by flooding The Build Equipment rules on p. XX detail how char-
usable frequencies with noise. Most do it to stop monsters acters can make five types of equipment: physical objects,
that pretend at civilization from calling for backup, but in organizations, repositories, plans, and minor mystical tal-
some cases the monsters themselves or their inscrutable de- ismans. Hunters can also make a sixth type of equipment:
vices receive otherworldly signals that use radio frequencies. traps. Making a trap can involve actually building it from
Disrupting these can give a hunter precious seconds that can scratch, or just setting it up to await its prey. The dice pool
turn a fight around. for building a trap uses either Crafts or Survival.
If a hunter knows the specific frequency she wants to A trap doesn’t grant an equipment bonus to actions.
jam, the modification has lower Availability and a lower pen- Instead, it imposes a penalty to all attempts to escape its ef-
alty. Jamming a wide spread of common frequencies requires fects, whether the victim must free itself from captivity, avoid
much more specialized equipment, a generous power supply triggering the trap in the first place, or dive clear of an explo-
to drown out other signals, and delicate work. sion. Building a trap uses this trait instead of an equipment
Hunters can also simply acquire a signal jammer without bonus to determine the built-in penalty for the Crafts roll.
modifying other equipment; these have Availability ••••. For roleplaying purposes, a trap’s Build Equipment pen-

Investigation Aids
alty can reflect different things. Traps that rely on electronic
components or explosives require more care and more skill
to set in the first place, while cruder mechanical traps are
Electromagnetic relatively simple to set but harder to hide effectively.
Field (EMF) Detector A trap with the Fragile Condition (p. XX) can only hold
Effect: An ordinary EMF detector is a handheld device a monster until it falls apart, even if the monster fails its roll
that electricians use to pick up traces of electromagnetic to escape. Traps meant to deal damage, like a land mine, sim-
fields in appliances and wiring. It has an equipment bonus ply become inert after Fragile resolves. A dramatic failure to
of +2, Availability •, Durability 1, Size 1, and Structure 2. build or set a trap usually results in the hunter herself falling

282
Building and Setting Traps

victim to the trap’s effects. Hunters can risk Willpower (p. Exceptional Success: The character avoids the trap’s ef-
XX) to set or spring traps for monsters and can Jury Rig (p. fects and manages to deactivate the trap, ruin it, or make it
XX) traps during action scenes, but can’t combine the two, temporarily inert without another roll.
since every failure on a Jury Rigging action is already a dra- Failure: The character sets off the trigger but notices it
matic one. immediately.
If a character uses a creature’s bane in a trap’s construc- Dramatic Failure: The character sets off the trigger and
tion, the creature suffers all the usual effects of coming into doesn’t even notice until the trap’s effects take hold; he for-
contact with the bane (p. XX). The Storyteller may impose feits any rolls to escape these effects for a number of turns
additional penalties to the creature’s attempts to escape in equal to the Crafts rating of whoever set the trap.
this case, but these don’t factor into the Build Equipment
penalty. However, characters can only build physical traps
with these rules, which are only capable of affecting corpo-
Example Traps
real creatures. To catch ghosts, spirits, and other things that Below are some example traps that hunters build or set.
require mystical binding to contain, hunters must use the The trap penalty listed here is for the trap’s effects only; any
Bind/Ward Tactic (p. XX). trap that notes activation by trigger adds the appropriate trig-
ger penalty, as above.
Trap Triggers Bear Trap
Some traps take effect when the victim activates a cer- Trap Penalty –1, Durability 3, Size 2, Structure 5,
tain trigger, like stepping on a pressure plate or turning a Availability ••
doorknob rigged with a hidden switch. Each type of trigger Effect: A bear trap is a large metal contraption that
carries an innate trap penalty of its own, reflecting how dif- looks something like a set of deadly jaws. For this reason,
ficult it is to notice or avoid. A trap’s overall penalty is a they’re also commonly called jaw traps. When a creature
combination of the trigger’s penalty and the effects’ penalty, steps into the bear trap, it triggers the built-in pressure plate,
rolled into one as an abstraction of the trap’s overall effec- snapping the jaws shut on the creature’s leg. Due to the ser-
tiveness, to a maximum of –5. rated edges on the trap, this can cause massive bleeding or
For instance, a bear trap triggers when someone steps even broken bones.
on its pressure plate, which carries a –1 penalty. The trap’s The jaw trap deals three points of lethal damage and ig-
effect is a pair of metal jaws that shut tightly on the victim’s nores two points of armor or Durability. In an action scene, it
leg; escaping those represents another –1 penalty, bringing also imposes the Leg Wrack Tilt (p. XX). A character trapped
the total trap penalty to –2. Players and Storytellers improvis- in the jaws can attempt to escape as an instant action. Doing
ing traps on the fly can estimate the penalty imposed by its so requires a Strength + Stamina roll. Failure causes another
intended effects and then add the necessary trigger penalty. point of lethal damage as the jaws dig in further. Creatures
Here are some example triggers: without opposable thumbs cannot escape this way and must
rip themselves free.
Trigger Penalty Rolls to hide a bear trap suffer its trap penalty. It’s dif-
Pressure plate/Spring –1 ficult to hide due to its awkward shape and weight.
Tripwire/Snare –1 Deadfall Trap
Hidden switch/Booby-trapped device –2 Trap Penalty –1, Durability 2, Size 5, Structure 7,
Manual trigger (detonator, lever, etc.) –2 Availability •
Motion sensor –3 Effect: At its simplest, a deadfall trap is a heavy object
or pile of rubble suspended above a trigger. When activat-
Avoiding a Trigger ed, the object falls and crushes the victim beneath its bulk.
Controlled demolition can also create a deadfall trap by de-
A character who’s about to trigger a trap rolls once to stroying structural supports and causing a wall or ceiling — or
both notice and avoid it. This action is only contested for even an entire building — to collapse on top of the victim.
traps with manual triggers, such as an explosive that a hunter A deadfall trap deals three levels of lethal damage and
must detonate by hand. imposes the Immobilized Tilt. Escaping requires a Strength
Action: Reflexive + Athletics roll to shift aside the object or rubble. Dramatic
Dice Pool: Wits + Composure — trap penalty vs. Wits failures often inflict the Arm or Leg Wrack Tilt to reflect
+ Dexterity twisted ankles and the like.
Roll Results Mine
Success: The character notices the trigger in time to Trap Penalty –2, Durability 3, Size 1, Structure 4,
avoid the trap’s effects. Availability •••

