60% found this document useful (5 votes)
2K views301 pages

Hunter - Reckoning - Corebook

optimized for size

Uploaded by

William Hughes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
60% found this document useful (5 votes)
2K views301 pages

Hunter - Reckoning - Corebook

optimized for size

Uploaded by

William Hughes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 301

~

Preferences
jJ
Preferences
~
Preferences
e
Printing
..
Save
~
Preferences
a
Printing
~
Preferenc;ee
-.-::. ......_
2

I I
AST'OHYT'~lllNG CAM~ OF RIGHT'~OlJS FlJRY
....a ... .. ~ ~~-- ~Amt

Playteste rs: Andrew Bates, Bruce Baugh, Kraig

'
Cimn's
Blackwelder, Ron Bloomfleld, Carl Bowen, Deird'Re M.
Storyteller C reat o r and Contributors: Mark Brooks, C layton Call1hoo. Alex W. Caton, Micah C han-
Rcin Hagen, Andrew Greenberg, Chris McDonough, Lisa dler, Kwei-Cee Chu, Ken Cliffe. James V. Coleman, Scott
Stevens, Josh Timbrook and Stewart Wieck Coucher, Jason Cross, Audrey Deutschmann. Carrie Easley.
World of Darkness created by Mark Rein Hagen. Mike Elsner, Jim Fillmore, Greg foumain, Alyson Gaul,
Designers: Andrew Bates, Phil Brucato, Ken Cliffe, Jody Gerst, Brian Goodson, C h ris Haddad, Jonathan Hanna,
Greg Fountain, Ed Hall, Jess Heinig, M ichael B. Lee, Laura Heilman, Jess H einig, Chris Hemphill, Sean Holland,
Richard Thoma~, Mike Tinney and Stewart Wieck Tricia Hopkin~. Suzanne Johnson, Joe "Fader" Jones, Scott
Authors: Bruce Baugh, E. Jonathan Bennetc, Carl Bowen, "BIZKeT" Jones, M:mhew Kaufman, Ellen P. Kiley, James
Ken C liffe, Greg Fountain, Geoffrey Grabowski, Jess Heinig, Ed Kiley. Jason Langlois, Michael Lee, Janet Lee, Stacey Lewis,
Hall, Robert Scott Martin, Angel McCoy, Jim Moore, Wayne Chris Loeffler, Paul Marshall. Chris McDonough, Sarah
Peacock, G reg Scolzc, Richard Stratton and Stewart Wieck, Mcilvaine, Broob Miller, Josh Moore, Barbara North,
with thanks ro Vampire: The M.'lsquerade conrribucors Charlsie Patterson, Wayne Peacock, Ben Rodda, Karen
Developers: Ken C liffe, Ed Hall a nd Stewart Wieck Sarao, Darwyn Siplin, Richard Stratton, David Temple,
Editor: F.d Hall Mike Tinney, Jason Walsh, Dave Weinstein, Karh y
Art Director: Richard Thomas We inste in, Andrew Woodworth, Peter Woodworth and
Fred "Son of Joe" Yelk
Layout and T ypesetting: Brian Glass
I nterior Art: Mitch Byrd, Joe Corroney, T ommy Lee
Edwards, Steve Ellis, Richard Kane Ferguson, Chase "Pose-le
Notes" Jones, Brian LeBlanc, Frank Malec, Steve Prescott
and Ron Spencer
Endpapers Design: Aaron Voss Hunter: The Reckoning is a game. Lilce board
Front and Back Cover Design: Brian Glass games, you play it around a table with friends. The
difference here is there is no board, and there may not
even be any pieces. However, it's still a game. It is not
real life. Monsters are the products of our imagina-
nons. They are not rea l. You arc not a monster hunter.
Many thanks to Monique Huiet, who helped

,
h's chat simple. If you can't distinguish reality from
locate the Innocent within. fantasy, put this book down and walk away. For every-
one else, have fun.

rhe Oblivion, C hangeling the Dreaming, Mind's Eye The


735 PARK NORTH BLVD. acre, Hunter the Reckoning, Hun ter Storytellers
Companion and Year of the Reckoning are tradema rks of
SUITE 128 White Wolf Publishing, Inc. All rights reserved. AU
characters, names, place and text herein are copyrighted
CLARKSTON, CA 30021 by White Wolf Publishing, Inc.
The mention of or reference to any company or
USA product in these pages is not a challenge to the trademark
or copyright concerned.
GAME STUD IO This book uses the supernatural for settings, charac-
1999 White W olf Publishing, Inc. All rights re ters and themes. All mystical and supernarural clements
served. Reproduction without the written permission of are fiction and intended for entertainment purposes only.
the publisher is expressly forbidden, except for the pur- Reader discretion is advised.
poses of reviews, and for blank character sheets, which may Fora free White Wolf catalog call 1-800454~WOLF.
be reproduced for personal use only. White Wolf, Vampire Check out White Wolf online at
the Masquerade. Mage the Ascension and World of Dark hnp://www. wh ire-wolf.com; alt.games.whitewolfand
ness arc registered trademarks of White Wolf Publishing, rec.games.frp.scoryteller
Inc. All rights reserved. Werewolf the Apocalypse, Wraith PRINTED IN CANADA.

~ ... --~......-
--~~---'
&

'

~ .
PROlOGUl: 1
IHrHODUCT'IOH 10
CllAPTIRl:TllDAftDNOW(TllHUMTIRCOHDIT'IOPt) 24
CHAPT'Dt2:AWORlDOFDARK.'ISS(S.:'ll'IPtG) 48
CHAPT'Dtl:TllHUNJ'Dt'SCRllD(CHARACTIRTlPtS) 60
CHAPT'Dt4:1HAVtHtARDTHtMtSSAGt(CRtAT'ION& TRAITS) 78
I -~
CHA.'TIRS:TliHUMT'Dt'StllG{~-OMRS) 142
CllAPTIR&:lAWSOf TllHUNJ'(RUU:S) 164
CllAPTIR7:T'OOlSOf TllHUNJ'(SYSTIMS) 178
CllAPTIRS:TllTRtrrH(ST'ORYTillffl;) 214
CHA.'TIR~TJIP.IMY(A.tffAGOfflSTS) 2C.,6
APPatlllctS 282
UllOGUt 296
ft Stop
9
Redraw Pr!t !! 11
Preferences

Subject: IGriping
To: lhunter.li [email protected]
~ [j]
From: Icop90 ..~end
"""ssage
Get
Messages
Copied To: '---~~~~~~~~~~~~~~--'

The slope I'm climbing is slippery as an iceberg. And I guess J see just as little of it, too.
I mean, is there an end? When I was a rookie cop, 1 thought I was doing good when I put
a scare in kids who bought drugs. Concentrate on them and society will straighten itselfout,
righ t? Yeah, right. As long as dealers are around, there'll always be stupid-ass kids who want
to put that shit in their bodies. So 1 wised up and started nabbing dealers. But dealers are
a dime a dozen. So I bust ass to make detective to make a real difference. I start catching
guys in suits who don't carry guns, but who have East German rejects who do.
After years on that beat, a divorce, a kid who self-destructed and an addiction of my
own, I'm back on my feet and about to lock up one of the worst: a guy named Pendergrass.
He drove that kid over the edge, drove me over as a result, and probably fucked me a
hundred other ways, too. So I'm standing there at h is front door, a battalion of cops
behind me, showing the warrant to the butler. That's when the bottom suddenly falls out
of the ocean and I get to see the whole freaking iceberg. I guess the Messengers thought
it would be a cute time to show me the whole truth.
Pendergrass comes down the stairs - and he's already dead!
lffT'RODlJCT'IOff

