Hunters, Sorcerers and Supernatural Oddities

   
Hunters, Sorcerers and Supernatural Oddities

Evangeline St. Claire

Type: Possessed
House: Defiler
Faction: Luciferan
Malpraxes: Lust and Upper Class, Pride and Blasphemy
Possessed:: 1837
Apparent Age: 22



Virtue: Temperance St. Claire has lived too long to think that there are easy answers, that the world can be divided neatly into Black and White.
Vice: Envy There are times when Evangeline wishes she'd chosen a different path, and she envies those without her troubles.

Background: “I was born the same day that Napoleon came back from his island prison. My mother always said that a great evil had come to Europe that day, and the Duke of Wellington had banished the wrong one. She was joking, but I’m not so certain of it anymore.”

“I was born to petty gentry, the third of four daughters, and I was well brought up. I was educated, could speak fluent French, could read a bit of Greek, and I was a very pretty piano players. I thought myself very wild then, always sneaking away to read poetry or play with the village children, but looking back on it, it was a respectable sort of wildness, the kind that brings about a disapproving tut-tut, nothing more.”

“The fact remained, though, that my parents were not nearly rich enough to provide dowries for four daughters, and I was no great beauty then, hard as it is to believe now. The beauty came later. But I was the cleverest of the girls, and so it was decided that I should seek a position as a governess, and put my education to good use. I didn’t mind, as both then and now I have been an agnostic on the virtues of men.”

“With some effort, I secured a position at the great house of B-------, in the Midlands, educating two young children, Miles and Flora. They were angels, angels fallen from heaven in a grand, beautiful, rambling estate. They were kind to me, the great Master of B------ was generous if distant, and I had thought that I had found my Eden.”

“It soon gained a serpent.”

“His name was Pavel Quint, a half-Russian man of business from the village. So he said, at least. He was a large man, fat and cheerful, yet ever reserved and gentlemanly. I met him many times, and he was a great friend of the children, to whom he told stories of the East, of leshii and likho and other things, and of the simurgh bird, and of Eden and the Fall. And he told the story differently than the Vicar did, but he told it with great relish, as though it were a story he had repeated many times. The children loved this different story. That should have been my first warning. That no one but myself and the children ever saw him should have been the second. But the children loved Pavel, and so did I, even if he seemed so sad when he spoke with them.”

“Matters came to a head in the summer of my second year at B-------. The children’s uncle, the Master of B-------, had gone to the continent, and the children and I were left alone, with only a handful of servants. Three days after the Master of B------ had departed, the children disappeared.”

“I was in a panic, desperate beyond measure, and I turned to Pavel Quint. I didn’t even know where he lived, but I found him walking the garden path, with great tears in his eyes, shaking his fist at the heavens, shouting in some language I didn’t recognize, but which I do not think was Russian.”

“I asked him what he was doing, and he spoke frankly to me. He raged against God, against angels, and he would see them all knocked from their Heavenly Thrones. He claimed to have been a living man once, but had turned against God after his wife had been killed, killed by angels to stop Pavel’s business in Alaska. Now, he walked the world as a shunned ghost, balking the angels at every turn. At B-------, the Angels were taking away the lives of the children, but Pavel Quint would take them first, would cheat God and his henchmen.”

“I made a mistake then. I argued with Pavel, for I had been properly brought up, and I knew my catechisms. I caught him in his lies, and flustered him, and forced him to admit his Secret Name, and that he planned to steal the children from God. He would possess Flora, and hide her from the eyes of Angels for eternity, and Miles as well. But I made Pavel a different offer. He could take me instead, and leave Flora’s pure soul untouched. I was terrified for the children… and I was curious. I think that’s why Pavel accepted.”

“Both children died that same summer, before their uncle ever returned. The doctor’s said it was a fever of the brain. But they’re still with me, or some strange shadows of them are. Pavel Quint had been right and I had been wrong, the Angels had designs for her, and she would not have been allowed to live.”

“Pavel’s right. It’s angels who are the true danger.”
Type Possessed
House: Defiler
Faction: Luciferan

PMental Attributes: Intelligence 4, Wits 3, Resolve 4
SPhysical Attributes: Strength 2, Dexterity 4(6), Stamina 3
TSocial Attributes: Presence 2(5), Manipulation 3(6), Composure 4

SMental Skills: Academics (A Classical Education) 4, Investigation 1, Occult 3, Politics 3, Science 2
TPhysical Skills: Athletics 1, Brawl (Claws) 4, Larceny 2, Stealth 1
PSocial Skills: Empathy (Children) 4, Expression (Piano) 2, Intimidation 2, Persuasion (Appeal to Sympathy) 4, Socialize 3, Streetwise 2, Subterfuge 3

Merits: Fast Reflexes 2, Fighting Finesse (Claws) 2, Languages (French, Greek, Latin; Native is English) 3, Ensouled Item (Hand of Glory) 5, Resources 4, Striking Looks 2, The Dragon’s Tongue 2
Lair: Hotel Room; Size 1, Secrecy 1

Willpower: 8
Torment: 4

Initiative: 10 (16 w/ Apocalyptic Form)
Defense: 3
Health: 8
Speed: 11 (52 w/ Apocalyptic Form)

Paragon: 4
Awarenesses: Inhabitation
Apocalyptic Form (Regular)
Gain +1 Presence, +1 Manipulation, and Striking Looks 4
Angelic Beauty,
Gain +2 Presence, +2 Manipulation
Enhanced Social Traits,
At one point or another everyone has wished they looked like someone else. No matter how attractive or self-confident a person appears, there’s a little voice inside her head that whispers she could be even more attractive if only she looked like her favorite actor/model/musician. Demons are more than happy to help their host indulge in this fantasy. By activating this Vestment the Possessed takes on the identity of any person of whom she has at least seen a picture. The demon reshapes the crude clay of the host and then goes a step further, influencing the actions of the Possessed so she not only looks like her idol, but also walks, talks and acts appropriately for the part. The final product is so convincing it can fool even friends and relatives.
Mortal Shell,
+4 Initiative
Improved Initiative
Apocalyptic Form (Torment)
Ability to fly. Maneuverability is equivalent to a very large eagle. Taking off from a standing position is possible if there is ample room. Hovering for longer than one turn does not typically work unless there is a strong wind. Speed can be up to 4x the Demon's speed trait at max. At full extension of each wing is a third again the character’s height (e.g. 6 feet tall person would have two 8 feet wings).
Wings,
Vicious looking claws & fangs. Biting first requires grappling the target. Strength + Brawl + 2. Lethal.
Claws & Fangs,
+2 Dexterity
Improved Dexterity,
The voluptuous bat-winged succubus is the traditional Western mythological image of the lustful demon. Coming to men in their beds at night, the succubus would seduce its victims with honeyed words and sensual embraces. The demon would appear night after night, using the lure of pleasure to slowly drain the mortal of his living energies, literally screwing him to death. The demons that take refuge inside the blackened souls of the Possessed resemble these mythological creatures not at all, but it amuses the demons to play their expected role. While this Vestment is active, the Possessed can drain 1 point of Willpower each turn he participates in a passionate exchange with another character. What constitutes a passionate exchange is left for the Storyteller to determine, but it must include physical contact of some kind. Characters who are drained of Willpower as the result of this Vestment fall unconscious and remain that way until they regain a point of Willpower. (Sleeping usually does the trick.)
Succubus Kiss
Lores: Humanity ●●●, Longing ●●●, Patterns ●●●, Sin (Lust) ●●●●,
May affect spirits, ghosts, demons, and disembodied souls
Soul ●●●
Faith: 13/4

Attacks...........................Damage.....Dice Pool.....Special
Claws................................... 2L............. 13………...

Verité
Dr. Jean-Michel Verité, Author of La Couronne de Rois

Type: Mortal (Self-Professed)
Profession: Author

Virtue: Faith Everything is going according to plan.
Vice: Sloth Patience is the prime virtue.

Quote:
Originally Posted by Erin's Notes
His current avatar is, of course, Chenenko, but we have encountered what appears to be a former avatar of the Angel. I encountered Jean-Michel Verité on my trip to Siberia. He is a man with a long, lean looking face; he looks to be around fifty years old, his hair all but gone except for a slate-grey fringe, and he moves slowly and wears delicate glasses. He is known as the Professor to Wormwood's minions, and is the author of La Couronne de Rois, the book that serves as Belial's Crown. According to Verité, most of his information came from a combination of research in the south of France, a trip to the Middle East, and what appears to be a great many dreams, which were largely fueled with some odd narcotics. Unfortunately, he happened to be present in France in 1791, during the Terror. Most of his books were burned by the Committee of Public Safety, which burned him as well.

Obviously, his story did not end there. Verité claims to be a mundane mortal who's done a lot of traveling and knows far more secrets than is good for him. This was before his apparent death, however, and his current age would be over two-hundred and fifty years old. He appears to be human, but eats magic somehow. It was described to me as latent Abyssal infection, and that such a thing was not a pleasant experience. He seems to have kept quite a bit of rapport with Belial, and any number of unknown boons from his possession. He does not seem to age as he should, for one. For another, his eyes flash green, and on occasion his shadow has far too many limbs for a man's.

Whether he was an Angel or not, his writings note an interesting fact, that the link between Avatar and Angel can be severed. In fact, it usually has to be severed, as otherwise the avatar cannot die. The link holds them back.
-When I asked Verité personally about this, he denied ever having been an Avatar. In fact, his sentiment was nearly identical to Oleg's when we caught him, as they both claimed to be simply mortal men. Oleg cited having friends, Verité education. It could be this has something to do with the "blasphemous practices" Belial supposedly uses. There are three "easy" theories to explain this. One is that Verité is simply mistaken. The second is that both men are lying, though this is far more likely in Chernenko's case than in Verité's. The third is that there is some difference between them and the avatars of other Angels, but Verité didn't correct me when I said Oleg was the avatar, so this would seem to discount that.

What is he? I have always assumed him on par with Chenenko, possibly even more powerful, but this is just an assumption I am making, and it may be due to bias. We know mostly that he is a frail-bodied man, with an Abyssal infection that devours magic. We also assume he would know all the spells in his book - he wrote them, after all. And I suspect he is the one who reverse-engineered Schafer's spell.

Whatever he is, he seems tied to Belial and Belial alone. It would be easy to simply discount the professor as being wrong, but there are so many intricacies of these creatures, that it is possible I have misconstrued events altogether...

Verité appears to have been a patron of Turkish opium dens, and still has an impressive tolerance for opiates. I saw him smoking something resembling Syrian Rue in my dream, though I do not think it to have been a natural plant. Verité himself claims to be a minor nobleman from Provencal, and was apparently involved in the Catholic Church and consecrated as a bishop at one point. This had more to do with the fact that his family had connections at court than with any particular piety.

The book we confiscated is one of three full copies. The other two are both in Italy, the Vatican has one of them. There are also some abridged or altered copies, but they're mostly worthless.

Sergei
Sergei Valentinovich Zaitsev, Sergei Morozov, Sergei Semyonovich Arsenyev, Sergei the Rabbit, The Archer of the Lonely March

Type: Mortal (occasionally imitates a Darkling Mirrorskin)
Profession: Former gangster, current medical technician

Virtue: Justice Sergei lives in a world of angels and demons, were sin and grace are palpable forces. He's been steeped so much in darkness that he doesn't think his soul can ever be scrubbed clean, but in a sense it doesn't matter. Sergei has to try, if he has hope of heaven. He's committed his crimes, and now he must atone.
Vice: Sloth All his life, he's followed the path of least resistance. Not physically, for no one can accuse Zaitsev of being a lazy man, but morally, spiritually. It just seemed easier to turn to corruption, to turn to crime, if that was what would get him the sort of life he wanted. Even now, how far would he get in his redemption without Erin's constant support?