283
APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS

packed with shrapnel has Damage +3 instead. Mines built to


deal damage to vehicles as they pass, rather than individuals,
EXPLOSIVES have Blast Area 3 and Force 3, and increase the trap penalty
to –3.
Explosive equipment, such as a
grenade or a land mine, has the The character who triggers a mine doesn’t get a roll to
following traits: dive for cover; he’s already doomed himself by failing to avoid
the trap in the first place. The Storyteller might allow other
• Damage: automatically characters in the area to roll depending on circumstances.
inflicted on everyone and
everything in the blast Net
radius. Aggravated at ground Trap Penalty –1, Durability 1, Size 3, Structure 4,
zero, lethal in primary Availability •
blast area, bashing in
secondary area. Objects Effect: Characters can deploy nets in many ways. The
downgrade levels equal Restrain grappling move (p. XX) and the Capture Tactic (p.
to Durability; remaining XX) are the most common, but hunters can fire a weighted
aggravated damage bypasses net from a net gun, or from a camouflaged rocket-powered
Durability entirely. launcher to catch monsters unawares (which counts as a
manual trigger). They can also rig a net with a snare trig-
• 
Blast Area: listed blast ger, hiding it underfoot until the prey stands in its center
area is the primary and then hauling it up to hang suspended with the creature
area; secondary area is inside.
twice that. Ground zero
is a smaller area in the The key to trapping a monster in a net is to entangle it
explosive’s immediate in the mesh, limiting its movements. An entangled target
vicinity. suffers the Immobilized Tilt (p. XX) but attempts to free it-
self don’t cause any damage unless the net is made of razor
• 
Force: roll Force as an wire or something similar, in which case it deals one point
attack dice pool to inflict of lethal damage per escape attempt and has Durability 3
additional damage; only instead.
apply Defense if a victim
has supernatural speed. Pit Trap
Mundane armor only counts
for half its ballistic Trap Penalty –1 or –2, Durability 1, Size 6, Structure 7,
rating. Add the explosive’s Availability •
Damage trait as a weapon Effect: By default, a pit trap is just a deep hole dug into
modifier to the rolled the ground, then covered with foliage, a tarp, rickety planks,
successes. or something else to keep it hidden. If it’s a permanent fea-
ture, it might have walls lined with wood, stone, or another
• 
Tilts: anyone who takes
material, which could increase the Durability. Hunters usu-
damage from an explosive also
suffers the Deafened Tilt. ally build pit traps near something that will attract a mon-
Individual explosive types ster, like enticing prey or the entrance to a building. If the
may impose other Tilts also. concealment fools the creature, it falls into the pit when it
steps on whatever hides the hole from view and can’t climb
back out. Ordinary pit traps are usually about two meters
deep, but hunters dig them deeper to keep foes with super-
human abilities from leaping out.
Effect: A mine is anything designed to do harm when a
victim activates the trigger. It could be a proper land mine, Regular pit traps inflict falling damage as normal and
but more often hunters create makeshift explosives using impose a –1 total trap penalty, increased by one for every
gunpowder or chemicals. A mine could release toxic gas or additional meter of depth beyond two meters. A hunter can
flames instead of exploding or could deal additional shrap- line the pit with barbed wire or sharp spikes to deal an addi-
nel damage with nails or other sharp objects. tional one point of lethal damage and impose a –2 trap pen-
alty instead. She can even tip the spikes with poison to make
Mines that release tear gas or toxins use the rules for
the trap even meaner. Escaping a pit trap requires a Strength
poisons (p. XX) but apply to everyone within a few yards. An
+ Athletics – (trap penalty) roll to climb or jump out.
incendiary mine sets the victim and objects nearby on fire,
per the rules on p. XX. Explosive mines have the following Rigging a pit trap with a trapdoor that the hunter can
traits: Damage +2, Blast Area 1, Force 2. An explosive mine operate with a lever or electrical controls is an equipment
modification with a Build Equipment penalty of –1 or –2

284
Building and Setting Traps

depending on how complex and reliable the mechanism is.


Spring Gun
Silent Alarm Trap Penalty –1, Durability 2, Size 2, Structure 4,
Trap Penalty –2, Durability 1, Size 1, Structure 2, Availability ••
Availability •• Effect: Characters can rig a gun, such as a shotgun or
Effect: A hunter can rig a silent alarm by pairing a trig- rifle, or anything else that launches projectiles, to fire when
ger with a device that sends out a signal. A character might a victim activates the trigger. Hunters most commonly use
receive the signal via radio, cell phone, or something else. these to trap a door, shooting anyone who opens it. Ordinary
Hunters set silent alarms when they want to know when a firearms deal their usual damage. A hunter can use this type
monster has taken their bait, or when it’s too dangerous to of trap to launch just about anything: tranquilizer darts,
directly engage. The alarm has no effect on the monster. weighted nets, or even a distinctive scent for tracking. Such
a trap might not target the victim directly, but simply exist
to make a loud noise and alert the hunters to an intruder’s
presence.

285
APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS

Tilts provide Condition-like mechanical expressions action in the fight. He can still run, Dodge, and apply
that may be employed during an action scene. This section Defense. If he wishes to take another action, the Storyteller
contains Tilts to add further dimension and flavor to your should judge whether the action is aggressive enough to re-
chronicles. Each presented Tilt is optional and intended quire the expenditure.
for use to set the tone of the story you desire to tell; new Causing the Tilt: The character suffers bashing damage
Tilts may be created by the Storyteller to accommodate their in excess of his Stamina or any amount of lethal damage.
needs. Ending the Tilt: The character surrenders and gives the
Many of these Tilts are mechanical expressions that re- aggressor what he wants. At this point, the character regains
flect a sudden and immediate impact to a character’s physi- a point of Willpower and takes a Beat but can take no fur-
cal or mental health following a dramatic moment or act of ther action in the fight. If the aggressor’s intent is to kill
violence. They are not to be used to represent long-term dis- or injure the character, obviously surrendering isn’t a good
abilities in your game. It is assumed that disabled characters option.
uphold the Vigil just as well as abled characters do.