Thou art m)' baul! ax and ueapon.s of U.l(lr; fqr


wirlt rltee will 1break in pieces r1te nations, and with rhu

l will 1desrroy kingdoms;


-Jeremiah 51:20

I Monsters. Feeding on human fears and bodies. Playing with us like toys
Nightmarish abominations o( man and nature hell-bent in ageless, demented power struggles. Deciding human fate
on murder and destruction. The malignant offspring of over- and keeping us under their collective th umb or trapped in a
active imauin:irions given form co haunt the night. Human talon-grip. Subjecting us to their unknowable will for their
fears and passions made manifest to further the very terror that own obscene amusemen t.
birthed them. The things that )'!o bump in the night. Now stop imagining, because it's t rue. That's our world.
Humanity's fear of the unknown has inspired us co That's us. Monsters case thei r shadow ovcrour lives and chi ll
create all manner of abominations and obscenities. W het her our very souls. We ;He subjected to terror, oppression and
it's a dark comer, a <leranged mind or the next world, human corruption, hut we never sec what's real. We never know the
imagination has aspired to fill the vo id in an effort to make rruth. Ar least ... most don't.
sense ofour existence and all its mysteries. Although science You stand apart from the helpless masses. You've had the
seeks to answer our questions and make the world sensible - scales ripped from your eyes. You see the creatures working
co explain that monsters do not exist - the human imagina- their manipulations. You recognize the fetid putrescence
tion still takes us back to times past, when the dark places and beneath their innocuous ma ks. You peer into the deepest
other worlds were frightening. shadows and w1rness their lurid dance. You see everything.
Persistent fear of monsters, even in this "enlightened" You know the truth.
age, raises the question: Is belief in creatures integral co the And somehow, by some unseen hand, you nave been
human psyche? Thar's what science claims; "monsters" are granted the po" er ro stop rhem. You have the clarity and
rhe results of p ychoses, sexual deviancy, products of the strength ro emancipate humanity, to wrest control from the
subconscious mind. Why else could we fear the dark places supernatural. You have rhe power to finally, once and for all,
when reason and r.monalicy have illuminated so mucn? free the world.
Monsters aren't real.. .. You are a h unter.
Or are they! Imagine a world in wnich creatures of the
night have lurked in the shadows from the very beginning.
STWTTilllC
The book you hold is the core rulebook for Hunter: The
Reckoning, a storytelling game from White Wolf Publish-
ing. With the rules m this book, you and your friends can
a ume the roles o( monster h unters and tell srories about
your characters' mumphs, failures, dark deeds and glimmers
haue bttn ambiuhed l1y pawns of rlie enemy, apparently 1':t
creawres with a purpose beyond simple murder. The charaam
a\OOk co find ihem.selues tied llP on rlie floor ofa dank basement or
warehouse. Before thtm looms therr apparent c:apwr, rlie blood-
su.dcn whnm ihey' ue bttn swlking for several nights.
Fred (descnbmg the scene): Your eyes flutter open and
'
you immediately wish you could resume your blissful slum-
of hope.
ber. Pain scabs th rough your head and body. You struggle to
In a storytelling game, players c reate characters using
make sense of what's going on. Your last memories are of
the rules in this book, then take those characters chrough
trailing your quarry from a nightclub and along a deserted
dramas nnd adventures called (appropriately enough) sto-
street. You had though t this might be an opportunity to
ries. Smries arc told through a combination of the wishes of
mike - when rhe tables suddenly turned on you. A gang of
the players and the directives of the S toryteller (see below).
punks swarmed out of nowhere and attacked the three of you.
In a l<>t of ways, storytelling resembles games such as You fought back, but your assailants' fearsome strength
How co Host Cl Murder. Each player r::ikes rhe role of a 4uic.:kly proved more rhtin human, and you were subdued.
characrer- in this case, a person who hunts monsters-and
Now you' re here, ho und and prone on a cold, concrete
engages in a form of improvisational theater by saying what
floor, blood congealing and bruises forming where baseball
the hunter would say and describing what the hunter would
bars and tire irons were used on you in all the wrong ways.
do. Most of this process is free form - players can have their
You should have known it was a trap; here's the very creature
characters say or do whatever they like, so long as the you planned ro take out. leering over your bodies. Your
dialogue or actions are consistent with a character's person- efforts ro shadow him may have failed - after all, here you
ality and abilities. However, the success of certain actions is
are - but they have clearly kept the bastard from feeding.
hcst determined rhrough the use of dice and the rules pre-
His skin is pallid. almos1 bone-white. without the rosy flush
sented in this book. o( ochers' blood. His dark, curly, contra ting hair doesn't
Whenever rules and story conflict. story wins. Use the warm his complexion, and neither does this gloomy place.
rules only as much-or preferably as little - as you need to Fred (agam, now speaking as the monster): "Well,
cell thnllmg cales of terror, action and triumph. well, so we're all here. I'm so pleased you could finally meet
PlArasAllSnwmtUIS the host after crashing the party all this time. Normally, I
Hunter 1s best played with a group, or troupe, of cwo to would have killcJ you when I noticed you nights ago. But
six participants. Most of these people are players. They create why bother?There are so many fish in the sea, and you were

'
hunter characters - imaginary protagonists similar to ones just small fry-or so I thought. le wasn'ttill lsawyouagain ...
found in novel~, cinema and comics. In each troupe, how- and again ... thor I knew something was up. You've Learned
ever, o ne person must take the role of the Storyteller. The my secret. You know what I am. Impressive.
Sroryteller does nor create one primary character for herself. "Of course, now I have ro kill you. You know too much.
Rarhcr, she <1cts as a combination of director, moderator, Bue before you go, I want co know ' how': How did you find me
narrator and referee. By creating plots and conflicts from her out? And how were you able to keep up?"
irm1ginorion rhcSroryrellcr invents the drama through which The players may now decide what to do:
the players direct their characters. The Storyteller also cakes Kathy (speaking as Emil Patel): "Oh, it wasn't difficult
the roles of suppo rting cast - both allies with whom the once we knew what you were. Go among the soulless masses
characters interact and antagonists against whom the char- and their king shows himself eventuall y."
acters struggle. The Storyteller invents the salient details of Ed (whispering as Pete): "Keep him talking. I have an
the story's setting - the bars, nightclubs, businesses and idea."
other instirutions the characters frequenc. The players de-
Pauline (speaking as Kara): "Yeah, you weren'tso hard
cide how their characters react to the situations in the game,
to roor out. I actually walked up to you face to face weeks ago
hut it is the Storyteller (with the help of the rules) who
ataclubanJ med to call you out. You didn'teven notice me.
JeciJcs whether rhe characteri. actually succeed in their
I was just another bag of blood. But I knew what you were."
endeavors and, 1(so, how well. Ulri mately, the Storyteller is
Fred (playing 1he bloodsucker's reaction): The
rhe final authoruy on the events that take place in the game.
Exampk: Ed, Pmdine, Kculry and Fred have gathered w play crearure's lip curls back ma snarl to reveal the long canines

I Hunter. Ed, Paulmeand Ko.thyarepla1ers: Ed plays PeceGarzki, of a predator - a two-legged one.