Background: Sergei Valentinovich Zaitsev was born in Leningrad in 1968 as part of that specific Russian class known as the intelligentsiya. His family, though not rich (no one in the USSR was except for Party apparatchiks), had respectable professions in architecture and engineering, and Sergei Valentinovich had a fairly unexceptional early life, with a bare minimum of religious instruction from a grandmother who still followed the Russian Orthodox Church (which was strongly disapproved of by the Party and infested by the KGB). He did well in school, entered the Kalinin Polytechnical Institute at the close of the 1980s with a major in Electrical Engineering, and upon emerging from the university in 1990, was conscripted to join the Soviet Army.

Close to unique amongst old Soviet institutions, the army remained virtually unchanged, and Sergei stayed there past the two-year minimum conscription term. Quite simply, it was a relatively stable job when the entire economy was falling down around his ears. Sergei served as a military technician and an infantry dedicated marksman from 1990 to 1996, serving in the First Chechen War and fighting in the final Battle of Grozny. A battle which the now-Russian Army lost, which led to the end of the war, and which led to a general contraction of the army which in turn left Sergei and a lot of other soldiers out of work.

So Sergei joined the Tambov Criminal Group, an organized crime collective in St. Petersburg (formerly Leningrad). It was a straightforward choice for Sergei. The Russian economy was still a shambles, and joining the Mafiya was a way to wealth and power. Sergei certainly had saleable talents. He was a combat veteran who'd fought in some very nasty urban campaigns, he had a great deal of skill with technology and electronics, and serving in the notoriously corrupt Russian Army had worn away any qualms about becoming a criminal.

So, Sergei became one of the bratva, and a rather good one. He was a scrawny fish of a man, but he thought fast on his feet, and he was equally good at wiring surveillance gear, assembling bombs, or simply shooting someone with a Dragunov rifle. Most of what Sergei did was help enforce the protection rackets of the Tambov Gang, though at various points he'd dabbled in drug distribution, arms dealing, and human trafficking. Basically, he was an enforcer.

Then along came Oleg Chernenko with his offers of money and secrets. There followed a three-month crash course in the supernatural, culminating in the tracking and assassination of a petty mobster who's body dissolved into a viscous sludge. Some years later, Sergei, along with southern Russian named Aleksander were shipped out to London. The rest, as they say, is history.

Currently, Sergei has reinvented himself as Sergei Semyonovich Arsenyev, a second-generation Russian immigrant and electrician. He lives in a small house in the suburbs, which are rather unassuming except for the cache of Soviet military gear in a false cabinet and the fact that hanging lights in the foyer contain a concussion grenade. Sergei goes to the local Orthodox church faithfully, and is a member in good standing of the Russian Orthodox Church Outside Russia (ROCOR). He is slightly crazy. He's also been, for all intents and purposes, adopted into the local Unseelie Court, most of whom figure him to be a Winter changeling. He works as a scout for them, mostly in the material world, but also in the Hedge.


Real Name: Sergei Zaitsev

Mental Attributes: Intelligence 3, Wits 4, Resolve 4
Physical Attributes: Strength 3, Dexterity 5, Stamina 3
Social Attributes: Presence 2, Manipulation 2, Composure 4

Mental Skills: Academics 2, Computer 3, Crafts (Electronics, Medical) 4, Investigation 2, Medicine 2, Occult 2, Science 3
Physical Skills: Athletics 4*, Brawl 3, Drive (Escape Pursuit) 2, Firearms (Aimed Shot) 6*, Larceny 4,
9s again with mask
Stealth 5*,
Loses 10s again, and 1s subtract
Survival 1, Weaponry (Knives) 2
Social Skills: Empathy 2*, Intimidation 2, Persuasion 1, Streetwise (Black Market, Organized Crime) 2,
+3 to disguise with mask, +3 to disguise with lenses
Subterfuge 3*

Merits: Allies (Medical; Tech at Guy's Hospital) 2, Dream 3, Fast Reflexes 2, Fighting Style (
Ignore up to
FS in armor on melee attacks, improved grappling
MAC) 3, Fighting Style (
Aiming bonus increases to Composure+1, ignores up to Resolve in circumstance penalties, and halves concealment/close-combat penalties for aimed shots
Sniper) 4, Languages (English, Persian; Native is Russian) 1, New Identity 4,
Hitman; Firearms, Science, Stealth
Professional Training (~Russian Mafiya~) 5, Quick Draw (Firearms) 1, Fighting Finesse (Knives) 2, Resources 3, Shadow Initiation (Harbingers) 5, Allies (ROCOR) 3, Status (Unseelie; Archer of the Lonely March) 2, Stunt Driver 3, Technophile (Electronics) 2, Token (
Double stealth skill, at the cost of 1B and 1WP per hour
Dead Men's Boots) 3, Token (
As CZ Skorpion, but 3L
Engraved Skorpion) 4, Token (
Warn if an individual is withn a half mile, at the cost of severe perception penalties
Lantern of Ill Omen) 2, Token (
+3 to Disguise rolls
Lying Lenses) 3, Token (
Gain the Darkling Seeming and Mirrorskin Kith blessing, receiving 9-again on Stealth and +3 to Subterfuge (Disguise) rolls
Deadman's Mask), Token (
Sergei is able to use the following contract at -1 glamour cost (already applied), but no longer rerolls 10s and subtracts 1s on Survival rolls:

Glimpse of Fortune’s Favor (••)
The changeling examines the outcome of an action she is about to perform. She can then use this knowledge to improve her chances of success.
Cost: 0 Glamour, 1 Glamour if used reflexively
Dice Pool: Wits
Action: Instant
Catch: The changeling is playing a game of skill.
Special: when wearing mask, -1 to activation in daytime, -2 in direct sunlight

Dramatic Failure: The character’s glimpse of the future is incorrect, and she suffers a penalty of –2 to the action this clause is being used to assist.
Failure: The clause fails.
Success: Succeeding at this clause allows the player to roll twice for a single instant action that the changeling performs in the following turn, taking the better of the two results. If the changeling spends two points of Glamour, she can use this clause reflexively, applying it to any instant action taken during the same turn that this clause is performed.
Exceptional Success: The character’s knowledge of the future is exceptionally clear and she can apply the 8 again quality to both rolls.
Suggested Modifiers
–1 The changeling has already used this clause at least once during the last scene.
+1 The changeling can glimpse herself in a mirror or other reflective surface when using the Contract.
Moonlight Finger) 2, Token (
3L knife+artifice
Shadowshard) 3, Hedgespun Camera (Beat) 3, Benediction 5
Lair: Wired Bungalow; Size 1, Cache 2, Security 4
--Hollow: Adjunct; Size 1

Shadow Cult Merits
This is only the dots which Sergei gains from the Harbingers. To them he contributes his Allies (ROCOR) dots
: Allies (The Harbingers) •••••, Allies (Goblin Market; Othello) •••••, Allies (Mental Health Professionals) •••••*, Contacts (Criminals, Goblins) ••, Friend (Robert Hammond) •••, Friends (Whim, Seventeen, Cuchulainn) ••••••, Friend (Aleksander Melikhin) •••••*, Friend (Mary Mack; Othello) ••••••, Court Goodwill (Autumn; Othello) •••
--The Reliquary: Size •••, Security ••••*, Workshop (Toymaking, Cooking, Spa, Metalworking) ••••,
In workshop rooms
Geomantic Nexus (Dex) •••,
In restaurant, office, and upstairs rooms
Geomantic Nexus (Composure) •••

Benediction
The activation of Benedictions varies from ritual to ritual, but all have the following common modifiers:
–3 Ritualist’s Morality is 3 or less
-1 Ritual incorporates no overt shows of faith
+1 Ritualist is an ordained priest, monk or nun
+1 Ritualist’s Morality is 8 or higher
+2 Ritual incorporates the sacraments
+5 Ritual is performed on the appropriate saint’s feast day (see individual Benedictions)
:
Satan’s servants are as subtle as they are powerful. Many are capable of warping a hunter’s mind, forcing her to betray her friends and allies. By invoking St. Epipodius, patron saint of the betrayed, a member of the Malleus Maleficarum can safeguard herself against such blasphemous arts. Through the power of faith, her soul remains pure and loyal.
Cost: 1 Willpower.
Action: Instant.
Dice Pool: None.
Effect: By spending a point of Willpower and uttering a prayer to St. Epipodius, the hunter gains a preternatural resistance to mental domination, be it by spell or possession or a more mysterious force. For the rest of the scene, she adds her Benediction rating to any Resistance Attribute rolled to contest any supernatural power that seeks to control her mind. This resistance does not apply against powers that merely affect her mind (such as a witch’s ability to conjure illusions or a demons ability to invoke terror), only those that would control her actions (such as demonic possession or a vampire’s dread gaze).
Epipodian Safeguard,
Those strong in the faith can expel demons from the bodies of the possessed and even force them to depart from a place, but even the righteous warriors of God must have their secret counsels, and it does no good to banish Satan’s spawn if they have already overheard your battle plans. By calling upon the blessings of the virgin martyr St. Agrippina, a hunter may create a safe space into which the creatures of the night cannot enter. Most cells of Malleus Maleficarum hunters have at least one member who knows this Benediction, and whose sacred duty it is to ensure that the group’s headquarters remains protected.

Cost: 1 Willpower.
Action: Extended; each roll represents one minute of chanting and prayer. The Benediction may be “rushed,” reducing the time per roll to one turn at the cost of incurring a -1 penalty on the roll. The hunter must roll a number of successes equal to the number of square yards the blessing’s protection encompasses.
Dice Pool: Resolve + Benediction.

Dramatic Failure: An improperly performed ritual either draws spirits and ghosts to the location or grants such beings a temporary +1 to their Power when they are in the area.
Failure: No progress is made toward blessing the area.
Success: The character makes progress toward blessing the area with St. Agrippina’s protection.
Exceptional Success: Not only is significant progress made toward completing the blessing, but the protected area’s Strength also gains a +1 bonus (Benediction + 1 for a general blessing, Benediction +2 for a blessing against a specific monster).

The Blessed Protection of St. Agrippina can be a general blessing that protects against all monsters, or it may be custom-tailored to affect only a single unholy blasphemy, but at greater potency. When creating a ward against a specific creature, the hunter does not need to know the name of the entity — an obvious designation, such as “the vampire who killed Maria Buchenwald” or “the demon that tempted me with wealth and power” is a sufficiently accurate description. Specific blessings protect against only that particular being, though. They have no effect on any other monster. Each blessing must be tied to some sort of physical marker, such as a fence or a line of holy water sprinkled across the floor. If anyone or anything disturbs or makes an opening in this physical marker, the blessing instantly ceases to function. A character cannot bless an area that is more than 21 yards on a side; he can protect a small house and most of its yard, a large house or most of a warehouse, but not an entire office building or city block. The Blessed Protection of St. Agrippina is generally stationary; the only way to move the effect is to move the entire structure the blessing protects. Thus, it is possible to ward a house or even a car, but not an individual person (wards must affect an area, and most people don’t move the ground under their feet when they walk).

The blessing has a Strength rating equal to its creator’s Benediction rating (or Benediction +1 for a blessing against one particular creature) that measures its ability to keep out Satan’s spawn. This score is subtracted from the Presence (or Power, for a ghost or spirit) of any affected monster that seeks to enter the area. If the entity’s Presence or Power would be reduced to zero, it cannot enter the blessed area. Otherwise, the creature can enter, but all of its Power Attributes (Strength, Intelligence and Presence) are reduced by the Strength of the blessing for the entire time the entity remains in the area. If any of these Attributes is reduced to 0, the monster cannot use any actions that rely on that Attribute. Monsters outside the blessed area that attempt to use supernatural powers to affect anyone or anything inside the blessed area are still subject to the blessing’s Strength. Monsters within the blessed area at the time of its casting (such as a vampire within its haven during the day) will endeavor to flee at any cost; inability to flee causes the monster to suffer the effects as noted above.