BLINDED
ARM WRACK
Personal
Personal Description: A sighted character’s eyes are suddenly
Description: The character’s arm is painfully (and de- damaged.
bilitatingly) injured. Effect: The character suffers a –3 penalty to any rolls
Effect: The affected character drops whatever they’re that rely on vision — including attack rolls — and halves his
holding in that arm and can’t use it to attack opponents. If Defense if one eye is blinded. That penalty increases to –5
this effect spreads to both limbs, roll only a chance die on and loss of all Defense if both eyes are affected.
any rolls that require manual dexterity, and take –3 to all Causing the Tilt: The normal way to inflict the Tilt is
other Physical actions. to deal damage to the target’s eyes, a specified attack with a
Causing the Tilt: Supernatural power or targeted blow –5 penalty (see Specified Targets, p. XX). A successful attack
(–2). normally damages one eye. It takes an exceptional success to
Ending the Tilt: Mark an X under the leftmost Health totally blind an attacker. An attacker can inflict temporary
box affected by the attack. The Tilt ends when the damage blindness by slashing at her opponent’s brow, throwing sand
that caused it heals. into his eyes, or kicking up dirt. This requires an attack roll
of Dexterity + Athletics with a –3 penalty, and the victim’s
Defense applies to this attack. If it succeeds, the target is
BEATEN DOWN Blinded for the next turn.
Ending the Tilt: If an attack against the character’s eye
Personal does any points of damage, mark an X under the leftmost
Health box affected by that attack. If the damage inflicted is
Description: The character has had the fight knocked
aggravated the character loses vision in that eye permanently.
out of him.
Otherwise, the condition ends when the damage that caused
Effect: The character cannot take active part in the the Tilt is healed.
fight without extra effort. The player must spend a point of
Willpower each time he wants the character to take a violent

286
Tilts

a targeted attack on the ear — at a –4 penalty — can deafen


CROWDED a character.
Ending the Tilt: Deafness caused by loud noises fades
after (10 – the victim’s Stamina + Resolve) turns. If an attack
Environmental
against the character’s ear does any points of damage, mark
Description: Bodies press in on all sides. Sweat and per- an X under the leftmost Health box affected by that attack.
fume cling to the air. Passers-by in a hurry give you little The Tilt ends when the damage that caused the it is healed.
room to move.
Effect: After every missed attack, roll a chance die.
On a dramatic failure, something or someone in the back- DESPERATE
ground gets harmed; the original attack affects a different
target instead, applying to that target’s Defense (for people)
or Durability (for objects). Ranged attacks abide by the usual Personal
rules for shooting into close combat (p. XX), but they apply Description: You’re on your last legs, but that’s not go-
to any character within two yards of the target even if they’re ing to stop you.
not engaged in close combat. Effect: A character at the end of her rope may exchange
Causing the Tilt: Any place packed with people can two dice from an attack roll to increase her damage by 1 (of
cause the Crowded Tilt. The Tilt can also be used to reflect the same damage type she’d normally cause). This cannot
any location crammed full of objects. Either way, when the result in more than a –6 penalty for 3 damage. This super-
Tilt is in effect, it means that collateral damage matters. sedes the normal limit of –5 on penalties. For example, if her
Ending the Tilt: Waiting until the crowd clears or tak- Dexterity + Firearms is 7, she may reduce herself to a single
ing the fight elsewhere. die to add 3 damage; if it’s 6, she may reduce herself to a
chance die for the same bonus.
Causing the Tilt: To become Desperate, a character
CROWDED: TRAFFIC must be suffering a wound penalty and have no Willpower
points remaining.
Ending the Tilt: Tilt ends at the end of the scene, or
Environmental
when the character becomes unconscious.
Description: For places crowded with people and things,
the Crowded Tilt provides an ideal mechanical expression
for the dangers of collateral damage. Use this Tilt for a more
traffic specific environmental threat.
DETRITUS
Effect: The chance that cars or people will get damaged
is the same as the Crowded Tilt — roll a chance die when Environmental
an attack misses. Collateral damage and ranged attacks work Description: Fragments of rock litter the ground. Shards
the same way as well, and any such damage that occurs in the of glass gleam and the flickering light of a streetlamp.
middle of the street stops traffic. This fight is highly visible Effect: Crossing this area moving faster than half Speed
and dashboard cams or cell phones are certainly recording requires a Dexterity + Athletics roll. Failure means that the
the altercation, which may have dramatic repercussions later. character loses his footing, tumbling onto the loose detritus
Every other turn, the Storyteller rolls a chance die. On a suc- and taking 2 bashing damage. At the Storyteller’s discretion,
cess, traffic starts moving again. shrapnel or glass may deal lethal damage instead, or inflict
Causing the Tilt: Fighting in traffic. the Arm or Leg Wrack Tilt (p. XX).
Ending the Tilt: Getting the fuck out of there. Causing the Tilt: Any circumstances in which charac-
ters fight or chase each other somewhere with dangerous
fragments on the ground.
DEAFENED Ending the Tilt: The best solution is to take the fight
elsewhere, unless the combatants desire to spend their time
tidying up the area instead.
Personal
Description: The character suddenly can’t hear.
Effect: If the character is deaf in one ear, he suffers a –3 DRUGGED
penalty to hearing-based Perception rolls. A character deaf in
both ears only gets a chance die on hearing-based Perception
rolls and suffers a –2 penalty to all combat related dice rolls. Personal
Causing the Tilt: A particularly loud noise within 10 Description: The character’s mind is addled by mind-
feet of the character may cause temporary hearing loss, as altering substances, such as alcohol or drugs.
though the character were deaf in both ears. Alternatively, Effect: A generic narcotic can be represented with one