an Avengtr (a hunter inlmt on cradialting monsrers); Pauline Ed (descnbmg Pete's action): I plan to cut free using
plays Kara Reed, a Visionary (a himter who seeks co undersumd Cleave (an amazing hunter power) and ay co take the thing by
mons1ers' very nattn't) ; and Ko.thy pla)'S Emil Pcuel, a Martyr (a surprise: "Hey asshole, have you ever seen one of us do this?"
hun!CT who prottcts humans frmn monscers thrcmgh personal What hnppcns next is decided by the actions of the
sacrifice). Fred is rlie Swryttller. He decrees duu rhe characrers players and the decisions of the Storyteller. As you can see,

. - - ---
each player is the arbiter of his or her own character's actions shadows th~ creatures h ave ruled the night and, for all time,
and words. Ultimately, though, le is Fred, che Storyteller, hidden from mankind's sight and knowledge. Thus, virtually
who determines the monster's response co the characters' no one is aware of the torment to wh ich we arc subjected; co
words and actions. It is Fred, speaking as the beast, who us, hardship is simply a fac t of life, not the produce of super
roleplays its reaction. And it is Fred who determin es whether natural beings' machinations.
th e chamcrcrs' act ions, if any, succeed o r fail. That's what hunters believed, too, before they were
awoken co the truth. Once, your life was normal, at least by
rhe standards you understood. You might have been married,
The world of H unter: The Reckoni ng is not our own, had kids, a ccdious job. You struggled with the day co day like
though it is close enough for fearsome d iscomfort. Rather, everyone else, doing what you had to do co gee by.
the world inh:ibired by hunters and monsters is like ours, but Then, without warning, someone or someihing opened
seen through a glass darkly. Evil is palpable and ubiquitous in your eyes. One minuce, you were waiting for a train. The
th is world; the end is upon us, and the whole planet teeters next, reality as you knew it collapsed all around you. A voice
on a razor's edge of tension. It is a world of darkness. like your own - but not your own - might have announced
Supe rficially, rhc World of Darkness is like the "real" to you, "THE SHAOOWS LI VE." A dest ination sign might
world we all inhabit. The same bands arc popular, violence have ch anged from "Making all regula r srops" co "YOU
plagues the inner city, grnft and corrup tion infest govcm- MUST MAKE THEM STOP." The ~me ll of a vendo r roast
mencs, and society looks to cities for ics culture. The World of ing peanuts might have transmuted int0 che stench of rotted
Darkness has a Statue of Liberty, an Eiffel Tower and a flesh , blown on the stagnant tunnel wind.
McDonalds on every comer. More present there than in our It was only then chat you rccogmzed the things lurking in
world, though, is an undercurrent of horror - our world's ills the comers of the station. People, but not human. Their sk in
are all the more pronounced in the World of Darkness. Its fears was decayed. khor oozed from wounds on cheir bodies.
are more real. Its governments arc more degenerate. Its ecosys- Suddenly, ir was clear chat they stalked this place, awaiting
tem dies a bit more each night. And there, monsters exist. lo ne travelers - victims. A bominations preyed upon inno
Many of the differences between our world and the World cent people! There was nothing co do but act. For the love of
ofDarkncssstem from these monsters: ancient and inscrucable God, you had co stop them!
creatures, ghosrs, zombies, bloodthirsty creatures, skinchangers, Nothing could ever be the same after that night. Now
witches and chmgs chat we cannot comprehend, things chat you can sec rhe corrupt couch of monstrosities everywhere -
coywnh humaniryasacacdocswitha trapped mouse. From the at work. on t he meet, on the news. in church. in big business

I
in politics! The world you thought you knew was a ttick, an elements, or little ofeither. In the end, it's your game and you
illusion. Humans aren't in charge or at the top of the food are free to make of it what you will. Simply bear in mind chat
expcrienci~ the world is a shared endeavor, and everything
chain. Unforgivable creatures are in control and humanity is
the players and Storyteller do helps make char world more
their plaything. believable. Actions, settings, characters and descriptions all
Welcome to the World of Darkness. convey the Gothic-Punk aesthetic.
Gon11c-Pt11
"Gothic-Punk" is perhaps the best way to describe the
phy 1cal nature of the World of Darkness. The environment
1s a clashing mixture of styles and influences. The tension
causcJ by the juxtaposition of ethnicities, social classes and C1Tirs
~uhcultures makes che world a vibrant, albeit dangerou~. Hunters exist all over the world, in every country,
place. All these aspects arc ones familiar to normal people of whether the isolated or unaware among the imbued
the world. They've dealt with them all their lives. It's the know it or not. Yct a preponderance of them live and
existence of monsters and their part in the condition of carry out their self-chosen missions in cities. The
things that is unknown until now. reasons arc fairly clear, given a few assumptions. Hu
"Gothic" describes the ambiance of the World of Dark man populations are mnst concentrated in urban
ness. Buttressed buildings loom overhead, bedecked with centers, rather than in the country or the wilds, where
C lassical columns and leering gargoyles. Residents arc dwarfed people are few and far bcrwecn. Monsters feed on and
by che sheer scale of architecture, lost amid spires that seem to control the masses, so it makes sense that monsters
grope coward Heaven in an effort to escape the physical world. would dwell in cities, too, whether hiding in plain sight
The ranks of the religious swell as mortals flock to any banner amid the throng or hiding in the dark places where no
chat offers them a hope of something bercer in the hereafter. one dares go.
Cults flourish in the underground, promising power and re Although cities arc assumed to be monsters' dens,
Jcmption. The institutions chac control society are e,en more there's some prorection m conducting the hunt in
sr:ii<l :md conscrvarivc chan rhcy arc in our world. Many in rhe c places. Hunrers find safety in numbers, noc only
power prefer the evils of the world they know to the chaos among other chosen, but among rhe populace as a
engendered by change. It 1s a divisive world of have and have whole. I lumer~ who arc imbued together or who find
not, rich ;ind poor, excess and squalor. each other in cities can share their abilities, pool their
"Punk" is the lifestyle that many denizens of the World resources, watch one another's backs. They form teams
of Darkness adopt. In order to give cheir lives meaning, chey that work cogethcr and play the same urban fields
rebel, dashing themselves against rhe crags of power. Gangs against the unknown. Meanwhile, monsters have
prowl the erects and organized crime breeds in the under preyed upon humanity for ages and, if the stories are
world, all m reaction co the roindcssncss of living "by the crue, some may be long-lived to say the least. Surely,
book." Music is louder, faster, more violent, or it's hypnou- one mortal starts to look like every other to these
cally monotonous, and supponccl by masses who find salvation beings, much as cactle are indistinguishable at the
in irs esc;ipc. Speech is co.1rser, fashion is bolder, art is more slaughterhouse. Thus. hunters find ononymiry among
.,hocking, and technology brings it all co everyone ar the the urban defenseless, and may strike by surprise then
click of a buccon. The world is more corrupt, its people are disappear quickly.
spiritually bankrupt and escapism often replaces hope. All of which is not co say that no hunrers venture
As if these conditicms weren't fearful enough, the fortu outside cities into rural terri tory. Some, such as indi
nate - or cursed - among humanity now understand the viduals who can no longer bear the rruth of the world
truth of their world: that monsters exist and control every or who seek safety for themselves and their families. go
thing. These few people respond to the horror in their own abroad. However, there is really no safety to be found
ways, by their own means. Some seek salvation for mankind anywhere. Monsters exist in the country and wilds,
and its oppressors, as the revelations with which they're too, and they may be more dangerous than any city
confronted surely mark the impending End. Others lash out dwelling horror. These creatures have learned to survive
in a desperate effort to reclaim a world they never had. Sul! m nature, where predator and prey is the dichotomy of
ochers search for safe places where humaniry might start life. A hunter in the wilds may still have his own
again co forge a world of its own making, for these tortured powers and skills, but his opponent is a twisted force of
souls understand that rhc decay and decline all around chem nature. In such a setting a hunrer has no one co rum to
may not be their fault after all, bur an unjust punishment but himself. If such an isolated lifestyle can be sur
imposed by shadow-players. vived, it quickly devolves to a furtive existence of
Gothic-Punk is a mood nnd setting conveyed during the hiding, foraging and hiding again, like a scavenging
course of the game. The greatest share of creating this animal avoiding beasts of prey.
ambiance falls upon the Storyteller, but players should con
sider their characters' stake in it as well. The ambiance is also
a matter of taste. Some troupes prefer more Gothic than
Punk, whereas ochers may want equal amounts of both