The Blessed Protection of St. Agrippina lasts for one full day if it is performed to ward off all supernatural entities, or for a week if its blessing works against a single creature. Multiple Blessed Protections of St. Agrippina do not stack; however, it is possible to lay a blessing against one particular entity and one against all monsters over the same area, or several separate blessings against different specific creatures. For example, a Malleus Maleficarum cell actively engaged in hunting down a particular cabal of witches might well maintain a separate ward against each member of the cabal, in addition to a general ward against all monsters, around its headquarters. An individual hunter may only have a single protection active at a time, thus, the example above requires the cooperation of the entire cell. Although a monster may convince a mortal to remove or damage the physical markers that keep a blessing in place, such entities are completely incapable of affecting these physical markers directly, even if they could normally move or destroy them. A spirit affected by a Blessed Protection of St. Agrippina cannot make the area into an anchor while the protection is in place. A ward does not undo the connection between an entity and its anchor if the rite is performed on such an object, however. The spirit or ghost’s Power is still reduced by the blessing, but it remains in proximity to its anchor. Such a being whose Power is reduced to zero is forced into a sort of hibernation while the blessing is active, becoming dormant and inaccessible.

Suggested Modifiers
-1 The area being blessed is devoted to some profane purpose (such as a strip club or crack house)
+1 The area being blessed is consecrated ground
+5 Benediction performed on June 23rd (Feast Day of St. Agrippina)
Blessed Protection of St. Agrippina,
The enemies of the faith are manifold, and while some may be fought with sword and gun and purifying flame, some exist against whom earthly weapons are no avail. Ghosts, demonic spirits and other insubstantial terrors cannot be fought by force of arms, but rather by the strength of faith. Truly devout hunters can invoke the name of the Blessed Virgin Mary, infusing ordinary objects with the divine power of faith.

Cost: 1 Willpower (see below).
Action: Extended; each roll represents one turn of prayer.
Dice Pool: Morality + Benediction.

Dramatic Failure: The object to be sanctified is shattered by the wrath of God, and the hunter loses any Willpower cost associated with the ritual.
Failure: No progress is made toward completing the ritual.
Success: Progress is made toward completing the ritual.
Exceptional Success: In addition to major progress being made, the rating of the blessed item created by this ritual is increased by one dot.

This rite allows the hunter to create a blessed item (The World of Darkness Rulebook, p. 214). Before beginning the ritual, the hunter must decide on the dot rating he wishes to bestow on the blessed item he creates. Each dot requires three successes to create, and the maximum number of rolls is capped by the hunter’s Morality. If the hunter fails, he does not pay the Willpower cost except on a dramatic failure. Creating a blessed item with this rite costs a point of Willpower. The item remains blessed for the remainder of the scene. If the hunter desires, he may spend a Willpower dot to infuse the item with God’s blessing permanently.

Suggested Modifier
-2 The item being blessed is profane or blasphemous (a porn magazine, an image of Jesus sprayed with horse urine).
-1 The item being blessed is one of no particular religious significance (e.g., a baseball bat or comic book).
+0 The item being blessed is one of religious significance (a Bible, rosary, etc.).
+2 The blessed item is an actual relic of a saint, such as a bone or vial of blood.
+5 Benediction is enacted on May 24th (Feast Day of Mary, Help of Christians).
Sanctification of the Blessed Virgin,
The rites of exorcism exist in many forms across many of the world’s religions. The Catholic Church continues to train exorcists in the art, though they try to keep that fact quiet. The current form favored by the Church is detailed in the Roman Ritual and made famous by films like The Exorcist. The Malleus Maleficarum uses that form of the rite, but generally prefers this archaic, medieval formula attributed to St. Benedict. It claims that the rite has a greater power than that of the Roman Ritual, and in any case, it resonates with the order’s preference for the trappings of the medieval Church.

Cost: None
Action: Extended and contested; each roll represents five minutes of repeating the Vade Retro Satana; or contested (see below).
Dice Pool: Resolve + Composure + Benediction.

This Benediction serves the Malleus Maleficarum in the same way that the abjuration and exorcism actions (The World of Darkness Rulebook, pp. 213–214) serve other hunters. All the rules for those actions apply to the use of this Benediction, which may be a contested action (if used as an abjuration) or a contested and extended action (if used as an exorcism). In effect, knowledge of this Benediction enables the hunter to add his Benediction rating as a bonus to his abjuration and exorcism dice pools.

The text of the Vade Retro Satana, in Latin, is:
Crux sancta sit mihi lux
Non draco sit mihi dux
Vade retro satana
Nunquam suade mihi vana
Sunt mala quae libas
Ipse venena bibas

The prayer roughly translates to:
May the Holy Cross be my light
Let not the dragon lead me
Step back, Satan
Never tempt me with vain things
What you offer me is evil
Drink the poison yourself

Suggested Modifier
+5 Benediction is invoked on July 11th (feast day of St. Benedict).
Vade Retro Satana,
Grievous wounds are all too common in the hunt, and often the injured warrior cannot be taken to a hospital. The soldier-priests of the Hammer of Witches know that the power of faith to heal the wounded is a greater tool than the scalpels and drugs of the modern doctor, and so they call on St. Luke the Evangelist to restore life and vigor.

Cost: 1 Willpower.
Action: Extended; each roll represents one minute of prayer and laying-on of hands.
Dice Pool: Intelligence + Benediction.

Dramatic Failure: The injured character’s wounds are visited upon the healer in the form of stigmata. The healer suffers one point of lethal damage as blood erupts from his palms, feet, side and brow.
Failure: No progress is made toward healing the injured character.
Success: The injured character’s wounds begin to close through the power of God.
Exceptional Success: In addition to tremendous progress being made, the Benediction downgrades one aggravated wound to lethal.

Successes rolled on the extended action go toward healing the characters. One success is required to heal a point of bashing damage, while two successes are required to heal a lethal wound. The healer need not declare a target number in advance, but the character may only make a number of rolls equal to his Morality. In order to use this Benediction, the healer must lay at least one hand on the injured party. Skin-to-skin contact is necessary. If physical contact is broken, all accumulated successes are lost and the character must begin again. A character may not use this ritual upon himself.

Suggested Modifier
+1 The injured character’s Virtue is Faith
+5 Benediction is performed on October 18th (feast day of St. Luke)
The Hands of St. Luke,
A good shepherd knows how to watch over his flock without disturbing it. Even the scent of a wolf can panic the sheep, and so the shepherd must move among the herd without being noticed. So, too, must the hunter keep his activities shrouded from the awareness of the people he protects, and even those who would aspire to protect him.

Cost: 1 Willpower.
Action: Reflexive.
Dice Pool: Wits + Benediction (but see below).

Dramatic Failure: Not only does the hunter fail to conceal himself, but he actively draws attention to his presence. People automatically notice him and try to engage him in conversation even when he tries to be unobtrusive, and even if he tries to hide, those looking for him get a +1 bonus on their rolls.
Failure: The hunter is unable to mask his presence from those looking for him.
Success: The eyes of ordinary mortals slide right off the hunter; people unconsciously acknowledge his presence but refuse to actually notice him, even if he’s armed to the teeth and engaged in an act of burglary. Any overtly hostile act, such as firing a gun or shouting a threat, breaks the illusion instantly, as does speaking anything other than prayer.
Exceptional Success: As a success, but if the hunter attacks an enemy while still under the effects of this Benediction, the effect does not end until after the attack (meaning the target loses his Defense).

The effects of this Benediction are automatic. As long as the hunter continuously murmurs prayers under his breath (meaning he cannot otherwise speak) and takes no hostile actions, ordinary mortals simply do not see him. Even suspicious but non-threatening acts, like hot-wiring a car or picking a lock on a door, do not break the effect. Supernatural creatures and mortals actively looking for trouble (such as a patrolling cop or a private guard) may make a Wits + Composure roll contested by the hunter’s Wits + Stealth + Benediction. This roll is reflexive for both parties. If the hunter rolls more successes, he remains undetected. If the observer rolls more successes, he pierces the veil and the effect is ended for all characters in the vicinity.

The hunter may spend a second point of Willpower at any time to expand the effect to include a number of willing allies up to his Benediction rating. These allies must be mortal.

Suggested Modifier
+5 Benediction is performed on October 24th (feast day of St. Raphael, patron saint of shepherds).
The Shepherd’s Blessing,
Lambs lying among lions—that is the promise of God’s Paradise and the power behind this Benediction. History is full of accounts and images of the Saints walking among wild beasts unharmed. Perhaps the most well known is that of Daniel in the lion’s den where playing a simple song caused the beasts to lie down, refusing to harm him. Blaise, Vitus, and many others have used some form of this hymn throughout history and it survives into these modern nights. Vampires and other creatures are sometimes said to have the soul of a beast lurking inside them, and this Benediction aims to soothe that savage spirit. It is highly doubtful this Benediction is the same song Daniel used; this hymn is no less effective, however. Hunters of the Malleus Maleficarum over the centuries have used it not only to calm animals in their presence but have also discovered that it can quite literally soothe the savage beast within vampires, werewolves and other raging beasts.

When sung, the Song of Daniel spreads an air of calm over the wildlife surrounding the practitioner. This may be used to approach a specific creature, or let her move through nature without disturbing the local fauna and draw unwanted attention to herself. Beyond that, this Benediction may be used against vampires or other creatures suffering frenzy or similar states (see p. 163) to bring clarity back to their mind and a small peace to their soul.

Cost: 1 Willpower against animals; 2 Willpower against creatures
Action: Instant
Dice Pool: Charisma + Benediction – the highest Resolve score of potentially-affected creatures

Dramatic Failure: The target is enraged instead. Area animals view the invoker as a threat and respond with an immediate fight response. Smaller creatures, like rodents, are likely to break off and flee in short order, but larger creatures and predators will need to be repelled. Vampires or other similarly enraged creatures targeted with this Benediction are not calmed and the hunter becomes the sole focus of their supernatural rage.
Failure: The Benediction has no effect and animals will behave and respond normally to the hunter’s presence. Monsters remain in frenzy and will need to be turned away through other methods.
Success: The hymn takes hold of the heart of the beasts. Animals in the area are calmed and will let the hunter pass without thought of fight or flight. Vampires or other out-of-control creatures will find themselves subdued by a supernatural peace overcoming them (see “Frenzy,” p. 163). In addition, the hunter gains bonus dice (equal to successes) on any Animal Ken rolls (for animals) or Social rolls (involving cowed monsters). This Benediction’s area of effect is equal to twice the hunter’s Benediction score in yards. It lasts for one full scene.
Exceptional Success: For the remainder of the scene, any animals or creatures must expend one point of Willpower per turn of attack unless they are defending themselves.

Suggested Modifier
+5 Song of Daniel performed on February 3 (Feast Day of Blaise)
+1 Vampire in frenzy of fear
-1 The animal is a predator/target is a werewolf
-3 Vampire in fight frenzy
Song of Daniel,
The servants of Satan take many guises and hide behind veils of shadow and deception. Vampires’ images blur and shift, hiding their depredations from the eyes of the modern world. Witnesses to the ravages of werewolves and to the foul blasphemies of witches are afflicted with the demons of madness and soon forget what they saw. By calling upon St. Abel, the patron saint of the blind, the Malleus Maleficarum pierces the protections the Devil gives his servants and grants the hunters the gift of true sight.

Cost: 1 Willpower.
Action: Extended; each roll represents one turn of prayer and supplication.
Dice Pool: Intelligence + Benediction.

Dramatic Failure: The hunter fails to entreat the saint with humility and righteousness in his heart; every character who would have received the benefits of the ritual is instead struck blind for the remainder of the scene (The World of Darkness Rulebook, p. 166).
Failure: No progress is made toward calling down the Benediction.
Success: The hunter makes progress toward invoking the saint’s power.
Exceptional Success: Extraordinary progress is made.