287
APPENDIX TWO: TILTS

set of modifiers; the character suffers a –2 penalty to Speed


(and static Defense, if used) and a –3 penalty to all rolls FILTH
in combat, including Initiative. The character also ignores
wound penalties.
Environmental
Causing the Tilt: If the character has chosen to take
drugs, he suffers their effects. To administer drugs to an- Description: Stratified filth covers the ground. The
other character is a Dexterity + Weaponry attack, suffering smell of decay and refuse clings to the air. Flies buzz at your
a –1 modifier for the improvised weapon. If the drug has to ears and cockroaches slither at your feet.
go into a specific body part (such as an arm or mouth), it Effect: A character with open wounds in a Filthy envi-
requires an attack against a specified target. ronment runs the risk of becoming infected, resulting in the
Ending the Tilt: A generic narcotic lasts for (10 – the Sick Tilt and potentially a worse Condition. For the pur-
victim’s Stamina + Resolve) hours. Medical help, such as poses of this Tilt, define an open wound as any amount of
pumping the victim’s stomach or flushing his system, halves lethal or aggravated damage. Depending on the type of filth
this time. represented, characters within the area suffer a –2 penalty to
Speed and –1 to Dexterity rolls (mounds of trash to navigate,
slippery decomposing things on the ground), perception-
EXTREME COLD based rolls (the cloying stench of garbage), attacks (uneasy
footing, distractions), and anything else applicable.
Causing the Tilt: Entering a rat-infested, trash-strewn
Environmental (sometimes Personal) area. Spilling hazardous waste, upending a dumpster or emp-
Description: Bone-chilling winds bite through the char- tying a garbage truck could cause an area to become Filthy.
acter or trudging through knee-deep snow takes all of the The Taint Dread Power.
sensation from his limbs. Ending the Tilt: Leaving the area. Any place befouled
Effect: When the temperature is below freezing, charac- enough to be considered Filthy can’t be cleaned up in any
ters can’t heal bashing damage. Characters who heal faster small amount of time.
than normal instead halve their normal healing rate. For
every hour that a character is continuously affected by this
Tilt, he accrues a –1 penalty to all rolls. When that penalty IMMOBILIZED
hits –5, he instead suffers a point of lethal damage per hour.
Causing the Tilt: A frozen environment, outside in the
Personal
Arctic tundra, a walk-in freezer, etc.
Description: Something holds the character fast, pre-
Ending the Tilt: The best way to escape the freezing
venting him from moving.
cold is to find a source of warmth. A character with hypo-
thermia requires medical attention. Effect: The character can’t do anything but wriggle help-
lessly. He can’t apply Defense against incoming attacks and
can’t take violent actions. If someone’s holding him down,
EXTREME HEAT he can spend a point of Willpower to deliver a head butt or
similar attack, but even that might not free him.
Causing the Tilt: This Tilt may come from the Restrain grap-
Environmental (sometimes Personal) ple move, and some monsters’ Dread Powers may inflict the Tilt.
Description: The character might be in a desert with Ending the Tilt: An Immobilized target can break free
the sun beating down on him or running through the steam by escaping from a grapple or snapping whatever binds her.
tunnels surrounding an old boiler room. This Tilt can also If held by an item, roll Strength + Athletics penalized by
be personal, the result of a fever. the item’s Durability. If a character’s arms and legs are both
Effect: Characters can’t heal bashing damage — the ex- bound, gain a –2 penalty, up to –4 if hogtied. On a success
treme temperature deals damage at the same rate normal he breaks free. Each roll, successful or not, deals a point of
characters heal it. Characters who heal faster than normal bashing damage. If held by a Dread Power, the power’s effect
instead halve their normal healing rate. For every hour that will fade at the end of the scene. The character can spend a
a character is continuously affected by this Tilt, he accrues a Willpower to gain a Clash of Wills to break free.
–1 penalty to all rolls. When that penalty hits –5, he instead
suffers a point of lethal damage per hour.
Causing the Tilt: This Tilt is usually caused by environ- INFERNO
mental factors — being out at noon in the desert or spending
too long in a sauna or forge.
Environmental
Ending the Tilt: Get out of the heat. Find shelter or
Description: The area is on fire. Anything flammable is
shade or remove yourself from the heat source.
either already burning or will be soon.

288
Tilts

Effect: All characters suffer a –2 to all rolls due to smoke similar effects; administering such a drug is a Dexterity +
and heat. After two turns, any character that breathes also Weaponry attack, which suffers a –1 modifier.
suffers 2 bashing per turn due to smoke inhalation. After Ending the Tilt: The Tilt wears off at the end of the
three turns, the character also suffers 1 lethal per turn from scene. The victim can spend a point of Willpower before
burns and must succeed on a Dexterity + Stamina roll each then to act normally for one turn. A successful attack will
turn to avoid catching fire (see p. XX). also end the Tilt. If a character has been knocked insensible
Ending the Tilt: Different types of fire require different by drugs, then when this Tilt ends it is replaced with the
methods to extinguish; in general, cutting off the fire from its fuel Drugged Tilt.
sources does the trick. Water, carbon dioxide, sand, and baking
soda can be useful, depending on the size and type of the
fire. Eventually all fires burn themselves out, but that can be KNOCKED DOWN
cold comfort in the aftermath of a destructive blaze.
Personal
INSENSATE Description: Something knocks the character to the
floor.
Effect: The character is knocked off her feet. If she
Personal hasn’t already acted this turn, she loses her action. Once
Description: The character shuts down, either due to she’s on the ground, a character is considered prone. The
extreme fear or sudden pleasure. character can still apply Defense against incoming attacks
Effect: The character can’t take any actions until the and can attempt to attack from the ground at a –2 penalty.
Tilt is resolved. He can apply Defense to incoming attacks, Causing the Tilt: A melee weapon with a damage modi-
and if he takes any damage from an attack, he’s knocked free fier of +2 or greater, or a firearm with a damage modifier of
of whatever fogged his brain. +3 or more can be used to knock a character down with the
Causing the Tilt: Several supernatural powers can leave force of the blow. Alternatively, a melee weapon or unarmed
their victim in a trance-like state of heightened emotion. A attack can knock an opponent down with a targeted attack
great deal of alcohol or a hallucinogenic drug might have against the legs (–2 modifier). The attacker declares that he