c
I
Storytelling and roleplayinggamcs may feature many kinds possess whatever it takes to stand and face the unknown, and
of protagonists. ln some games, players assume the roles ofh croes even have the bravery or temerity to act ag;iinst it.
in a fantasy setting or superheroes saving the world from villains' lt seems that the doing is what in fact gives hunters full
depn:dations. ln Hunter, appropriately enough, players assume
the pcrsonas of monster hunters - brave, determined people
who confront the supernatural - and guide these characters
through a world virtually identical to our own.
Humers don't start out that way. They aren't born and
insight into reality, into how the world is not our own.
Whereas those people who run from or rum a blind eye to the
uuth will nor accept it and cannot know it, hunters, by staying,
seeing and even fighting back, are exposed to the gamut of
rea li ty. They learn we are not alone, yet ironically, hunters
Ii
I

raised with the awareness of monsters or the capacity to fight themselves are alone with their knowlcdgc. lnstincrual fear of
them. They begin as normal people who are one day confronted the rruth keeps the masses mired in ignorance. The rest of
with how the world really is; chey're exposed to the creatures humanity refuses to believe that the supernatural could exist,
that lurk in the shadows. Most people panic and run from such let alone take physical form, so hunters must keep their
beings, or from the very idea that such things exist (why does horrible awareness to themselves anJ seek to protect people
science cell us there are no such things as monsters again?). from their own closed minds. Thus, hunters band together in
Would-be hunters are different from the majority in that they small groups through which they can uncover, stalk and
perhaps even destroy the enemy - or die trying.

T~Snirrm:mC.
Hunter: The Reckoning is one in a series ofgames set not know, or pursue leads that your hunter could not be
in the World of Darkness. Its predecessors are in fact about aware of, you ruin the story for everyone involved.
the monsters whom hunters stalk. Ca mes including Vam- So, what's the most important rule you need to
pire: T he Masquerade, W erewolf: The Apocalypse and know? That you are certain of norhing. If you can't remem-
Mage: The Ascension allow you to play supernatural ber that, don't be surprised if your Storyteller plays tricks
creatures in a modem age, fighting amongst themselves on you and your ch aracter, to rum your knowledge
and each other, and controlling rhe mass of humaniry. against you and undo everything you take for granted
O bviously, Hunter is the ultimate response ro those games, about the W orld of Darkness.
the chance to fight back against the monsters. Hunter also lends itself to another kind of gamer:
If Hunter is your first foray into the Storyteller series, You might have never played a Storyteller game before
you're in luck. You approach the game unaware of the because all that angscy-goth or save-nature crap just
creatures who stalk the World of Darkness, their cultures, turned you off. WeU, here's an opportun ity to do some
their powers or their ways. You are the equivalent of your thing about it. Hunters are normal people suddenly made
hunter character: wide-eyed and uninitiated. Your experi aware of creatures and all their melodrama, and it's
ence with Hunter as a game is compardble to your character's hunters' job to strike back! For the walking-dead poseur
experience with existence as a hunter. Enjoy the experi and the bleeding-heart, tree-hugging shamb ling rug there
cnce and try to maintain your distance from the other is now a shotgun blast and impressive powers with which
Storyteller games. You have a unique take on Hunter that to back it up. Here's your chance to attack the ocher
few others in your troupe are likely to possess. Srorytellers games in their very own setting. H ere's your
If you've played other games sec in the World of chance to kick some ass!
Darkness, Hunter demands something of a new ap
proach. Your imbued character doesn't know anything WMTTllSlsit'r
about the real world into which he is suddenly thrust. Hunter: The Reckoning is noc Hunters Hunted,
Meanwhile, you could know a great deal. ln the spirit of The Inquisition or Project T wilight Second Edition
rhe game, it's yout responsibility co forge t everything you (not, in other words, a revision of previous game supple-
know. or at least to try to ignore it for each game session. ments from White Wo lf). This book is about a new breed
If you don't put your knowledge our of mind, Hunter of people who are human, bur who rise above humanity
re;illy isn'rany fun. The charm of rhegame is the fear and and ace in its name. This game is not about government
wonder of the unknown. Think back to your first agencies, people who operate with only guns and tech-
roleplaying experiences, the curiosity and awe that came nology, or humans with insight into and familiarity with
with exploring fantastic otherworlds. Well, here's your the supernatural. Hunter: The Reckoning is the cosmo
opportunity to rekindle that experience with the World logical answer to monsters' eternal crimes and abuses, a
of Darkness. You just have to be willing to do it. Other response that sounds on the last of the Final Nights and
wise, if you bluet out information your character could o n the brink of Apocalypse. Lt's a chance for humanity as
a whole to rise up and claim a world for itself.
Hunters call their moment of realization the imbuing.
Ahhough hunters operate a lone or m isolated groups, thei r
efforts ro find each otherandspread the word make terms like
"che imbuing" common parlance, and prove chat being
"chosen" is not an isolated experience.
they arc still human (or so they believe), that they are not
the walking corrupuo n thac so clearly oppres~ mankind.
For most hunters, that disnnction is enough. Questioning
further only makes an already harsh world inhospitable and
existence itself intolerable.
Elm
'
Accounts of chc imbuing vary wildly, bur certain ele- Thus, hunters a re exposed to reality and the monsters
ments appear to occur for a ll h unters. regardless of age, sex, that inhabit it. The cho~cn are forced co recognize the
race o r nation ality. Hunters hear voices, see distorted mes- depravity of creatures that arc truly in control. But what
sages o n billboards or in newspapers, or perceive odd sounds. evidence is there that the lmbue<l have an y responsibility for
smells o r visions. Regardless of its form, the experience that knowledge? Why <locs that knowledge demand action?
a lways offers a warn ing of nearby danger: a booming "IT For mosr of chc imbued, rhe answer is simple: At the
DOES NOT LIVE.'' a street sign chat momentarily reads momen t of rebirth. they arc granted strange abilities and
"RUN NO W," a sudden, hollucinatory image of people powers. At the instan t they are witness to living nightmares,
strewn about a street :is Death walks among t hem. t he chosen are empowered with the means to respond to the
No source seems to be apparent for these signs and creatures before them. These amazing abilities seem co be
portents, bur the ir subject soon becomes clear. With eyes numerous and varied. Some allow a person to strike down a
newl y open ed, the awakened hunter wimesses che most crearurc. Ochers create chaos under cover of which the
grotesque obscenity h e h as ever encountered - a thing not imbued may act. Some powers grant extraordinary percep-
meant to exist, a walking affront co life itself, an abhorrent rion, the ability to ~ce and recognize monsters wherever they
monstrosity. In th at moment of clarity, a veneer erected co hide. Still others a llow the imbued to heal themselves anl
hide the real world fades forever. T he secret is laid bare. others miraculously.
The cruch 1s revealed. There it stand s in all its unholy glory: Why e lse would the imbued be granted these gifts than
evil personified and presented for h ideous edification. co react to the abomm :11 inn~ revealed before them? Evil
Monsters exist. exists. The imbued have Lhc power to stop it. That's what
And that's only the beginning. makes them hunters. As many hunters observe, "What else
is there co knowr'
T11MtsSDGIS
Am(>ng the hunters who seek out each other, whether T11Hm
for safety in numbers or simply for solace in a terrifying Awareness of monsters and heinous corruption doesn't
reality, the same questions are asked over and over: Why? stop with the mo mcnr of che imbuing. A person's Life is
Why me? Why now? Who has done this to me? Theories changed forever after the moment her eyes are opened. She
abound about why people are chosen. The end of the world sees creatures everywhere. Their influence touches and
is coming, Judgment Day is here. Mo nsters' ongoing evil has cainrs everything. The reason for all the suffering and strife
finally received Its karmic response. Aliens have touched in the world becomes clear. Friends' loss, families' turmo il,
humanity and revealed the truth - or are responsible for society's ills - rhcy all trace back co monsters and their
monsters on Earth. Ultimately, no one knows for sure why plots. I low long cfln one witness these arrocicies - deaths,
people arc sudden ly awoken. disappearances, abuses. invasions - before lashing out
However, the apparent messages or hallucinations suf- against chem ?
Ccred ar rhe momenr of imbuing lead many to believe that Most of the chosen cannot remain quiet. They strive to
someone or something bestows chis blessing or inflicts this protect loved ones. friends, neighborhoods and cities from
curse. How else could intelligible voices, legible messages the creatures that would control and destroy all these things.
and waking dreams happen to disparate people, yet be so The result is the hunt: the ongoing pursuit of creatures to
similar for all! stop rhem, save chem, understand them, outwit them or
For lack of a better theory, the Other emerges as the simply de troy ch em.
prevailing answer for now. In burgeoning hunter circles - A II hunters undertake their own missions against the
groups that are imbued together, hunters who meet through unknown. They have their own reasons for stalking, pre-
word of mouth, through igns left for each ocher or through serving or lolling. U lumately, h owever, their objectives
arc the same, wh ether they realize it o r not. The cautious