Successes on the extended action must be allocated amongst all the recipients of the ritual’s blessing. The number of blessed must be determined at the outset of the action, but the hunter need not specify the exact target number of successes. He may make a total number of rolls equal to his Morality, and must assign one success minimum to each intended target. For the remainder of the scene, the players of all those blessed may roll Resolve + (successes allocated). Success indicates that the hunters can see monsters for what they are: if he sees a vampire, he knows it is one of the spiteful dead. If he sees a werewolf, even in its human state, he senses the feral and protean nature of the thing. In addition, any normal monstrous masking effects fail (a vampire’s reflection or image appears crystal clear, the sight of a werewolf inspires no terror or amnesia, and the vulgar magic of a warlock is plain to his eyes). The effects do function even on recorded media; a hunter benefiting from the True Sight of St. Abel will see a vampire’s image clearly, even if that image is on a three-week-old video recording.

For those who have access to the more in-depth rules for monsters found in Vampire: The Masquerade, Werewolf: The Forsaken, Mage: The Awakening, and other World of Darkness game lines, the True Sight of St. Abel pierces the vampiric Masquerade, werewolves’ Lunacy, and the Quiescence Curse of the mages. Finally, any creatures (ghosts, demons, spirits) existing in the non-corporeal state of Twilight become visible as gauzy shadows. That said, this ritual provides no benefi t against active powers of deception or stealth (such as the Lurker in Darkness Dread Power), only those innate traits that protect the monsters from discovery.

Example: Brother Justin has invoked the blessing of St. Abel in preparation for battle with a pair of shapeshifting hellhounds. The beasts are expecting his coming, and as he bursts into their lair, one has already taken the form of a hulking wolf the size of a horse. Brother Justin rolls his Resolve + 3 (the number of successes allocated to the Benediction) and rolls two successes. He is untouched by the moon-madness that comes from seeing such a demon in its true form, and moves to attack. Unfortunately, he has no idea the beast’s fellow has employed one of its demonic powers to render it hidden to mortal eyes, and is coming up behind him with a knife...
Suggested Modifier
+5 Benediction invoked on August 5th.
True Sight of St. Abel,
This Benediction invokes the “Shield of the Trinity,” or the Scutum Sancte Trinitatis. This Benediction is used by the righteous soldier of God to protect himself against all mortal damage that might end his crusade against the Devil’s army. It is, at present, a Benediction found among the Athanasians. Technically, it’s possible for any hunter in the Malleus Maleficarum to manifest and learn this Benediction, but the Athanasians make every effort to quietly recruit, exile or destroy those hunters that show the potential for it. To use this, the hunter must mark himself with the symbol of the Shield of the Trinity, a symbol marked by four nodes (linked by six lines).

Cost: 3 Willpower
Action: Instant
Dice Pool: Resolve + Benediction

Dramatic Failure: The symbol burns, searing the soldier’s flesh with one point of aggravated damage.
Failure: God will not provide the defense necessary. Surely, He has His reasons?
Success: For each success gained on the roll, the hunter has one turn where he takes no damage from most bashing or lethal sources. However, the hunter still takes damage from fire, disease, drugs, and poison. In addition, aggravated damage still accumulates as normal.
Exceptional Success: Successes gained are their own reward (see Success, above).
Scutum Sancte Trinitatis



Willpower: 8
Morality: 6 (Repression, 7)
Virtue: Justice
Vice: Sloth

Health: 8
Initiative: 11
Defense: 3 (4 base, -1 vest)
Armor: 6/7B (Artificed Kevlar Vest)
Speed: 12

Pledge Oath of Redemption Type: Vow; Tasks: Lesser Forbiddance (-1, Do not commit murder, suicide, or assault - self-defense or defense of others excluded), Medial Forbiddance (-2, Do not talk about the supernatural except to other ensorcelled mortals, other supernaturals, or people Erin has vetted) Lesser Endeavor (-1, Keep in touch with Erin weekly), Lesser Endeavor (-1, Go to church weekly); Boons: Medial Blessing (+2, New ID +2), Adroitness (+1, Stealth), Ensorcellment (+2); Duration: Year and a Day (+3); Sanction: Poisoning of the Boon (-3, Medial and Lesser blessings)



Attacks..............................Damage.........Dice Pool.........Special
Shadow Knife............................. 7L................ 14................AP 3
Forearm Choke......................... N/A................. 6................-4 penalty on escape attempts, increasing by -1 per turn of hold, Inflicts unconsciousness after Stamina in rounds
Artificed Dragunov SVD...............7L (9-Again).....16.............10 ammo, 250/500/1000 range
Artificed Engraved CZ Skorpion....6L.................15.............20 ammo, 15/30/60 range, fully automatic
Smoke Grenade.........................-1....................6...............No damage, concealment (-3)
Note: Sergei's cache is hidden behind a false back in a kitchen cabinet. Inside it, arranged all nice and military-like, are the following items: a Dragunov SVD sniper rifle (Size 3), a token CZ Skorpion machine pistol (Size 1), a Bowie knife (Size 1), a Kevlar vest with accessories (Size 2), and a pair of civilian smoke grenades (Size 1 each), and ammunition for both the Dragunov and the Skorpion (Size 1 total).


Sasha
Aleksander Fyodorovich Melikhin, Aleksander Zmeyevich, Alexander Volkov, Magister of Nightmares

Type: Mortal (Frequently masquerades as a Draconic Fairest)
Profession: Former gangster, current charity worker

Virtue: Justice: Were he Sicilian, Sasha would be said to follow the Omertà. Loyalty, duty, honour. It's a feudal attitude, in a sense, but Sasha's lost his faith in society and law. Instead, his is a simple set of rules. He won't hurt you when you're down, and you don't do the same to him. You do him a good turn, and he'll do you one himself. Reward him well, and you'll get his loyal service for life.
Vice: Envy: All this depends, in a sense, on the world being fair. But it's not, and Aleksander can't stand that. Sasha deserves the best. If he works hard, the world should reward him for it. And if it doesn't, then Sasha will make it.




Real Name: Aleksander Melikhin

Type: Mortal (Occasionally masquerades as a Draconic Fairest)

PMental Attributes: Intelligence 4, Wits 4, Resolve 3
SPhysical Attributes: Strength 4, Dexterity 3, Stamina 4
TSocial Attributes: Presence 3, Manipulation 4, Composure 5

SMental Skills:Academics 1, Investigation 2, Medicine 1, Occult (Fae) 2, Politics 2
PPhysical Skills: Athletics 3, Brawl (Disarm) 5*, Drive 1, Firearms (Shotgun) 4, Larceny 2, Stealth 2,
Loses 10-again and 1s subtract
Survival 0, Weaponry 2
TSocial Skills: Empathy (Mind Games, Psychotherapy, Oneiromancy) 5, Expression 1, Intimidate 2,
9s again with mask
Persuasion (Fast-Talk) 5*,
9s again with mask
Socialize 3, Streetwise (Black Market) 4,
9s again with mask
Subterfuge (Can't Lie to Me, Misdirection) 4

Merits: Brawling Dodge 1, Fast Reflexes 2, Fighting Style (
Add Brawl to Initiative when facing armed opponents; can do an unarmed disarm+weapon grab
Krav Maga) 2, Fighting Style (
Ignore up to FS in armor on melee attacks, improved grappling
MAC) 3, Friend (Lena Melikhin) 4, Languages (English, Ukrainian; Native is Russian) 1, Lucid Dreaming 2, New Identity 4,
Cop; Empathy, Firearms, Persuasion
Professional Training (~Private Detective~) 5, Quick Draw (Firearms) 1, Resources 5, Shadow Initiation (Harbingers) 4, Status (Unseelie; Magister of Nightmares) 3, Striking Looks
SL2 + 2 from pledge
4*, Token (
Gains the Flowering Fairest Kith Blessing, 9 again rule on dice pools including Persuasion, Socialize and Subterfuge
Deadman's Mask) 2, Token (
+3 to Persuasion rolls
Heart Ruby) 3, Token (
Sasha may use the following contract at a -1 Glamour cost (already included), but loses 10s again and 1s subtract on Survival rolls.

Forging the Dream (••)
The changeling may change the subject's dreams to whatever she wishes, with one exception: she can never depict the subject's death (though she can imply it). The changeling must be able to see the subject, but can use a video feed or even a photograph or painted portrait.

Cost: None
Dice Pool: Wits
Action: Instant
Catch: Sasha must stand or sit beside the subject, touching his temple and that of the dreamer.

Dramatic Failure: For the remainder of the scene, Sasha cannot spend willpower. The dreamer also wakes with a distinct image of Sasha, though they may not know what he was trying to do.
Failure: The contract fails but shows no sign of attempted use.
Success: Sasha may edit the sleeper's dreams and dictate the content, with the exception of portraying the sleeper's death. If one of the True Fae is in the dreams, he must vie for control as usual.
Exceptional Success: No additional effect.
Suggested Modifiers:
-1 Sasha is not in the immediately physical vicinity of the target.
+1 Sasha knows the target at least superficially.
+3 Sasha has a deep personal relationship with the target.
Dreaming Compass) 2, Goetic Gospels 5, Steal Sense 3, Theft of the Sublime 5
Lair: Off-The-Books Condo; Size 2, Secrecy 2

Goetic Gospels
The Frog
This power does not actually counter or dispel the magic, it merely causes the hunter not to register to the spell. It likewise has no effect on spells cast directly on the Knight; only spells that would affect anyone in the spell’s area of effect. To use the Lie of the Heart, the Knight must be in a meditative state. The effect lasts until the end of the scene.
Cost: 1 Willpower
Action: Instant
Dice Pool: Wits + Goetic Gospels

Dramatic Failure: The hunter is overcome by the frog, which befuddles his mind. For the rest of the scene, he gains a single minor Derangement of the Storyteller’s choice.
Failure: The hunter is unable to manifest the Lie of the Heart and thus cloak himself from magic.
Success: The spirit of greed manifests from Sasha's mind and swallows up his magical signature. The spirit tricks active spells into not recognizing the hunter’s presence; any time Sasha would be affected by a spell that affects anyone in a given area (for example, trying to step through a warded door or into the area of a spell that curses any within its effect), compare that spell’s dot rating to the Sasha's Goetic Gospels rating. If the hunter’s Endowment rating is higher, the hunter does not suffer the effect.
Exceptional Success: As above, but treat the hunter’s Goetic Gospels rating as one dot higher when comparing it to spell levels.
Lie of the Heart,
The Stallion
Cost: 1 Willpower
Action: Instant
Dice Pool: Stamina + Goetic Gospels

Dramatic Failure: Sasha actually renders it easier to target him with magic. For the rest of the scene, any spell that directly targets the hunter gains the 9-again rule.
Failure: Sasha is unable to summon the spirit to protect him.
Success: The stallion spirit manifests itself to protect the hunter; for the duration of the scene, he gains a number of points of Armor equal to his dots in the Goetic Gospels Endowment. This armor only functions against spells or attacks made with enchanted weapons.
Exceptional Success: Sasha’s power is so strong and sure that the armor persists until the end of the scene even if he loses his meditative state.
Crocodile Armor,
The Pig
The hunter must be able to see his target to use this power; a photograph or video will not do.
Cost: 1 Willpower, 1 point of lethal damage (optional)
Action: Instant
Dice Pool: Wits + Goetic Gospels; subtract target’s Resolve

Dramatic Failure: The pig gluts itself on its creator, consuming one point of Willpower.
Failure: The Gluttonous Devourer fails to take form.
Success: The spirit coalesces and battens itself onto the target witch, where it remains for up to 24 hours. As long as it remains attached to its victim, the spirit prevents the supernatural from generating or receiving Fuel. The Devourer consumes one point of Fuel per success rolled on the activation of this power, at which point it vanishes. Should the hunter choose to augment this power by accepting one point of lethal damage, the supernatural finds even the act of attempting to generate Fuel physically and mentally exhausting; she loses one point of Willpower each time she attempts to generate Fuel.
Exceptional Success: In addition to being able to consume a prodigious amount of Fuel, the pig remains attached to its victim for one day per dot Sasha has in the Goetic Gospels Merit.
Gluttonous Devourer,
The Goat
The hunter must be able to see his target to use this power; a photograph or video will not do. To use this power, the hunter must be in a meditative state (Wits+Composure).
Cost: 1 Willpower, 1 point of lethal damage (optional)
Action: Contested
Dice Pool: Intelligence + Goetic Gospels versus Resolve + Supernatural Advantage