289
APPENDIX TWO: TILTS

wants to knock his opponent down, and halves the total Ending the Tilt: When the driver slams on the breaks,
damage done (rounding down). On a successful attack, the when the vehicle reaches its destination, or when the object
target is knocked down. in motion is enacted upon by another force.
Ending the Tilt: The easiest way to end this Tilt is to
stand up, which takes an action. A character who hasn’t yet
acted can make a Dexterity + Athletics roll, minus any weap- POISONED
on modifier, instead of her normal action. If successful, she
avoids the effects of this Tilt. Personal
Description: You’ve got poison inside you.
LEG WRACK Effect: This Tilt applies a general sense of being poisoned
to a character without worrying about Toxicity during com-
bat. For the purposes of this Tilt, a poison is either “moder-
Personal ate” or “grave” — a moderate poison causes one point of bash-
Description: Pain or numbness in the leg. ing damage per turn of combat, while a grave poison ups that
Effect: If the leg is broken, sprained, or dislocated, halve to one point of lethal damage per turn. If the Storyteller cares
your Speed and suffer a –2 penalty on Physical rolls that to continue the effects of the poison outside of combat, he
require movement (and Defense). If both of your legs are can apply the standard rules for handling poisons and toxins
wracked, you fall over — taking the Knocked Down Tilt — when combat is complete.
and cannot get up. Your Speed is reduced to 1; moving pre- Causing the Tilt: Ingesting a poison inflicts this Tilt.
cludes other actions. Physical rolls that require movement Injecting your opponent with a poison counts as a Dexterity
are reduced to a chance die. + Weaponry attack and suffers a –1 modifier. Certain mon-
Causing the Tilt: Some supernatural powers can cripple sters may inflict this Tilt as a part of a normal attack.
a victim’s limbs. A character can have his leg knocked out by Ending the Tilt: Immediate medical attention. Roll
a targeted blow to the leg (–2 penalty) that deals more dam- Stamina + Resolve as a reflexive action each turn. If your
age than their Stamina. character intends to act (meaning, takes a non-reflexive ac-
Ending the Tilt: If the Tilt is inflicted as a result of an tion), the roll suffers a –3 penalty. Success counteracts the
attack, mark an X under the leftmost Health box affected by damage for one turn.
that attack. The Tilt ends when that damage that caused it
has healed.
SICK
MOVING TERRAIN Personal
Description: The character suffers symptoms related to
Environmental illness, such as nausea or fever.
Description: Your stage of battle charges forward, shud- Effect: The sickness is either “moderate” or “grave.” A
dering beneath you as it goes. It’s a struggle to keep your moderate sickness causes a –1 penalty to all actions during
footing and fight at the same time. combat. That penalty increases by one every two turns (the
Effect: At the end of each character’s turn, they must first two turns, the character suffers a –1 penalty, the next
succeed on a Dexterity + Athletics roll or suffer the Knocked two turns the penalty is –2, and so on up to a maximum
Down Tilt. Other Dexterity rolls (such as leaping from seat of –5 on turn nine). A grave sickness inflicts the same dice
to seat on a bus or a subway car) and Dodge rolls are penal- penalties as a mild sickness, plus 1 point of bashing damage
ized by –1, or –2 if the ride is rough or the vehicle is moving per turn of combat.
extremely fast. If the struggle takes place in a small vehicle, Causing the Tilt: Certain supernatural effects may cause
such as the back seat of a car, apply the effects of the Tight sickness. Otherwise, exposure to the disease or a sample may
Tilt (p. XX) as necessary. If characters fight on the outside cause it.
of a moving vehicle, failing the roll to stay upright may have Ending the Tilt: Penalties fade at a rate of one point per
other consequences, such as falling a great distance or into turn once the character has a chance to rest, but any damage
traffic. Fighting outside the vehicle always imposes the full inflicted remains until the character can heal.
–2 penalty, and may also require that characters dodge de-
bris, overpasses, low-flying birds, and so on.
Causing the Tilt: Fighting in a moving vehicle. The ve- STUNNED
hicle may already be in motion before the fight breaks out,
such as a clash on an airplane. A bus or a train may lurch
Personal
into motion after the fight has already begun, or a driver may
floor it when his passengers draw knives. Description: The character is dazed an unable to think
straight.
290
Tilts