I
covert Internee commun1cauon - these beings are labeled
"Messengers" o r "Heralds." What their intended message is hunter who devot~ his life to protecting h is family, and
or for whom they convey it, tf anyone, is unknown. the daring hunter who travels wherever he must to Locate
Certainly, the mystery of the M essengers makes them and destroy both want the same thing: to stan again, to
just as frightening as the monsters to which hunters are make a new p lace where people can be safe, to inherit the
exposed. Yet, the imbued take comfort in the knowledge that world that they once believed their own. Whether such a
' goal can ever be achieved is unknown. Many imbued do not
even consider the direction of the hunt long enough to
perceive irs desrination; they simply survive day co day,
night to n igh t. For others, claiming the world is the only
goal of the h unl - and it must be achie ved.

Hooas'fMS
what you can. Monsters' secrecy, contro l and manipulation
is so thorough that the average human mind cannot encom
pass the full scope of reality. Unless the common person is
shaken by some unseen hand, as you were, she can never stir
from her slumber.
Thus, relations with family, friends and even perfect
strangers can never be the same for hunters. Normal folk
Monsters, monsters everywhere. Hunters' enemies are, simply cannot sympathize with your ordeal. Old acquaintan-
collectively, an enigma. Befare, their existence was nothing ces may grow distant, disturbed, confused and even threatening.
bur folklore and fairy rales. Now, a ll the old stories are proved Lovers may leave you, bosses may fire you, police may pursue
true - more rhan t rue, even: reality. It's the "real" world you and bankers may foreclose on your property.
that's make-believe. People's lives, dreams and fates have Hunters learn quickly, then, that normal people have to
neve r been their own, but are, and always have been, the be left in the dark. Attempts to reveal the truth only baffle
creations of obscene, invisible forces. them and make you seem addled, strange or insane. They
Although they are roused to the t ruth, the chosen are don't understand why you need to empty the family bank
srill very much in the dark. They have a gli mmer of what's account. They don't understand why you need to fly co
really out there, but they still can't see far. Whatever they Mexico without warning. They don't understand why you
don't know they're forced to guess. Investigation and ex lashed out at chat woman in Accounting, the one chummy
rrapolarion are the o rder of the day -and nigh t. Ifcreatures with the president. The defenseless don't understand you and
exist and prey upon humanity, o thers could be out there that may even seek to have you committed or arrested.
have yet to be encountered. After all, who or what created A nd there's another, more insidious danger to preaching
the ones alread y faced? to the masses. Monsters are everywhere, they have feelers
Left with o minous uncertainties and glaring ignorance, . and sensors at all levels of society, government and religion.
hunters tum co whatever sources they can for information on Where monsters themselves cannot tread, they manipulare
the enemy. Suddenly, old legends, folk stor ies and fairy tales pawns who acl as rheir eyes and ears - nomU1l people in
are fonts of wisdom. Can the walking dead show their faces league with evil, people whom you may not recogni2e as the
in daylighc? A re shapechangers mortally afraid of silver? Is enemy. The police could be under the sway of the walking
the Church - or another religious institution-any protec dead. Politicians may be possessed by spirits. Television
ti on, or is ir as corrupt as the rest of the world? ls a restless stations may broadcast the prepared statements of mind-
spirit forced to haunt on ly one place? controlling demons.
There are limitless questions, and h umers don't know If you make one peep about monsters, their existence or
any answers for sure. They don't even know whether differ their influence, the creatures might hear. Now your anonym-
ent monsters exist or if they're all the same kind, each with ity is gone, and they know you. They realize that you can see
a differcnr face. Are the o ld srories true? Can they be turned them. You're a r.hreat that must be silenced, and anyc.onfron
to, trusted 1Are rhey fiction or fact I H unters' lives hang in the tation will be on their terms, nor yours. By trying to warn the
balance. populace, you may be signing your own death warrant. And
though you may be able to dodge the enemies lethal reprisals,
ffUMAllfU:lArlOllS
what about your family or loved ones?
Being im bued and undertaki ng the hunt make a person
an outsider among norma l, unaware people. You know and So, it might seem that hunters are absolutely alone
have seen rhings rhat most cannot or will not imagine. Your against their foes. Not so. They have each other. The imbued
previous daytOday life seems meaningless now; monsters can tum to one another for comfort, stability, foundation and
are real and muse be dealt with. Yet, that very mundane, sympathy. Hunters know what rhe ir fellows have witnessed
and gone through, what they perceive and can do. The result,
oblivious existence is exactly what your friends, family and
coworkers still live. They can't understand the pressures and typically, is small circles of hunters - oflen ones imbued at
fears chat you face. They don't understand why you can't the same horrifying scene- who work rogether. Personality
make dates and deadlines, why you can't remember promises and motivarional d ifferences may rhreaten to break them
or anniversaries, or even why you can't manage to tum up for apart. ("Should all monsters be destroyed, or were some once
work ar all. Most hunters' old lives fa ll apart. human and worthy of saving!") But, regardless of clashes,
hunters recognize chat they need each other to survi ve,
So, why not preach from the mound, cell everyone the
whether that need unites a handful of imbued in a neighbor
truth and open all eyes to the creat ures chat plague the world ?
hood or huncers scattered across the world who seek out each
Because other people can't understand you: They can' t see
other through the Internet.
lbmCoDE
The imbuing holds myriad mysteries, all of
chem strange and frightening. Perhaps one of the
most peculiar hunter "gifts" is an apparent lan-
guage o( symbols chat'~ 1mpancd when people are
101u:~d. These icons appear ro be intuitively un-
'
derstooJ oy hunters, and can be wrirten and read
as 1f you knew them all your life, despite never
having put chem to paper or seen them before.
Many huncers call chis language "the Word."
Each of rhese symbols seems to have a
simple meaning; all convey some short mes-
sage, as plcrograms do. One icon could indicate
rh:H a hu ikling is fl s;1fo h11ven in which to hide.
Another could wf\rn that :i bloodsucker con-
trols the are11. Or oh,e could symbolize that a
neighbmhC>od is under the protection of one or
more hunters, and that anyone who can read the
message should seek them out. l
So fa r, no formal documentan on or catalog
has been made of these images, yet h unters know
them implicitly and can impan a written mes-
S.'\j?C wirh one, ora~ many a three, when needed.
The ymbols appear most commonly as urban
graffiti, usually as directions, warnings or sig-
nals 10 fellow hunters. Most huncers agree that
chcy firsc u~ these images early on in their self-
undersranding and missions, in an effort to find
ochers of their kind. However, the icons re-
main involuable for 1dennfying dangerous turf
and recognizing the hunting grounds of known
monsters and the cho en.
So for, the enemy does not seem to under-
stand or even perceive the significance of these
symbols. Nor do human pawns or authorities.
But sh ould the code ever be compromised,
hunters are sure to be made sorely vulnerable.
Hunter code Is explained fu lly on p. 282.