Dramatic Failure: The hunter is overcome by his own sloth; for the rest of the scene he must spend an additional point of Willpower to activate any Endowment. If he cannot spend this Willpower in the same turn as the Endowment or Tactic (for example, if the ability itself costs Willpower), he must spend it in the turn immediately prior.
Failure: The Servitor of Sloth dissipates and has no effect.
Success: The Servitor of Sloth burrows into the supernatural's soul, infecting the source of her power with a supernatural lethargy and general malaise. For the rest of the scene, whenever the victim spends a point of Fuel, she must also spend a point of Willpower. If she cannot spend this Willpower in the same turn as the Fuel (for example, if the spell she casts also costs Willpower), she must spend it in the turn immediately prior.
Should the hunter choose to augment this power accepting one point of lethal damage, the supernatural must succeed on a roll of Resolve + Composure as a reflexive action to be able to spend Fuel. This roll comes before the Willpower expenditure.
Exceptional Success: As above, but the effect lasts 24 hours.
Servitor of Sloth,
The Bear
This power may only be used on a given target once per scene. The hunter must be able to see his target. To use this power, the hunter must be in a meditative state.
Cost: 1 Willpower and 1 point of lethal damage
Action: Contested
Dice Pool: Presence + Goetic Gospels versus Stamina + Gnosis

Dramatic Failure: The hunter’s wrath backfires and turns on him. He suffers one point of lethal damage per point of remaining Willpower.
Failure: The supernatural receives more successes than the hunter, and the power fails to take effect.
Success: The hunter receives more successes, and the spirit of wrath seizes the Fuel that circulates through the supernatural’s body, turning it to a deadly poison. The supernatural suffers one point of lethal damage per point of Fuel she is currently storing, to a maximum amount of damage equal to the hunter’s dots in Goetic Gospels.
Exceptional Success: In addition to suffering damage, the supernatural loses one point of Fuel per dot that Sasha possesses in the Goetic Gospels Merit.
Poison Baubles,
The Bull
Sasha is able to reach out to a victim and rob them of sight, hearing, taste or any basic sense. In fact, in the case of knowledgeable thieves, even senses that are neither obvious nor mundane are fair game. The caster must be able to either clearly see the target or have a sympathetic connection to him in order to steal a sense.
Dice Pool: Wits + Empathy versus Resolve
Duration: One scene
Possible Modifiers: The sense is not one possessed by the caster (–2), the sense is supernatural in nature (–3)

Dramatic Failure: The power fails. Sensory overload causes the caster a –2 penalty on all perception-related rolls for the remainder of the scene.
Failure: The power fails.
Success: The caster achieves more successes than the victim does. Before the roll, the caster must select one targeted sense to steal from the victim. The victim loses the sense for the scene. The caster finds her perceptions heightened. When making any roll pertaining to that sense, the caster can substitute the victim’s traits for her own and may roll all rolls with that sense twice, taking the best of the two results. If the sense is supernatural in nature, the caster must use her traits to utilize the stolen sense. This power can steal a person’s Unseen Sense Merit for a scene. The caster must know that the victim has the Merit before the roll is attempted.
Exceptional Success: As above, except the stolen sense lasts a whole day.
Steal Sense,
The Dog
With this unique ability, Sasha is able to rob a supernatural being of the very talents that make them inherently what they are. Sasha does not need to be intimately familiar with what it is the supernatural in question is capable of, it takes merely an estimate of what they should be able to do to draw out the gift. Witnessing the power in use and an Intelligence + Occult roll will suffice. The caster must be able to either clearly see the target or have a sympathetic connection to her in order to steal a supernatural power.
Dice Pool: Intelligence + Occult versus Resolve + Supernatural Advantage
Duration: One scene
Possible Modifiers: The caster is familiar with the power targeted (+2), the caster has never seen the power before (–2)

Dramatic Failure: The power fails; the victim is aware of the caster’s intentions and identity.
Failure: The power fails.
Success: The caster chooses one supernatural power possessed by the victim. For the remainder of the scene, the victim loses access to the power and the caster gains access to it. If the power requires an activation cost (Vitae, Essence, Mana, et cetera,) the caster must pay this cost in Willpower. At the Storyteller’s discretion, some powers may not be available to a body thief. Examples include powers that necessitate a dead body to function. As well, at the Storyteller’s discretion this Merit may allow the theft of an inherent ability, such as a werewolf’s regeneration. If there is a question as to what this power can or cannot work on, the default answer should be “no.”
Exceptional Success: As above, but the power is stolen for one full day.
Theft of the Sublime

Willpower: 8
Morality: 4
Virtue: Justice
Vice: Envy

Health: 8
Initiative: 9 (11 vs. armed opponents)
Defense: 2 (3 base, -1 vest)
Armor: 6/7B (Artificed Kevlar Vest)
Speed: 12

Pledge Price of Freedom; Type: Vow; Tasks: Greater Alliance (-3, Erin and Sergei), Lesser Forbiddance (-1, Do not commit murder, suicide, or assault - self-defense or defense of others excluded), Medial Forbiddance (-2, Do not perform any illegal act in exchange for money or other favors), Medial Forbiddance (-2, Do not talk about the supernatural except to other ensorcelled mortals, other supernaturals, or people Erin has vetted) Lesser Endeavor (-1, Keep in touch with Erin weekly), Greater Endeavor (-3, Perform 20 hours of community service per week); Boons: Medial Blessing (+2, New ID 4), Medial Blessing (+2, Resources +2), Medial Blessing (+2, Striking Looks +2), Medial Blessing (+2, Friend: Lena Melikhin 3), Adroitness (+1, Persuasion), Adroitness (+1, Brawl), Ensorcellment (+2); Sanction: Sanction: Poisoning of the Boon (Resources, Striking Looks) (-3); Duration: Year and a Day (+3)

Attacks...........................Damage.....Dice Pool.....Special
Atemi Strike ……………………0B………………….9 (10)………………AP 3
Disarm……….……………………0B………………….10 (11)………………AP 3
Forearm Choke.................. N/A................. 9 (10)................-5 penalty on escape attempts, increasing by -1 per turn of hold, Inflicts unconsciousness after Stamina in rounds
RSA Saiga 12K......................4L (9-again)....12.............8 ammo, 20/40/80 range
CZ Skorpion.........................1L....................8.............20 ammo, 15/30/60 range, fully automatic
Artificed Bear Mace...............3....................9.............5 ammo, 1/10/20 range, -5 penalties
Smoke Grenade....................-1....................5...............No damage, concealment (-3)

Spike
Daniel Farrell

Type: Mortal (Sorcerer)
Profession: Bo's Apprentice



Virtue: Hope: Next time will be different. If the last few years have taught Daniel anything, it's that everything can change in the blink of an eye. Just keep your eye out for the main chance, and when it comes by, grab it. Don't wait. Don't hesitate.
Vice: Greed: Spike's really something of a cynic. Spiritual fulfillment, faith, beauty, love, are all count for very little when you're squatting in a council estate with no future and no past. The only thing that lasts is cold, hard, cash, and Spike's going to grab it when he can.

Background: Daniel Farrell wasn't born a bad kid. He grew up in the council estates of Camden, and for a while, he really thought he'd break out of it. Sure, he was a scruffy kid from the lowest classes of society (his mother ran a daycare of sorts, his father worked in construction), with an older brother in prison and a dad who was a drunk. Hey, he figured, he at least had a dad. That had to count for something?

It didn't. Daniel worked in school, but the system was always stacked against him. What point to education if there aren't any teachers who know enough to teach? When the school stank of burning weed, and the only thing when you got out was a minimum wage job or a stint in jail. And so he sort of lost hope. Daniel wasn't a martyr and he wasn't a crusader, and when society gave up on him, he gave up on society.

So he dropped out of school (too boring, not much use to it) and started working a succession of odd jobs. He worked as a construction worker with his dad, worked as a mechanic at a garage, served behind the counter of a convenience store (Chelty's Food-Mart). He wasn't a criminal, though he did sell a few drugs on the side, a few pills, a few cuts of powder, nothing serious. At least it paid better than anything else, and he partook a fair bit. Daniel styled his hair and started calling himself Spike, which was something that got him a little respect.

Then... everything changed. Spike only remembers bits and pieces of it. Sometimes it shows up in his nightmares. But he got sucked into a world where nothing made sense. Where magic was real and where people wanted Spike. Privately, Spike thought most of his employers were completely insane, but if they wanted to give him money and magic, that was an insanity Spike wholly approved of. First there was the poof of a mage with his even more poof of a dragon-friend. Then there was Bo. Who was weird, in a Mr. Miyagi sort of way, but Spike's weirdness-censors have been rapidly dying out. Whatever happens, it beats working at the convenience store.

Personality: No one will ever call Spike the brightest mind in the world, but he's determined to hold onto what he thinks is the best thing that's ever happened to him. Sure, the people are freakish and the situations dangerous, but Spike will let go of his apprenticeships when they pry them from his cold, dead fingers. Past that, he's really just an easy-going, not very ambitious youth, who never saw a future for himself but is coming to understand that maybe, just maybe, he won't have to be a second-class citizen all his life. Maybe there is a future for him, if Spike can grab it.

Note: Courtesy of Melissa, Spike is thoroughly clean and off drugs. Unfortunately, magic, even with best intentions, is a fundamentally blunt instrument for dealing with societal problems. As a result of Melissa's efforts, Spike has gained an Avoidance derangement geared towards drugs, and gets nervous around any kind of medications or narcotics, from cocaine to asprins.
Mental Attributes: Intelligence 2, Wits 3, Resolve 4
Physical Attributes: Strength 3, Dexterity 3, Stamina 4
Social Attributes: Presence 4, Manipulation 2, Composure 3

Mental Skills
-3 untrained
: Academics •, Computer •,
Mechanics
Crafts •, Investigation ••, Medicine •, Occult ••, Politics 0, Science 0
Physical Skills
-1 untrained
:
Running
Athletics •••,
Dirty Tricks
Brawl ••••, Firearms •, Larceny ••, Stealth ••, Survival 0, Weaponry •
Social Skills
-1 untrained
: Animal Ken 0, Empathy •, Expression ••••, Intimidation •, Persuasion ••,
Bar Hopping
Socialize •,
Rumors
Streetwise •••, Subterfuge ••

Merits:
Spike gains +2 on rolls to resist illness
Natural Immunity •• ,
Spike is capable of getting himself and others into almost any bar or club in virtually any location.
Barfly •, Language (Chinese) •,
Spike gains +1 Speed
Fleet of Foot •,
Spike is aware of phenomena associated with spirits. He receives sensations when in the presence of unseen spirits or when spirits use numina around him. At Spike's discretion, he may roll Wits + Composure to gain one of the following effects:

- Spike automatically senses loci in his vicinity. As an extended action, he may determine the type of resonance a locus has. He requires successes equal to 10 minus the locus's rating and each roll is one turn.
- Spike automatically senses when numina or aspects are used within about 20 feet of him. He may roll and take a penalty equal to the spirit's Finesse to roughly determine the effects of the numen used. On an exceptional success, Spike gains absolute, clear understanding of the numen's effects.
- Spike is automatically aware of any time a spirit in the Twilight passes within 20 feet of him. He may determine the rough direction the spirit is traveling and whether it is hurrying. If the spirit is trying to hide, Spike takes a penalty on his roll equal to the spirit's Finesse.
- Spike automatically knows when a spirit riding a human or an animal passes within 20 feet of him. His roll, contested reflexively by the target's Finesse, will allow him to determine specifically which creature is ridden.
Unseen Sense (Spirits) ••••

Fighting Styles:
Dirty Fighting:
If Spike's Brawl attack has more successes than his target's Composure, the target loses its next action.
Low Blow (•),
Spike may use Brawl instead of Weaponry when wielding small improvised weapons.
Shank (••),
Spike may spend 1 Willpower to ignore all wound penalties for 1 scene
Suck It Up (•••)
Kung Fu:
Armor and Called Shot penalties are reduced by 1
Focused Attack (•)
Summoning Rites:
Cost: 1 Willpower
Action: Instant

Failure: The spirit of the Tiger fails to respond.
Success: Spike gains +3 Defense, +5 Initiative and 5 temporary Health. He may re-roll all his attack rolls and take the better of the two results. This lasts for the remainder of the scene.
Exceptional Success: As above, plus all of Spike's rolls during combat gain the 9-again feature.