Effect: A character with the Stunned Tilt loses her next witnesses something truly horrific the Storyteller can rule
action, and halves her Defense until she can next act. that the Tilt is unavoidable.
Causing the Tilt: A character can be stunned by any Certain monsters with mind-affecting powers can apply
attack that deals at least as much damage as her Size. Some this Tilt, even to characters who do not have an appropriate
weapons have a “stun” special ability. These double the weap- Condition.
on modifier only for the purposes of working out whether Ending the Tilt: The specific effects of this Tilt don’t
the attacker inflicts the Stunned Tilt. Attacks against the tar- normally last beyond the end of the scene. To end it earlier,
get’s head (see Specified Targets, p. XX) count the character’s roll Resolve + Composure as an instant action, contested
Size as 1 lower. Certain Dread Powers may cause this Tilt. by a dice pool of (10 – her Willpower). She can’t take any
Ending the Tilt: The effects of this Tilt normally only other actions that turn and doesn’t apply Defense against
last for one turn. The character can end the Tilt during her any attacks.
own action by reflexively spending a point of Willpower to
gather her wits, though she suffers a –3 modifier to any ac-
tions she takes that turn. UNSTABLE TERRAIN
Environmental
TIGHT SPACE Description: The structure beneath your feet shudders
as you move. It’s moments from collapsing beneath you.
Environmental Effect: Any kind of movement requires extreme care,
Description: You and your opponent can barely throw imposing a –2 penalty to Dexterity rolls, which can include
punches in these close quarters. You stand close enough to ranged attacks and other violent actions at the Storyteller’s
smell each other’s sweat and resort to knees and elbows. discretion, and to all rolls during a chase. Characters may
Effect: The characters fight in in a narrow or enclosed move at half Speed without issue but must make Dexterity +
space, which leaves little room to maneuver. Any of the fol- Athletics rolls at a –2 to move faster than that. Failure leads
lowing options can be used to reflect fights in a tight space: to a swift fall onto whatever lies below, inflicting damage as
appropriate. Depending on how far your character falls, a
• Size 3 or higher weapons cannot be used
slip from an unstable place may be fatal.
• –2 penalty to melee attacks and -3 to ranged attacks Causing the Tilt: A condemned building, hastily erected
barricade, a makeshift ladder or any other construct on the verge
• Reduce all damage ratings by 1 of breaking can be sources of the Unstable Tilt. A character
Causing the Tilt: Fighting in the back seat of a car, could also sabotage something stable. The Taint Dread Power.
clashing with an opponent in a narrow hallway, ambushing a Ending the Tilt: The Tilt ends when the combatants
target in an airplane bathroom, and so on. move away from the Unstable area, or when the unstable
Ending the Tilt: Moving to a less cramped space. A structure is secured or collapses.
character with a Brawl or Weaponry Specialty in close-quar-
ters fighting may ignore the penalties to melee attacks with
the appropriate Skill while fighting in tight spaces. VISCOUS TERRAIN
Environmental
TRAUMATIZED Description: Mud, tar, swampy water, or worse clings to
your legs, pulls on your shoes and threatens to suck you in.
Personal Effect: Clinging goop halves Speed. The longer charac-
Description: The character suffers from a panic attack, ters fight or move in viscous material, the more difficult it
sudden imbalance, or a full-on psychotic break. becomes as the wet and sticky substance weighs down cloth-
Effect: The character gains a +1 bonus to all combat ing. For every turn after the first, characters accumulate a –1
rolls but takes actions after everyone else (if two characters penalty to Physical actions, to a maximum of –3. If at any
suffer from the Traumatized Tilt, both act after everyone point a character falls or is thrown into the viscous goo, he
else but compare Initiative as normal). A character suffering immediately accumulates the maximum penalty.
from this Tilt cannot spend Willpower in combat and suffers Causing the Tilt: Throwing down in a swamp, mud-
a –3 penalty to all Social rolls. soaked vacant lot, tar bed, or something stranger or more
Causing the Tilt: Any character with an appropriate horrifying. An area could be flooded with goop ahead of
Condition may acquire the Traumatized Tilt. The Storyteller time, or a fight could take place in a small room rapidly fill-
can call for a Resolve + Composure roll to resist a general ing with mud or sewage. The Taint Dread Power.
anxiety that gnaws at the character’s mind. If the character Ending the Tilt: Getting out of the affected area.

291
APPENDIX ONE: EQUIPMENT, GEAR, AND TRAPS

Conditions in Hunter may be acquired after visiting Intimidation Skill.


mysterious places, encounter a monster’s Dread Powers, or Resolution: Regain a dot of Integrity, lose a dot of
through normal gameplay. They represent mechanical effects Integrity, or achieve an exceptional success on a breaking
a character experiences following a dramatic moment in a point.
chronicle, and are not to be used to add rules to a character’s Beat: You back down from a confrontation or fail a roll
permanent disability. due to this Condition.
The use of Conditions is at the Storyteller’s discretion,
but should be addressed with players prior to gameplay.
CRIPPLED (PERSISTENT)
ADDICTED (PERSISTENT) Your character has limited or no ability to walk. Her
Speed trait is effectively 1. She must rely on a wheelchair or
Your character is addicted to something, whether it’s other device to travel. A manual wheelchair’s Speed is equal
drugs, gambling, or other destructive behaviors. She needs to your character’s Strength and requires use of her hands.
to indulge her addiction regularly to keep it under control, Electric wheelchairs have a Speed of 3 but allow the charac-
and it takes over her life. Choose a specific addiction upon ter free use of her hands.
taking this Condition; characters can take this Condition An injury can cause this Condition temporarily, in
multiple times for different addictions. Being unable to feed which case it is resolved when the injury heals, and the char-
the addiction results in the Deprived Condition. acter regains mobility.
Possible Sources: Alcoholism, substance abuse, an ex- Beat: Danger or severe inhibition due to the disability.
ceptional success on a breaking point.
Resolution: Gain or lose a dot of Integrity.
Beat: Your character chooses to get a fix rather than ful- DEMORALIZED
fill an obligation or causes significant complications for her
cell by indulging her addiction. Your character is shaken by the harsh realities of the
Vigil and hesitates in the face of the enemy. Spending a
Willpower point only adds one die to the pool rather than
AMNESIA (PERSISTENT) three when she takes an action against a monster, and you
cannot risk Willpower at all. Take a –4 to Initiative rolls, and
Your character is missing a portion of her memory. An a –2 penalty to contested actions and resistance rolls that use
entire period of her life is just gone. This causes massive dif- Resolve or Composure.
ficulties with friends and loved ones. Resolution: Achieve an exceptional success on an at-
Beat: Something problematic arises, such as a forgotten tack or contested roll against a monster, win a fight against a
arrest warrant or old enemy. monster, or escape an encounter with a monster unharmed.

BROKEN (PERSISTENT) DEPRIVED


Whatever you did or saw, something inside you snapped. Your character suffers from an addiction. Because your
You can barely muster up the will to do your job anymore, character is without it, she’s unable to focus and contain
and anything more emotionally intense than a raised voice herself. Remove one die from her Stamina, Resolve, and
makes you flinch and back down. Apply a –2 to all Social Composure dice pools. This does not influence derived traits;
rolls and rolls involving Resolve, and a -5 to any use of the it simply influences dice pools that use these Attributes.

292
Conditions

A character suffering from addiction may take this a –2 to any Resolve or Composure rolls to defend against
Condition as a Persistent Condition. Subterfuge, Empathy, or Intimidation rolls.
Resolution: Indulge in the deprived Vice, therapy. Resolution: The character makes restitution for what-
ever they did; the character confesses their crimes.