UxlCOfl
Hunters know and understand very little
about themselves, their new world and their
role m it, about the reasons they arc awoken
and empowered, or about the creatures they
face. And yet, h ere is a terTifying reality in
which t hey clearly exist, and here are shocking
powers that they can obviously bring co bear.

I I
So. how co come co cerms with chese apparent
facts, when so many questions go unanswered?
Hunccrs arc forced to theorize about their ex-
istence, to discuss, to d1Spute, to guess. The
re ult of such J1alogue. at least among the im-
bued who have met ac all. is o collection of terms
that try to give meaning to the vast unknown.
These names and labels have been coined o n the clandestine Innocent: A member of a loose group of hunters be-
h unter-net e-mail Ii t co facilitate communication, so chat lieved to have an open-minded, unjaded approach to the
other h unters can underscand whar is discussed-a monster, mission (sec creed).
a power, or the forces that create hunters - when so many Judge: A hunter believed to have a discerning sense for
different names or descriptors can be (and are) applied. how to carryout the m1ss1on and to achieve rhegreatestgood,
Imbued who remain in isolarion or who fail co learn thac at least by his own standards (sec creed).
they are not alone <lo not know these terms; they probably lurker: A hunter who frcquencs the lmemet and re
have cheir own. Only introducrion mco any kind offledgling searches the supernatural, but avo1dsgerringdirecdy involved
hunter sociery imparts this terminology, and various hunter in the h unc. Also called a "wannabe" or "bystander" in a
groups certainly use a variety of orher words. derogatory manner.
A venger: A hunter percdved ro advocate, above all Mar tyr: A h unter - part o( a seemingly like-minded
else, the extermination of the supernatural (see creed). group-who Is willing to offer herself up in the name of the
bait: A hunter who uses himself as a lure to provoke cause (sec creed).
confronracions with monsters. Messengers: A title assigned to forces believed to be
burden, the: Humanity; particular'ly, people who would responsible for hunters' imbuing. Hunters of various cultures
rncher preserve society's evils than risk change for something and backgrounds h:ive different takes o n who or what the
better. Messengers are, bur they are widely held asforce.s forgood (or
bystander: A person present at an imbuing who per at least not outrigh1 evil).
ceives rhe supernatural but lacks t he will to act against it. monster: A generality applied to all inhuman, unnatu
Like hunre rs, rhcse people recall seeing monsters thereafter, ral crearures that exist in the world and prey upon humanity.
bur they lack edge~ or powers of thei r own. Numerous terms allude to the perceived varieties of mon
creed: Rudimentary hunter groups theorize chat the sters: ro es, invisibles, bloodsuckers, skinchangers, ghosts,
imbued have certain philosophies and approaches co the spirits, vampires, werewo lves, zombies, the walking dead,
hunt that migh t be codified, each as a separate creed. man-heasts, wi1che~. w:irlncks. AIMlcollecrivelyc:illed "the
chosen, the: A term some hunters apply to themselves enemy."
in regard to the Herald (i.ee imbued). Most Dangerous Game (MDG): The hunt itself. Also,
Defender: A hunter who seems to strive to protect the enemy; intelligent c reatures capable of fighting back
certain people, places or things as much as he is driven to with weapons of their own, as opposed to relatively defense
eliminate monsters (see creed). less animals.
defenseless, the: Normal humans who have no idea of puppet: A human pawn of the supernatural, whether
the truth about the world or monsters. A similar, less willing o r unwitting. Also called "traitor."
complimentary term is "the blind." pylon: A no rmal human at the scene of hunter or
edge: O ften plural; any of the fantastic and mysterious monster activity when edges or supernatural effects are
powers of the imbued. Also called "the stuff" and "juice." displayed (see gawkers). Also applied to normal people
gawker: Ofrcn plural; a normal person who witnesses present at t he moment of imbuing who do not recognize or
hunters' edges or creatures' supernatural effects in use, yet respond to any monstrous presence. An uncomplimentary
cannot comprehend them. term.
gone fishing: A label applied to hunters who abandon Redeemer: O ne of a l()(isely recognized type of hunter
the c ity in hopes of flnding peace in the wilderness or who, for his own reasons, seeks out worth and value among
countryside and away from monsters. monsters rather than destroying them outright (see creed).
H eralds: A name assigned to mys terious and presum second sight: The ability to perceive monsters - at
ably plural beings believed to have empowered hunters least ones that acrempt to hide or disguise themselves -
through the imbuing (see Messengers). In this case, the through force of will. Also called "t he sight."
being or beings are usually considered the agcnrs of a greater soulless, the: Humans who venera te thesupemacural or
powe r. often God. support irs cause through "queuionable behavior" (e.g.,
hunt, the: Hunter lifestyle in a nutshell; the pursuit, nightclub goers, new agers, goths, gang members). A highly
trailing, studying and, ul11mately, confronting ofsupematu subjective term applied according to the user's own moral
ral crearures and the unknown. Also called "the mission." code and belief systems. Ironically, some hunters can be
imbued, the: Hunte~. People made to recognize the "soulless" ro other hunters.
world the way 11 really is, and the monsters that inhabit it. touched: To be affected or influenced by the Messen
Such people receive inscrutable powers, presumably with gers (sec imbued), whether referring to another hunter or a
which co oppose monsters. bystander.