Drawback: Using this power more than once in a 12-hour period causes a -2 penalty to activate it. This penalty is cumulative for each use.

Hunter - Spirit Slayers, p. 160
Wearing the Tiger's Skin,
Cost: 1 Willpower
Action: Extended (TN 10, 5 minutes per roll)

Failure: The meditation fails to work.
Success: The meditation lasts for up to 7 hours. While the meditation is in effect, Spike can perform the following abilities:
Cure the Sick: Spike can make an extended Wits + Medicine roll, 15 minutes per roll. Minor illnesses like colds and flus have TN 5. More serious illnesses like cancer have TN 15. Supernatural diseases have TN 20.
Heal the Wounded: Extended Wits + Medicine roll, 10 minutes per roll. Successes can be allotted to heal damage. 1 success heals 1B, 2 successes heal 1L, 4 successes heal 4A.
Exceptional Success: No additional benefit.

Drawback: When healing the sick, Spike takes 1B (for minor illnesses), 1L (for serious illnesses), or 1A (for supernatural illnesses) for each extended action roll made.
(Spirit Slayers, p. 157)
Healing Meditation,
Cost: 1 Willpower
Action: Extended (10 successes required, 1 minute per roll)

Failure: The spirit fails to respond.
Success: Spike may select any one skill. The spirit accompanies Spike and, for 24 hours, Spike gains the rote action quality on all rolls using that skill. Spike suffers a -1 penalty to all rolls not associated with that spirit's purview.
Exceptional Success: Spike gains the above benefits and also does not suffer the -1 penalty.

Hunter: Spirit Slayers p 157
Spiritual Guidance,
Cost: None
Action: Instant

Failure: The spirit fails to respond.
Success: Spike gains +5 to all rolls involving jumping and only takes 1B damage from a fall, no matter how far he fell.
Exceptional Success: Spike gains the above benefits and may also move his full Speed as a reflexive action once per turn.

Hunter: Spirit Slayers p 156
Light as a Feather

Equipment
4-dot imbued item
Shield Charm -- This item confers a persistent potency 2 Mental Shield effect on the wearer. It resembles a Taoist pentacle.
Willpower: 7
Morality: 6
Derangements: Avoidance (Drugs & Pharmaceuticals; Mild)
Virtue: Hope
Vice: Greed

Initiative: 6 (11 with Tiger active)
Defense: 3 (6 with Tiger active)
Armor: 0
Size 5
Health: 9 (+5 temp Health with Tiger active)
Speed: 11

D.I. Jonathan Sanford Perish, Ret.


D.I. Perish in Uniform: September 1967, London, England


A Rare Post-Retirement Snapshot: January 1984, Bar Vincenç, Betlem, Majorca

Virtue: Prudence. Mr. Perish is careful. Very careful. He is methodical, and precise, and plans ridiculously far in advance. And when the right moment comes, he is ready.

Vice: Sloth. Mr. Perish slogs through life as if it's a foregone conclusion. He's not inactive, by any means, or unproductive, but one gets the persistent impression that he's an undercover existentialist.


Appearance:
Age: 91
Eye Color: Pale, piercing blue
Hair Color: Used to be sandy brown, now white
Skin Tone/Complexion: Not fantastic. He's an old, naturally pale guy who's been out in the sun a lot.

Hair Notes: Mr. Perish keeps a neatly-trimmed fringe at the back, but is otherwise entirely bald.

Figure Notes: Jonathan is in good shape for a 91-year-old, which admittedly is not saying that much. He used to be lean and a few inches taller than average, with the healthy constitution and wiry strength of a farmboy-turned-beat-cop. He's still lean, and though age has taken a couple inches off him and dulled his muscles a good deal, he's still quite a hard-bitten fellow. Favors his right leg due to the aftereffects of a late-career injury -- he had to ram someone at a bad angle during a car chase -- and walks with a slight limp. Has a long, high-cheekboned face, a sharp chin, and somewhat bushy eyebrows, all of which lends itself very well to English curmudgeonliness.

Clothing Notes: Standard "O.A.P. on Holiday" getup: usually pressed khakis, a neutral-colored button-down shirt, a leather belt, and loafers or boat shoes. Add a slouch hat, worn outside, and maybe a cardigan when it's cool out, and there you have it. Despite favoring such an outfit -- and sensibly, given Majorca's climate -- it is Jonathan's eternal misfortune to look as if he *should* be dressed in knit sweaters and woolen overcoats, in order to go Rambling on the Moors.

Accessory Notes: Wallet; keys; nice, middle-class wristwatch that the department got him for his retirement. Reading glasses, kept in breast pocket when not in use. Hand-carved mahogany walking stick, simply designed but well-made. Pointed lack of anything resembling a cell phone.


Background:

Jonathan Sanford Perish was born in 1916, to a large family of sheep farmers on the North York Moors: twenty minutes or so outside the town of Stokesley by modern transport. His parents being modestly off -- with more than enough people to tend the herd -- Jonathan was sent to school. Good thing, too. Young Master Perish excelled across the board, showing particular aptitude for civics and history. This is because he "knew in advance" what a significant portion of his test answers were supposed to be. Without having to study.

After graduating, his high marks and robust health led him off the farm, with his parents' blessing, and into the North Yorkshire rural police. Also leading him: the fact that he "knew" he was going to be a police officer. He made an equally good impression on the force, posting a solid performance record and impressive attention to procedure -- though, strictly speaking, not an awful lot of crime happens on the Moors, so it wasn't as if he was foiling dastardly Fifth Columnists or anything. …Until December of 1939, that is. The story goes that Perish was tapped by MI5 to be an undercover local point man on the bust of a homegrown Fascist cell, walled up in an armed compound out on the moors and radioing secrets to the Nazis. The operation was an astounding success. The real story is similar, only the Fascists were also a Pure werewolf pack; MI5 was MI18, the UK's supernatural-focused military intelligence division; and the MI18 agent assigned to the case had no idea who Jonathan was before the bust, having been clawed half to death and hogtied in the basement five minutes after walking onto the pack's property. After Mr. Perish drove up to the compound unexpectedly, broke the agent out, and helped him firebomb the place, the agent asked the young cop how he'd known to be there in the first place. Jonathan told him.

Mr. Perish was summarily promoted, transferred to London, given all manner of briefings, and assigned to take care of the Stepney Horror. In February of 1940, accompanied by D.I. Nathan Brinks of the London Police -- also of MI18, and not really named Nathan Brinks -- he did so. The next 30 years were ones of hard work and quiet success. Following his triumph at Stepney, Mr. Perish established a reputation as a determined, well-informed investigator with an above-average record -- marred only by the fact that he went through quite a lot of partners, and never quite managed to make D.C.I. Of course, his record was so good because he "knew" rather a lot about his cases in advance, funneling precognitive information to MI18 all the while; he hit the glass ceiling because MI18 wanted to keep him unobtrusive, and he went through a lot of partners because they were all MI18, and the government was not keen on them sticking around long enough for Perish to "know" stuff about them, too. In 1944, he struck up an acquaintance with his upstairs neighbor, a secretary named Edith Mills; in 1945, mere weeks after V-E Day, they were married, settling down to a comfortable home life. They had no children.

Now, see, MI18 thought they were being really clever with Edith Mills -- not her real name. This is because Jonathan had been studiously giving them the impression that his precognition was limited to details about incipient crimes -- not, for example, that it extended to prospective wives. In truth, Mr. Perish knew full well that "Edith" was a deep-cover agent meant to ensure that he kept in line, but as he "knew" it would be a good idea to marry her anyway, that's what he did. Besides, he liked her okay.

Perish's official career came to a tragic end in May of 1970. Seeking revenge for the imprisonment of one of their members at Jonathan's hands, an East End-based criminal organization abducted his wife, leaving her horribly mutilated body in Hoxton Square the following day. Perish tracked down the two killers with police sanction and "shot them while resisting arrest" -- but after this final act, the fire seemed to go out of his police work.

Of course, it isn't commonly reported that the gang members were Nosferatu, or that Perish "knew" full well that the murder was going to happen -- and, somewhat sadly, that it had to happen. That said, it did play into some of his long-term plans. "Edith," after all, had now been part of a crime, which meant that Jonathan's minders could now infer that he "knew" about her role. So he gave them a call telling them as much. No hard feelings. They shouldn't do anything rash. He'd even keep funneling them "information," to show his continued loyalty to the organization. The only thing was, he was getting a little tired of police work…

Several months later, a sympathetic department agreed to pension him off early, taking his years of exemplary service into account. In August of 1970, Jonathan Perish hopped a plane to Majorca, and largely dropped off the public radar. In the years since, both his family members and his former police colleagues have either died or stopped telephoning. Thus, as for what's happened to him in the past few decades…well, that's for Lauren to find out.

As with most of Jonathan's decisions, he retired to Majorca because he "knew" it would be a very good idea. First, it would get MI18 off his back -- as indeed it has. He's followed through on his promise to phone in "hunches" about national security every so often, but has deliberately ramped up the fake senility in his calls over the past decade or so: the agency still thinks he's precognitive, and still thinks he's trying to be helpful, but now also thinks that he's a useless crank. Certainly not worth assassinating -- good show for Perish, that.

Second, it would put him in the right place to make friends. A lot of people retire to Majorca. Some of them are ex-law enforcement. Some of them are powerful psychics. Exactly two, from 1970 through 2007, have been both -- aside from Perish himself, that is.

Now, Jonathan has an isolated beach house on the island's north coast, an hour's walk from the tiny seaside town of Betlem. Most afternoons, he can usually be found in Bar Vincenç, accompanied by René Villeneuve (89; French; thin; dapper; pencil mustache; ex-consulting detective; high-level telepath) and Heinrich Blau (88; German; short; stocky; "cop mustache"; ex-Stasi; high-level pyrokinetic), drinking, talking, and playing darts. Otherwise, he takes long walks, maintains a woodworking hobby, and prepares mentally and physically for the event he knows to be coming.

Jonathan Perish knows that something is coming. And he is going to be ready when it happens.


Personality:

Largely for Lauren to discover for herself. Mr. Perish had a reputation for being quietly industrious and not much else, when he was in the public eye. Now? That's anyone's guess.

Put simply, Jonathan Perish has mental access to a several-hundred-thousand-page Choose Your Own Adventure autobiography of himself. That is to say, there are a dizzying number of branching pathways representing what he could do at any given time, and he can't pay attention to more than a handful of them at a time, but he has a pretty good idea of what will happen next if he makes any semi-significant decision. The rest of his personality flows naturally from there.

Jonathan isn't brilliant, but he always knows what he has to do. Jonathan isn't lucky, but he always knows where he has to be. Thus, for most of Jonathan's professional life, he had effectively been locked into his own optimal career path: decisions happen too often to a policeman for him to have avoided getting hunches, and he always knew that acting contrary to them would be a bad idea. In a sense, he really had no choice in the matter. This made him very good at existing, but very cynical, very detached, and oddly lazy about life in general -- after all, it was nothing more to him but going through the motions. MI18 peeping over his shoulder at all hours didn't help matters.