EMBARRASSING SECRET
INFORMED
Your character has a secret from his past that could
come back to haunt him. If this secret gets out, he could be Your character has a breadth of research information
ostracized or maybe even arrested. If the secret gets out, the based on the topic she investigated. When you make a roll
Condition becomes the Notoriety Condition (below). relating to the topic, you may shed this Condition. If the roll
Resolution: The secret gets out. failed, it is instead considered to have a single success. If it
succeeded, the roll is considered an exceptional success. The
roll that benefits from the Informed Condition can be any
FRAGILE relevant Skill roll. For example, a character with Informed
(ghosts) might gain its benefit when using researched infor-
The equipment the character is using to aid mation to build a weapon from its bane using the Crafts
his action won’t last long for some reason, wheth- Skill. Combat rolls cannot benefit from this Condition.
er because it’s an object put together with duct Resolution: Use the Condition for its benefit.
tape and bubble gum, or because his relationship
with the people involved sours, or because his computer ends
up suffering a blue screen of death and the data is corrupted. INSPIRED
A plan may be Fragile because of disrupted communication
between the characters, or because of an unexpected hurdle, Your character is deeply inspired. When your character
etc. The equipment ceases to exist in any usable form after takes an action pertaining to that inspiration, you may re-
a number of uses equal to its creator’s dots in the Skill used solve this Condition. Gain a Willpower point and consider
to build it. the roll an exceptional success on three successes, instead of
Possible Sources: Achieving a failure on a Build five.
Equipment roll. Resolution: Use the Condition for its benefit.
Resolution: The equipment falls apart one way or an-
other. Plans grant one Beat to each player whose character is
involved when this Condition resolves. LEVERAGED
Your character has been blackmailed, tricked, con-
FUGUE (PERSISTENT) vinced, or otherwise leveraged into doing what another per-
son wishes. Note this Condition as Leveraged (Character).
Something terrible happened, and rather than deal with You may have Leveraged multiple times, for different char-
it or let it break you, your mind shuts it out. You are prone acters. Any time that character requests something of yours,
to blackouts and lost time. Whenever circumstances be- you may shed this Condition if your character does as re-
come too similar to the situation that led to you gaining this quested without rolling to resist.
Condition, roll Resolve + Composure. If you fail the roll, Resolution: Shed the Condition as noted; turn the ta-
the Storyteller controls your character for the next scene, but bles on the person.
your character, left to his own devices, will seek to avoid the
conflict and get away from the area.
Resolution: Regain a dot of Integrity, lose a dot of MADNESS (PERSISTENT)
Integrity, or achieve an exceptional success on a breaking
point. Your character saw or did something that jarred her
Beat: You suffer the effects of this Condition. loose from reality. This isn’t a mental illness born of brain
chemistry. This madness is the product of supernatural tam-
pering or witnessing something that humanity was never
GUILTY meant to comprehend. The Storyteller has a pool of dice
equal to (10 – the character’s Integrity). Once per chapter,
Your character is experiencing deep-seated feelings of the Storyteller can apply those dice as a negative modifier to
guilt and remorse. This Condition is commonly applied any Mental or Social roll made for the character.
after a failed breaking point roll, for hunters. While the Beat: The character fails a roll because of this Condition.
character is under the effects of this Condition, they receive If you regain a dot of Integrity, lose another dot of Integrity,

293
APPENDIX THREE: CONDITIONS

or achieve an exceptional success on a breaking point, you


can shed this Condition. SHAKEN
Something has frightened your character extensively.
MERCILESS Any time your character is taking an action where that fear
(PERSISTENT) might hinder her, you may opt to fail the roll (before you’ve
made the roll) and shed this Condition. This Condition can
The hunt is all you are. You can’t imagine a life with- be imposed by a successful breaking point roll.
out it anymore. Maybe you love it so much you can’t give Resolution: Fail a roll, as noted.
it up, or maybe you just forgot who you were without it.
Monsters lurk around every corner and you’re ready to do
what’s necessary to stop them, one way or another. You must SOULLESS (PERSISTENT)
spend a Willpower once per chapter to avoid following up
on evidence that might indicate a new monster’s presence A creature or phenomenon has stripped the character
or activity, within one full scene of your exposure to it. Each of their soul. Without a soul, they can’t attempt abjuration,
distinct presence or activity requires a separate Willpower ex- warding, or binding. They are also more susceptible to pos-
penditure. You no longer regain Willpower when you sleep session – any dice pools to resist being take over or possessed
unless you’ve made progress in finding or eliminating a mon- by another entity are at a –2 dice penalty.
ster that day. The first failure you experience on an Empathy The effects on Integrity and Willpower, though, are
or perception-based roll in a chapter inflicts the Spooked more severe. For as long as they have this Condition, they
Condition. do not regain Willpower through surrender or rest, and
When you risk Willpower on an action that would ful- their use of Virtue and Vice is reversed. They may regain
fill your Vice, the Willpower point you gain from doing so on Willpower point per scene by fulfilling their Virtue and
may exceed your maximum Willpower pool by one. This ex- regains full Willpower once per chapter by fulfilling their
cess Willpower point must be spent before the end of the Vice. Regaining Willpower through Vice, however, is now
chapter or it vanishes. a breaking point with a –5 penalty unless the character has
Resolution: Gain a fourth dot of Integrity. reached Integrity 1.
Beat: Alienate an ordinary person or another hunter in Resolution: This Condition is only resolve when the
pursuit of your Vigil. You may choose to automatically fail a character regains their soul.
Social roll against such a person to gain the Beat. Beat: Gain a beat whenever the character loses Integrity
because they indulged their Vice.

NOTORIETY
SPOOKED
Whether or not your character actually did something
heinous in the past, the wrong people think he did. This Your character has seen something supernatural — not
causes disgust or ostracism by the common public. Your overt enough to terrify them, but unmistakably otherworld-
character suffers a -2 on any Social rolls against those that ly. How your character responds to this is up to you, but it
know of his notoriety. If using Social Maneuvering (p.XX), captivates your character and eats their attention. You can
the character must open one extra Door if his target knows shed this Condition when your character’s fear and fascina-
of his notoriety. Oftentimes, this Condition comes from ru- tion causes them to do something that hinders the group or
mors and smear campaigns. complicates things (they go off alone to investigate a strange
Resolution: The story is debunked, or the character’s noise, stay up all night researching, runs off instead of hold-
name is cleared. ing their ground, etc.)
Resolution: Shed the Condition as noted.