~7-1
- ~~-. .-..~n-..
Visionary: A hunter who demonstrates a philosophical
an irude coward the hunt and assumes few preconceived
This exc iting fonn of gaming bears similarities to improvisa-
tional theater, in thatplaycrsactuallydressastheircharacrers
I
nouons about the I leralds, monsters or the goals of the and ace out their characters' scenes as though they were
chosen (sec c reed). actors in a play. Thus, rather than saying, "My characte r
wacko: A hunter who pursues the mission co extremes, walks over to the rnhle :md picks up the ancient document,"
wheihcr rhrough willingness to ma ke profound sacrifices, co you, the pla)'er, actually get up, walk over to a properly
accept human l~s. o r ro profess unfathomable motives in decorated cable and pick up the "ancient document" (prob-
the name of the hunt. ably a prop created by the Storyteller- for example, a piece
Word, the: Hunters' implicit language of signs and of parchmenr rha r's been scorched around the edges and
icon~ u~cd co communicate simple encoded messages. "aged," with a coating of flour "dust").
yokel: A hunter who believes in and professes the wisdom A Storyteller still guides the action and directs the plot;
of supcmarural folktales and legends concerning monsters, the Storyteller describes special features of the se tting, over-
often wi thm1t having resred the validity of such beliefs. sees challenges the characters undergo, and may interrupt
the action at any rime.
Live-ac tio n roleplaying does nm typically use dice;
This book isdiviclcd into several chapters, each of which altern are sysrems, such as rhose presented in White Wolf's
is designed to explo re and explain a specific area of the game. Mind's Eye T heatre line of produc ts, take the place of
Remember, 1hough, rhar in a sto rytelling game the most dice when determining t he results of challenges. Most
imporrn nt "chapter" is your imagination. Never let an ything situations are resolved simply thro ugh acting and the
in this book be a substitute for your own creativity. Sto ryteller's decisions.
Chapter I : T he Here and Now (The Hunter Condi- SWlMIDS
tion) explo res the existence of the imbued, what it's like to Some rules a re necessary to ensure thac live-action is
learn t hat the world is a lie and that monsters are real. safe and enjoyable for all participants and onlookers. Unlike
Chapter 2: A World of Darkness (Setting) is a hunter any other rules in chis book, these rules musr be followed.
account of 1he world as it really is, a nd chedangers thacawait No T ouching: Period. All combat and physical
everywhere. from your hometown to far-flung lands. interaction must be handled rhrouszh dice oc other abst ract
Chapter 3: The Hunter's Creed (Character Types) systems. Players must never strike, grapple or orherwise
details the seven types of hunte rs who sralk the shadows and touch anyone Jurmg t he game. It is the Storyteller's re-
seek out the unknown . sponsibiliry to call a time-out if o ne or mo re players get
Chapter 4: l Have Heard the Message (Creation & overly rambunc uous.
Traits) provides rules for c reating your hunter character, No Weapons: Props such as hacs, period dress and
plus nll rhe qualities and ra tings he has. canes are grcar in a live-action game. Weapons aren't.
Chapter 5: The Hu nter's Edge (Powers) offers mies for Period. No kn ives, no swords and nothing that even re
che frcilkish obilines apparently granted by the Messengers. motely resembles a firearm. Don't even bring fake swords,
Chapter 6: Laws of the Hu nt (Rules) provides the squirt guns, or foa m-ru bber weapons. If your character must
basic means of resolving characters' various actions. carry a "weapon," take an index card and write "gun" or
C hapter 71 Tools of the Hunt (Systems) describes a "sword" or whatever on it; during combat challenges, present
plethura uf ways ro simulate everything from gentle seduc- the card co the S rorytcller, who adjudicates its use in play.
tio n ro brutal combC1t. Play in a Designated Area: Live-action is meant to be
C hapter 8: The Truth (Storytelling) tells Storytellers played in the home or other predetennined spot. Don't in
how to build entertaining stories in which to involve the volve onlookers in the game. and make sure everyone in the
characters. area, or anyone passing th rough the area, understands exactly
Chapter 9: The Enemy (Antagonists) offers some what you're doing. A game can look disturbing, even frighten-
insights and reveals the greater unknown about monsters, ing, ro people who aren't aware of what's going on. Don't rry
hunters' foes. to shock or intimidate pa.'>Sersby; such behavior is not only
immature, it could lead to well-deserved prosecution.
Finally, the Appendices provide addenda and some
nascent hunter socictic~ that form ... and collapse. Know When to Stop: If theStorycellercalls fora time-
out or ocher break in the acu on, stop unmediacely. The
Storyreller remains the final a rbiter of all events in the game.
Likewise, when the game session ends, pot away your cos-
Most Hu nter games cake place around a tabletop, and tume and call 1t a nrghc.
the players describe what their characters say and do. How- It's Only a Ga me: Live-action is for having fun . If a
ever, games can also be conducted through live-action play. rival wins, if a character dies, if a plan goes awry, it's not the
end of the world. Sometimes, players like to get
together outside the game and talk about it -say, a
rroupe cha1 forms n nO\ltcc hunter group gathers
co dec1Jc who or what they need co protect
or pursue most-and there's nothing wrong
with chat. But telephoning your Martyr
ally at four in the morning to ask h er to join
you on a personal m1Mion is caking things too
far. Remember, everyone's doing chis t o ~
have fun!
The Bottom Line: Live-action can
be one of the ri chest and most satisfying
storytelling experiences, if handled ma
turcly and responsib ly. We're not kidding
alK>Ul that "mat urely aml responsibly," folks.
In live-action, you make rhe game, so it is impera
rive char you trear yourself and mhers with utmost
care, dignity nnd respect. This game is emphati
cally not about "real" srnlking or fighting, nor
does it enrail erotic or supernatural activities.
You are not a monster hunrer, you just play
one in 1he game.

Theres a host of inspirational material


out there that relates to Hunter. Some of it
portrays rhe ::icrual pursuit and hunting of
creature), mundane o r supernatural. and re-
veals the lengths to which predator and prey go
co urv1ve. O cher references depict World of
Darkness "denizens" in different ways, thus
allowing you co capture some of that same
flavor in your characte r or game.
Recommended licerncure in
eludes: Dracula, by Bmm Stoker,
particularly for Vnn Helsing's
pursuit of the infamous
vampire; Night Force, a
group of nnw-dated bur
still insightful monster
hunters from OCComics;
lnh1mum Beings by Jerry
Jay Carroll, with irs one
man war against mysterious
creacures: In rhe />aim of Dark-
ness by Mayra Montero, for its
rrcacmcnt of (Caribbean) zom
bies; Tombof DrllClda. from Marvel
Comics (you know what's coming
under movies); \artually any Sherlock Holmes story
by Sir Arthur Conan Doyle (Holmes would have been
the foremost mon~tcr h unter o( his time); anything
with pulp-era characters such as the Shadow, Doc
Savage, the Avenger or the Spider (though campy, these
fella~ battle their share of abominations).
Movies and TV. The lbt 1s endless. It includes pretty
much any horror flick that requires a weak, uninitiated
prorngonist to contend with the unknown. Then again,
there are some preu:y silly ones. with way-out-there heroes,
bur they can still fie the bill. The Night Stalker; Losr Boys;
Evil Dead/ Ann, of Darlcntss; The Sikna ofthe Lambs; The X-
Fiks; From Dusk Till Dawn; and lee's not forget Buffj the
Vampire Slayer in any incamacion. The Eq1Ullizer, although
not horro r, regularly examined the emotional cost to its hero,
given his superior talent for klll ing bad people. For a great
portrayal of an everyman in the grip of an inexplicable
obsession, see the o riginal Close Encounters of the Third Kind
'
Frigh1 Night; John Carpenter's VampiTes; Blade Runner; Blade; (as opposed to the Special Edition).
Vampire H1m1er D; Kindred: The Embraced (Hey, why not/); And for ideas co keep your Hunter game as realistic,
They Uve; Night of the Ulling Dead (the first and no others); humbling and harsh as possible, watch Deliverance.