In contrast, Jonathan's stint on Majorca has been the best time of his life. Nothing happens when you're retired. Jonathan's precognitive abilities aren't kicking in nearly as much, and so he finally has his life to himself -- not to mention two sincerely close friends to share it with. To the other islanders, and others who don't know his secret, he puts on a grumbly, close-mouthed front: he does naturally lean towards crotchetiness in his old age, and is understandably not keen on talking too much about himself. To René and Heinrich -- as well as anyone who his hunches say it would be a good idea to open up to -- his true personality shines through: a placid, almost Zen-like calm, paired with overt displays of knowledge and a more benevolent demeanor. Mr. Perish has come to peace with his abilities as of late -- and he really does have humanity's best interests at heart.

If MI18 were to stop in for a visit, Mr. Perish would of course play senile. But he would know if they were coming, and they haven't bothered yet.

A few notes about the "Event" Jonathan foresees. It's one of three "fixed points" in his life: events that he knows about, cannot avoid, and takes exhaustive measures to plan for. Roughly translated, the first was "You Will Encounter The Stepney Horror Firsthand On This Date;" knowing that the Horror was very likely to kill him or drive him mad, Jonathan prepared by becoming a police officer with the might of M7 backing him up. The second was "Your Wife Will Be Killed By Such-And-Such Vampires On This Date" -- Jonathan played the long game here by choosing the right wife, and by tying the event into his larger life strategy. The third fixed point, I will leave to the Storyteller to decide. Jonathan himself knows fewer specifics on this one -- among them, that retiring to Majorca and allying with René and Heinrich are among the best ways to deal with it.

Jonathan has a longstanding woodworking hobby; his carvings, many of them subtly prophetic, are often on display at his beach house. He likes darts, chiefly because it's way too easy for him to accidentally cheat at cards. And, being a Yorkshireman born and bred, he has an appropriate accent, which he speaks in an authoritative but somewhat creaky tenor. Reference here.
PMental Attributes: Intelligence 4, Wits 4, Resolve 5
TPhysical Attributes: Strength 1, Dexterity 2, Stamina 1
SSocial Attributes: Presence 2, Manipulation 4, Composure 3

SMental Skills: Academics 3, Crafts 2, Investigation (Precognition) 5, Medicine 1, Occult 4, Politics 3, Science 2
Physical Skills: Athletics 1, Drive 1, Firearms 1, Larceny 2, Stealth (Unobtrusive) 2
PSocial Skills: Empathy 5, Expression 1, Intimidation 4, Persuasion 3, Socialize 2, Streetwise (London) 4, Subterfuge 5

Merits: Allies (MI-18) 3, Emotional Detachment 1,
Detective; Empathy, Investigation, Subterfuge
Professional Training (~Metropolitan Police Service & MI18~) 5, Resources 3, Status (Metropolitan Police Service; Detective Inspector, Ret.) 3
Lair: House in Majorca; Size 2, Security 1, Workshop (Woodwork) 1

Willpower: 8
Morality: 6

Health: 6
Initiative: 5
Defense: 2
Speed: 8

Precognition: (-----): Mechanically, at the beginning of every adventure, Perish rolls Intelligence+Investigation (Professional Training and specialties do apply). Each success grants him a single 'Reversal Point' to spend during the subsequent adventure. Each reversal point allows Perish to retroactively declare a basic (1 point – bodyguards were shadowing him in case of attack; he'd researched a person previously; there's a car waiting for him), moderate (2 points – his counter sniper shoots the sniper; there's an unlocked door he can step into that he can bar easily), or complex (3 points – the enemy's henchmen had been apprehended and arrested just an hour ago in a police raid; the building was secretly prepared with hidden surveillance cameras, secret passages, and/or traps) preparation to deal with an event that has just been revealed in play, such as a betrayal or unexpected encounter.

René Villeneuve


Who's that dapper gentleman? Why, it's Mr. Villeneuve! Paris, France: 1955.

Virtue: Justice. René was not always so responsible, but he's come to value it a lot more over the years. Even after having retired from paid detective work, he still likes to see the guilty brought to account.

Vice: Pride. Lust was a close second earlier in his life, but not anymore. Put simply, René knows all about you already, and knows even more about human nature. In his view, that makes him a pretty big deal.

Background: René could get away with anything when he was younger. His natural charisma and self-assuredness was evident from his boyhood, and the teenage-onset telepathy pushed it even further: being able to wrap your friends and relations around your finger through psychic means tends to encourage narcissism. The suburb of Amiens where he grew up was too small for him, as was his family's newsagent shop.

Given more time to himself, René likely would've progressed from general self-involvement to con artistry or a gambling problem. The war got in the way. In 1940, Northern France mobilized its citizenry to defend against the impending German invasion. René, 21 and of draftable age, did not like this one bit. When his number came up, Mr. Villeneuve did what he did best: read a couple of minds, found out exactly what the board officer needed to hear to oust René from consideration, and told him. It was an effective strategy on its face, but less so when word of the incident reached his family: even René couldn't smooth over their shame and disappointment. Screw 'em. They were better off where they were. René packed his things and moved to Paris. He'd be free there, and safe.

Of course, he wasn't. A month later, Paris was occupied, and René heard that his youngest brother had been killed in action defending the Maginot Line.

René told himself that he'd joined the Résistance on a lark: because it was all good adventure, because the women were prettier there, and because the Nazis were just boorish chaps who spoiled everyone's fun. It wasn't really the reason. René charmed his way into ownership of a Montmartre bar, opened its doors to Parisians and Germans alike, and kept his "ears" open as he poured drinks and washed glasses, funneling the information to the interested parties. On rarer occasions, he took on more direct assignments. When Paris was liberated, he didn't go home -- just funneled his talents into a private investigator's license, drawing on his contacts from his earlier work. Going home felt…well, he didn't really feel like thinking about it.

While he would only occasionally have admitted it to himself, René really did enjoy being a detective. It meshed well with his social impulses, allowed him to remain something of a raconteur, and felt pleasantly responsible when he used his talents to bring criminals to justice -- not to mention, he was just plain good at it. Mildly famous, in fact, after five years or so; enough for it to be an ego boost without attracting too much attention. Moreover, his powers allowed him to dodge any more official position: if ever a police or government contact began to suspect that his skill at deduction was more than natural, Rene always knew just what to say to allay their fears.

It was a routine blackmail case in 1959 that changed his life again, once more for the better. He was following the paper trail at a local post office, and did a cursory reading on the pretty young clerk behind the desk -- only to find out that she was reading his mind simultaneously, and had resolved to crack the same mystery in her off time, having noticed some suspicious thoughts in one of her customers. Also, she did not much like what René was thinking of doing with her after he was done investigating. The next three days were, in effect, a pitch-perfect action/romantic-comedy, with the questionably marketable twist of having both leads be telepathic. They hated each other; there were hijinks; they tolerated each other; they solved the case; they kissed; and it was adorable. Three months later, René Villeneuve and Babette Mesnard were married.

Through the swinging sixties and beyond, the two were inseparable: solving cases as a duo (Babette quit her day job); having long, deep conversations without either party saying a word; and generally being the psychic French New Wave version of Nick and Nora. Apart from his enduring love for his wife, having a supernatural equal around kept René's ego in check, and he grew more empathetic, considerate, and socially responsible with every passing year -- not to mention better as a detective. In the mid-'70's, he even went back to visit his hometown and patch things up with his family; it went surprisingly well, and he maintains a long-distance relationship with his siblings to this day.

In 1988, Babette passed away from cancer; she was 59. She and René had foregone children due to mutual personal preference, so there wasn't a lot keeping him in Paris. He shuttered his office, sold his apartment, and booked a ticket to Majorca.

Heinrich Blau

Type: Psychic (Pyrokinetic)
Born: 1920


Leutnant Blau, early 1945: La Rochelle, France.

Virtue: Temperance. There is a non-zero correlation between "when Heinrich pushes his behavior to extremes" and "when explosions happen." He's in control of his powers, which means he's in control of himself.

Vice: Envy. From his late teens through his sixties, Heinrich's life was not his own. He still resents what he was made to do, and regrets his complicity in it.

Background: Heinrich just wanted to be a baker.

It should have been very easy for Heinrich to be a baker. His father was a baker, and was more than happy to teach him the craft. The small town outside of Waren (in the Mecklenburg Lake District, in northeast Germany), where he grew up, could have used a second baker. The…"unique" facility with heat and brick ovens that Heinrich developed during puberty, and which he could under no circumstances tell anybody he knew about, had the side effect of making him a very good baker. And, most importantly, Heinrich really enjoyed baking. It was calming.

Unfortunately, by the time that Heinrich was in his late teens, it was 1937. Heinrich was not overenthused with the German government in his late teens -- in part because it was becoming progressively more ominous, yes, but also because it seemed to frown upon noncombatant bakers, and seemed as if it would be far more enthusiastic about people who could murder other people with fire. Heinrich didn't want to be that second thing, but he was also a young man of military age. It seemed best to beat any prospective draft boards and secret police inquiries to the punch, volunteer for something that posed minimal risk, and just…wait things out. Quietly. Without any kind of unintentional incident.

Oh, look, there was a new naval intelligence base in Waren. Heinrich felt comparatively satisfied with the prospect of being surrounded by water for the forseeable future.

The next seven years passed…anonymously. Heinrich was on a lot of boats, was rarely noticed and rarely promoted, and -- if he did kill anyone directly -- did so infrequently, and via the usual wartime methods. While his missions were more varied than an ordinary sailor's might have been (that's naval intelligence, not just regular Kriegsmarine), they were generally not out of the ordinary for the branch. They did, however, ensure that he was not on a U-boat in the North Atlantic in late April of 1945, but rather, on assignment in Berlin -- not coincidentally, just as the Soviets had begun to break through into the city center for their final offensive.

It was not a pleasant assignment. Heinrich was alone on it with his superior officer, who was not a pleasant man, and who was driven to certain particularly unpleasant actions as the city's circumstances became more dire. Tempers ran high. There was an…argument.

Unfortunately for Heinrich, several members of Colonel-General Kuznetsov's 3rd Shock Army were there to witness a high-ranking German naval officer being incinerated by a twenty-foot-diameter psychic fireball. It was rather difficult to miss. Rumors made their way up the chain of command, and after the surrender, Heinrich was approached by certain highly placed parties within the Russian intelligence apparatus. He was commended on his uniquely dramatic renunciation of the Nazi regime, and his implicit solidarity with the Soviet cause. Would he be interested in a job? It was a rhetorical question.

Heinrich was shipped to Moscow for training. Five years later, he returned to East Germany. The Stasi had all manner of uses for a man who could set fires with his mind, intimidation and clean-up work foremost among them. Whenever people needed convincing, or needed to die in a horrible accident -- or were already dead, but needed to look as if they had died in a horrible accident…well. Heinrich got promoted several more times. He maintained few friendships, and never married. And he hated every minute of it.

In 1990, when reunification came, Heinrich was called into another office. The government of the Federal Republic of Germany was quite embarrassed, really. The Stasi was a criminal organization now, but Heinrich could not be prosecuted without the government stating what, exactly, he had done wrong. The government knew what Heinrich had done wrong, but did not exactly relish the prospect of a public inquiry -- West Germany had also maintained a number of "unique" officials, after all. It was really very embarrassing. Perhaps if Heinrich were to go somewhere very far away, and stay there, the government could lose track of some documents.