OBSESSION
STEADFAST
Something’s on your character’s mind, and you just
can’t shake it. When you’re abiding by that obsession, ex- Your character is confident and resolved. When you’ve
ploring that emotion, or otherwise pursuing the object of failed a roll, resolve this Condition to instead treat the action
the obsession, enjoy the 10-again quality on all rolls. When as if you’d rolled a single success. If the roll was a chance die,
you’re not, you lose the 10-again quality. you may resolve this Condition and roll a single die instead.
Resolution: Fulfilling the obsession, therapy. Resolution: Use the Condition, as noted.

294
Conditions

STOIC
Your character shut down the parts of herself that
care. She won’t open up to anyone and pretends she’s fine
when she isn’t. Gain a two-die bonus to Subterfuge rolls
to hide her emotions or avoid talking about a traumatic
experience. She doesn’t suffer the untrained penalty for
any Subterfuge roll. Until she resolves this Condition, she
can’t purchase dots of Integrity, and she can’t spend or risk
Willpower on actions that would reveal her true feelings.
Resolution: Opt to fail a roll to resist Empathy or a
supernatural effect that would read your character’s emo-
tions or mental state.

STUMBLED
Your character has hit a complication while attempt-
ing an extended action. Each successive roll in the action
is at a –3 dice penalty.
This Condition does not grant a Beat when resolved.
Resolution: The extended action ends.

SWOONED
Your character has butterflies in his stomach. Note
this Condition as Swooned (Character). He may have mul-
tiple instances of this Condition, reflecting affection for
multiple characters. He suffers a –2 to any rolls that would
adversely affect the object of his affection. The object of
his affection gains +2 on any Social rolls against him. If the
object of the Swoon is attempting social maneuvering on
the Swooned character, the impression level is considered
one higher (maximum of perfect; see p. XX).
Resolution: Do something for the object that puts
your character in danger; opt to fail a roll to resist a social
action by the object.

VENDETTA
Your character will stop at nothing to punish whoever
she blames for what’s happened to her or what she’s done.
Her vengeance needn’t be violent, but one way or another
it must ruin her nemesis. Until she resolves this Condition,
she gains Vengeful as an additional Vice, though she still
may only gain Willpower through a Vice once per scene.
She enjoys a two-die bonus to rolls that work toward her
vendetta and suffers a two-die penalty to those that don’t.
Resolution: Achieve revenge or suffer another break-
ing point that convinces your character to abandon her
vendetta.

295
APPENDIX THREE: CONDITIONS

of self-loathing and a rejection of common sense. Violent


VIGILANT (PERSISTENT) actions gain a two-die bonus, while nonviolent actions suffer
a two-die penalty. At the end of each scene during which this
The hunt is bone deep. It’s your life now. You accept Condition applies, if she has not committed a violent act in
that some things must be done for the good of humanity, that scene, she must spend a Willpower or attack the char-
and you’re the one who has to do them. Monsters could lurk acter that is closest to being an enemy in her vicinity, even if
around any corner and you’re ready to do what’s necessary to that’s just someone who disagrees with her.
save innocent lives. You must spend a Willpower point once Resolution: Deal damage to another character equal to
per chapter to avoid following up on evidence that might in- or exceeding the hunter’s Resolve.
dicate a new supernatural danger to a human being, within
one full scene of your exposure to it. Each distinct danger
requires a separate Willpower expenditure. The first failure VOLATILE
you experience on an Empathy or Perception-based roll in a
chapter inflicts the Spooked Condition (p. XX). The equipment the character is using to aid his action
When you risk Willpower on an action that would ful- is ready to blow at any moment, figuratively or literally. One
fill your Virtue, the Willpower point you gain from doing wrong word, one badly placed rune, and it’s time to duck and
so may exceed your maximum Willpower pool by one. This cover. A plan may be Volatile because it backfires terribly,
excess Willpower point must be spent before the end of the or because a Storyteller character betrays the group, etc. Any
chapter or it vanishes. failure achieved while benefiting from the equipment is au-
Resolution: Gain a seventh dot of Integrity or lose your tomatically a dramatic failure. The equipment may continue
fourth dot. to exist after this Condition is resolved, but if so, reduce its
Beat: Alienate an ordinary person because of the Vigil. equipment bonus by two dice. This can create equipment
You may choose to automatically fail a Social roll against penalties if the original bonus was fewer than two dice.
such a person to gain the Beat. Possible Sources: Achieving a failure on a Build
Equipment roll.
Resolution: The character suffers a dramatic failure
VIOLENT while using the equipment. Plans grant one Beat to each
player whose character is involved when this Condition
Your character throws herself into the hunt with a single- resolves.
minded fervor, driven to senseless acts of violence by a spate

296
Name:
Name: Concept:
Concept: Cell:
Cell:
Player:
Player: Virtue:
Virtue: Conspiracy:
Conspiracy:
Chronicle:
Chronicle: Vice:
Vice: Compact:
Compact:
A T T R I B U T E S

SKILLS OTHER TRAITS


MENTAL MERITS HEALTH
(-3 unskilled)
Academics
Computer WILLPOWER
Crafts
Investigation
Medicine INTEGRITY
10
Occult
Politics 9

Science 8
CONDITIONS 7
PHYSICAL 6
(-1 unskilled) 5
Athletics 4
Brawl 3
Drive 2
Firearms 1
Larceny
Stealth Size
Survival Speed
Weaponry Initiative Mod


SOCIAL Defense
(-1 unskilled) TOUCHSTONES Armor
Animal Ken Experience
Empathy Beats
Expression Group Beats
Intimidation
Persuasion THE CODE
Socialize
Streetwise
Subterfuge

Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7
• Health = Stamina + Size Willpower = Resolve + Composure
• Size = 5 for adult humans • Defense = Lower of Dexterity
or Wits + Athletics• Initiative Mod = Dexterity + Composure •
Speed = Strength + Dexterity +5 • Starting Integrity = 7
TACTICS CELL EQUIPMENT


















Tier Two: COMPACT Tier Three: Conspiracy


Compact Name: Conspiracy Name:
Member Status: Member Status:

NOTES Endowments

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