Heinrich retired to Majorca. Since then, he has gotten back into baking. Try the pretzels.
PMental Attributes: Intelligence 3, Wits 5, Resolve 4
TPhysical Attributes: Strength 2, Dexterity 1, Stamina 1
SSocial Attributes: Presence 4, Manipulation 2, Composure 4

SMental Skills: Academics 3, Crafts 2, Investigation (Surveillance) 4, Medicine 2, Occult 1, Politics 3, Science (Pyrokinesis) 4
PPhysical Skills: Athletics 4, Brawl 1, Drive 3, Firearms 3, Larceny (Plant Bugs) 4, Stealth (Blend in the Background) 5, Survival 2, Weaponry 1
TSocial Skills: Animal Ken 1, Empathy 3, Intimidation (Interrogation, Pyrokinesis) 5, Streetwise 4, Subterfuge (Detect Lies) 5

Merits: Contacts (OdeSSa, GRU-SV8) 2, Indomitable 5,
Secret Police; Intimidation, Subterfuge, Stealth
Professional Training (~Stasi~) 5, Quick Draw (Firearms) 1, Resources 2
Lair: House in Majorca; Size 2, Secrecy 1

Pyrokinesis: 5; Pyrokinetic Powers:
The user, their clothes, and any carried objects of up to Size 5 are absolutely immune to fire, extreme temperature, or certain other ancillary effects (smoke-inhalation most notably).
Immunity,
1WP per roll, Instant (to light a fire), Extended (to douse it), Wits+Science+Pyrokinesis to start a fire, Resolve+Science+Pyrokinesis to douse one; see the list of modifiers for different materials.
Combust,
1WP, Instant, Range 50 yards, Dexterity+Athletics+Pyrokinesis minus Defense, deals (successes) fire damage. On an ES, target catches fire, taking 1L per round till extinguished.
Blast,
1WP, Instant, Range 25 yards, Area 15 yards, Dexterity+Science+Pyrokinesis minus highest Defense, deals (successes) fire damage to everyone in the area.
Detonation,
2WP, one on activation, on when the power ends, Instant, Range 25 yards, Area 15 yards, Wits+Intimidation+Pyrokinesis, deals 3L damage per round in the area for (successes) rounds.
Firestorm,
3WP, spent on consecutive rounds up to activation on the third round, Instant, Radius (Stamina+Presence times 10 yards), Presence+Intimidation+Pyrokinesis, deals (successes) aggravated damage to everything in the radius. This may be used only once per day, and inflicts a -3 penalty to all mental and physical rolls until the user sleeps, and suffers the Narcissism derangement for (successes) days.
Hell on Earth
Unearthed Secrets: 2; Heinrich starts each story with two important secrets about the supernatural or conspiratorial events involved, gleaned from old Nazi and Stasi archives. He also has certain relevant contacts.

Willpower: 8
Morality: 4
Flaws: Lame

Health: 6
Initiative: 5
Defense: 1
Speed: 5


Baron Isandro de Guzman y Vega
Isandro Guzman, Agent Desquite, Sandy

Type: Demon-Blooded Mortal
Profession: Demonologist



Virtue: Justice Isandro was raised to believe that as a nobleman, he had certain duties to those less fortunate. He has also come to believe that as one of the demon-blooded, he has a certain responsibility for the damage that other supernaturals (above all demons) cause. Both of these obligations manifest most clearly in the need to protect humanity.
Vice: Pride Isandro de Guzman y Vega is the Baron of Corvera, 21st of the name, and both for his bloodline and for his blood and tears as a Hunter, he deserves respect.

Background: Baron Isandro de Guzman y Vega is the scion of a rather down-at-the-heels noble family that suffers under a familial curse and a demonic pact. Fully expecting to die in madness and pain in the not-so-distant future, Isandro is a well-trained sorcerer and demonologist operating under the auspices of the Lucifuge of Milan (in his day job, he's a corporate tax lawyer). For the last year or so, he's been seconded to MI-18 to serve as a liason.


TMental Attributes: Intelligence 4, Wits 3, Resolve 3
SPhysical Attributes: Strength 2, Dexterity 4, Stamina 2
PSocial Attributes: Presence 5, Manipulation 4, Composure 4

SMental Skills: Academics (Law) 4, Investigation 2, Medicine 1, Occult (Demonology) 4, Politics 3
TPhysical Skills: Athletics 2, Brawl 1, Firearms (Pistols) 4, Stealth 2
PSocial Skills: Empathy 4, Expression 1, Intimidation (Diabolic Grandeur) 4, Persuasion (Faustian Bargain) 4, Socialize 3, Subterfuge (Lord of Lies) 4,

Merits: Allies (Demons) 3, Language (English; Native is Spanish) 1, Quick-Draw (Firearms) 1, Resources 3 (+2 for Hunting purposes), Status (
May purchase Castigation; +2 Resources for Hunter purposes
Lucifuge; Senior Hunter) 4, Striking Looks 2,
Isandro understands the language of demons, and is fluent enough in it to get a +1 to all social rolls with demons. Isandro is also able to bypass the Invocation and Negotiation aspects of demon summoning (so long as Sandy has the right Lure, the demon will come and will talk to Sandy), he may also summon minor demons with the right materials and a drop of blood.
The Dragon’s Tongue 2
Standard MI-18 Merits: Status (
Access to 1 Endowment
MI-18; Liason) 2,
+3 dice to resist any attempt to bend the Hunter to one’s will, be it magical (spells) or mundane (Intimidation, Persuasion)
Indomitable 3, Languages (ConLang) 1, New Identity (Isandro de Guzman y Vega) 2, New Identity (Throwaway Government IDs x3) 1 each,
Professional; Academics, Persuasion, Subterfuge
Professional Training (Corporate Contacts) 5, Status (British Government; "This is a matter of National Security") 3

Endowments: Castigations 5: Familiar (Zoraida),
Bind or banish an incorporeal entity
2L from self or other, Presence+Resolve vs. Resistance
Calling Forth the Pit,
Bind an incorporeal entity
1L, Presence+Intimidation vs. Resistance
Shackles of Pandemonium,
Control incorporeal entities
○, Presence+Composure vs. Resistance, Instant (simple orders) or Extended (complex orders)
Mandate of Hell,
If you have access to an undisturbed murder scene (body still in residence), can cause the killer's hands or wrists to start bleeding for one scene, bleeding through any bandages in short order. While the killer bleeds, Isandro knows the rough direction (eight compass points) and distance (to within 500 yards) of the killer.
○, Intelligence+Investigation vs. Wits+Subterfuge, Instant
Guilt's Bloody Trail

Willpower: 8
Morality: 6
Derangements: Manic-Depressive (Severe)
Code Changes: 2 – Summoning demons is removed
Tells: Calling Card (Minor)

Health: 7
Initiative: 8
Defense: 3
Armor: 1/2B (Bulletproof Clothing)
Speed: 11

Attacks...........................Damage.....Dice Pool................................Special
Strike ..........……………………0B………………….3………………
Colt M1911A1......................3L...................12................7 ammo, 30/60/120 range, Silenced



Rache
Rachel Harcourt-Ogilvy

Type: Wolf-Blooded Mortal
Profession: MI-18 Hunter (Former)



Virtue: Prudence Rache is a patient huntress, able to wait for years if she has to, keeping the inevitable reward in sight despite temporary setbacks.
Vice: Wrath This isn’t to say that Rache has always resisted the temptation to solve a problem by means of a silver bullet in the back of the skull.

Background: If there is no glamour in counter-occultism, Rache did not get the memo. A stunning redhead/brunette/blonde (delete as appropriate based on her current guise) with a long, aristocratic face and legs to die for, Rache has been training for the Hunt since she was eight years old. Her family is old, hereditary hunters going back to the 19th century, when a distant relative founded the Ashwood Abbey. Through a combination of being more cautious than being given credit for and being noticeably prolific, the Harcourt-Ogilvy's have managed to survive, and Rache learned about the Great Hunt when she was just a child on her grandmother's knee.

It was all a great game, and it's stayed that way, even when the werewolves devoured her father in front of her on a botched hunt in Scotland when she was barely sixteen. She escaped -- though not unscarred -- and came to the conclusion then and there that she needed something more serious than a hunting shotgun filled with silver birdshot. Luckily for Rache, she had an uncle in the Home Office, and he steered her to MI-18. She still has a shotgun filled with silver, but now it's a fully-automatic AA-12 with silver flechettes.

Rache has a powerful personality, vibrant and domineering in equal measures. She's willful, in all senses of the term, but she makes up for it by being the kind of hunter that very few at MI-18 can manage to be. A lifetime of training does pay off. She also has a sixth sense for werewolves, and a great facility for infiltration and disguise.

What Rache doesn't know is that she's a wolf-blood, and that one fine day, Ever-Shifting Luna will have the last laugh on this werewolf-slayer.
TMental Attributes: Intelligence 3, Wits 4, Resolve 3
PPhysical Attributes: Strength 4, Dexterity 4, Stamina 4
SSocial Attributes: Presence 4, Manipulation 2, Composure 3

SMental Skills: Academics 1, Crafts 4, Medicine 3, Occult 1
PPhysical Skills: Athletics
4+Physical Prodigy
5, Brawl (Knife)
4+Physical Prodigy
5, Drive (Motorcycles)
4+Physical Prodigy
5, Larceny
3+Physical Prodigy
4, Firearms (Pistol, Shotgun)
5+Physical Prodigy
6, Stealth
4+Physical Prodigy
5, Survival
1+Physical Prodigy
2, Weaponry
2+Physical Prodigy
3
TSocial Skills: Animal Ken (Wolves) 0, Empathy 2, Intimidation 4, Persuasion 2, Subterfuge (Disguise) 2

Merits: Allies (Criminal) 2, Contacts 2, Fast Reflexes 2, Fighting Style (
• Shoot First
Add Firearms to initiative
•• Tactical Reload
Reload as a reflexive action
••• Double Tap
May make short bursts with additional firearms
•••• Bayonet Range
Ignores target defence even when within melee range
Combat Marksmanship) 4, Fighting Style (
• Low Blow
If Brawl attack has more successes than target's Composure, target loses next action
•• Shank
Can use Brawl instead of Weaponry for small improvised weapons
Dirty Fighting 2, Movement Style (
• Flow
When running negate terrain penalties equal to dots, gauge jump distance reflexively
•• Cat Leap
When using Dex+Ath to reduce falling damage gain one suxx, and add dots to max damage reduction possible
••• Wall Run
Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft
•••• Expert Traceur
When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of Defense
Parkour) 4, Quick Draw (Firearms, Melee) 2, Resources 4, Striking Looks 2, Stunt Driver 3,
Automatic Unseen Sense directed towards werewolves and spirits; +2 to Willpower for Lunacy purposes, free Wolf specialty in Animal Ken
Wolf-Blooded 4,
Lair: Safehouse; Size 1, Secrecy 3

Willpower: 6 (8 for Lunacy Purposes)
Morality: 6
Code Changes: 5 - Intentional, mass property damage is replaced by Failing to wipe out all traces of lycanthropes or spirits
3 - Planned Crime (murder) is replaced by Showing mercy to a monster
Tells: Overkill (Major)

Initiative: 10 (15 w/ drawn firearm)
Defense: 4
Armor:
Health: 15
Speed: 13

Arete: 4
Masteries:
Firearms: Self-Perfection (Physical Prodigy), Self-Perfection (Extra Health), Skill Trick (Cover Fire)
Drive Skill Trick (Demolition Derby)
Stealth Skill Trick (Find Cover), Skill Trick (Know the Shadows)
Crafts Skill Trick (Weaponsmith)
Athletics: Skill Trick (Perfect Physique)

Attacks...........................Damage.....Dice Pool.....Special
Punch to the Gut…………………0B………………….10………………Low Blow
WASP Knife.. ..........…………5L………………….15………………Low Blow, 4L Gas Injection
Walther PPK......................5L.....................15...............7 ammo, 10/20/40 range, Short Burst, Silenced
Desert Eagle......................8L....................18................7 ammo, 50/100/200 range, Short Burst
SPAS-12..................................8L (9-again)......19...............8 ammo, 20/40/80 range, Short Burst, flechettes (+1 in Close Range, halved range penalties)




 

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