In other White Wolf rulebooks, a developer's ing confronted with a terrifying, wretched realicy:
statement usually comes at the very end, where he Monsters exist. We are their playthings. Whereas Sgt.
explains all the trials and tribulations suffered co make Rex Hazzard might bristle with firearms in response to
his vision a realicy. We're changing that approach that truth, everyman John Smith must face the same
because we have something different co say. creatures with only his wits, his will and whatever
From its inception, H unter: The Reckoning has courage he can muster. Hazzard's story is stupid and
been c reated as a storytelling game about real people. boring. That guy isn't even like us; his life is two
When we say "real people," we don't mean ex-Navy dimensional. Smith's story, though, is plausible, crau-
Scab, hired assassins, onetime vampire ghouls, gov- mocic and intriguing. We can identify with h im and
ernment agents, pro wrestlers or jungle explorers. When play him realistically in a world gone utterly wrong.
we say "rea l people,'' we mean steelworkers, doctors, So when you read this book and play chis game,
parents, students, garbage collectors and brick layers - please consider the kinds of characters and stories for
you and me, and the ordinary people we know. which it was created. Yeah, you can play an ex-Navy
Hunter is not about superheroic exploits and Seal asskicker, but you'd be missing the point. Ask
guns, guns. guns. Sure, it can be, but that's not the yourself what it would be like to be a simple temp or dock
point. This game is about the horror of living a wo rker, iruread. Your Hunter stories wall be all the more
mundane, everyday, blue-collar life and suddenly be- entertaining for it.

----
. . . . . . . . . . . . . . . . .illllilliiiiliilmillllm=._______.:~~~-=-==-
~__;====-~~~~~-===:...._-=--~~-====---=============:::;-~~-=
~
Preferences [j]
HTML site lhtt p : //www . hunt er - net . or9/home/chat. .h tml

Subject: IOur Purpose


To: [email protected]
From: Icabbie22 Send
Message
Get
Messages
Copied To: '--~~~~~~~~~~~--.~~--'

It pisses me off. Freedom's just another word for illusion. More wool for monsters to pull
overoureyes. l'm not saying people aren't co blame for being stupid or lazy or terrible - when
we ace that way, we enjoy itroo much. That can't be the monsters' making too, can ic? What
l h ate is how we've never had a decent ch ance. I know plen ty of good people - ones like
my father, who scraped h is way from nothi ng to give me a chance. T hey try and try but never
get as far as they could or should. I get pissed when I think about how monsters - these
things that play with people Like they're toys - might be the reason good people get
nowhere. So while I'm ready to bust their fucking skulls in, I just want to keep them off the
backs of the _good_ people.
,_....... a ~~--~Amir

II

Be rhou prepared, and prepare for thyself, thou,


and all dty company ihat are assembled u11io thee, and
I
be dtou a guard 1mio them.
- Ezekiel 38: 7

Ocroea 2, 1999
A singular occurrence today, even by the peculiar stan-
dards of my investigations. I have had a different son of
revelation, I suppose, though I hesitate to use such religiously
ponytailand adourexpression.However,atthesametime,Isaw
the decaying flesh punctuated with rotted gaps that appeared to
me with only a minor exenion. There was no flickering, no
overlap- not like a double exposed photograph.
Confronting#J l in such unplanned circumstances made
me blurt o ul t he question that had haunted me for so long:
I
charged terminology. "What arc you?"
I was pursuing #l l , my current subject. It drove to a #l I's reply was an unpoetic "Fuck you!" and an attempt
drugstore and I waited outside, confident that it would return to claw my face with its hideous nails. l recoiled, drew my
ro its vehicle. In the past. # l l has been frustratingly able to pisrol and fired.
cluJe me when it perceived pursuit, and I was derermined to Then I saw the truly extraordinary thing. A slender
suiy as for back from ir as I could. However, when I heard a black man (Jared) who appeared to be holding a large, red-
commmion inside the store, I approach~d cauciously. hot meta l bar in both hands lunged through the doorway and
#l L nearl y ran into me as it came out the door. Inside, struck # I l from behind. A plump woman ("Leaf') and her
people were screaming, but several were pursuing ir. (I later ruddy companion ("Oaken") followed him closely.
learned cheir names: Jared, "Leaf" and "Oaken.") True toform,*11 barely acknowledged che bullecwourid
Ir is important for me co capture my perceptions now, or the blow from rhe glowing bar. Then it made a srrange,
while they're still fresh in my mind. l saw#ll, just as I have almost flamboyant gesture. As it did so, a peculiar, sourceless
previously seen it:asa walking corpse, with sagging pallid skin blackness seemed ro flow around it like a fog of ink. Sur-
and mealy roe in ir~ eye sockets. What soon became apparent rounded by this shadow, it raced toward ics car. I fi red at it
was that, at last, 1 was not the only person making this again and hit, as Jared shouted, "Where'd it go?"
perception. "Don't you see it? The El Camino, that's its car!"
The creature before me resembled nothing so much as some The creature was trying to pull its keys from its pocket.
complicated optical illusion: On one leve l, I could make out the Jared, slashing wildly with the bar, moved coward it. I drew a
semblance 1 normally beheld - a pale young man with a
j9l~ - - -...~- 2-
..
bead when Oaken yelled, "Don't shoot!" and put his hand on Jared had seen enough. Since .et 1had turned ics back to him to
my:mn. At chetime, I assumedhewasworriedaboucmehitting
Jared. I I got ics car Joor open and, seeing chat, Jared struck at
ir again - a glancing blow off the creature that nonetheles.5
~h:mered the car's window. I I gave Jared a tremendous shove
backw.irJ and l;immed the doorshur. I fired again and m~.
"\Vhac ts chat rhingl" rhe woman demanded.
assault che woman, Jared arcempted to seize it. le broke his grip
and fl<.xl, running mco me m the doorway. Iasked bim about che
glowing metal bar. Jared had no idea where it came from. He said
it felt hoc, but did not bum. It "just appeared."
Jared was increasingly impatient: He did not want to gee
out of my car to smoke, but he seemed unwilling to wait
'
"No time to explain," Ishouted, sprinting to my own car quicdy. Evenruall~. he suggested going back to the dru~~ore.
and continuing to fire at i1tl l. I did noc hie it. At tha1 point, I \Y<IS qui Le happy co pan company, so I agreed.
Icould hear sirens in the distance as I goctomycar. J was The police were still ar the drugstore taking statements.
fumbling the keys into the ignition when I heard a knock on Jared's eyes narrowed when he saw them. He suggested I drop
my window. Jared looked in at me with wide eyes. him at the corner. When he saw thatl intended to re-enter the
"You know what thi1t thing is?" he shouted. I nodded. store, he said, "Just be cool. Act like you're just getting some
''Then I'm coming with you," he declared. With only a smokes or something." In another mocx:I I might have been
moment m decide, I hit the electric lock on my car. He leapt amused by him presuming w tell me how to evade unwanted
lnro the back scat :md we rolled off in pursuit, leaving Leaf and police accention. At that point I was just annoyed.
Oaken behind. Unfortunately, I I proved to be elusive yet I was inside the drugstore before I saw that the "two fat
again. I dmvc by ics residence bur its car was not robe found. hippies" were stilt there. The woman was saying something
Our trip gave Jared and myself an opportunity to make to an officer ahour "a hadly injured man who became violent
our introd11c1 ions, once we had calmed down somewhat when approached." The man had buttonholed one of the
from che excitement of immediate danger. Jared informed officers and was quietly explaining chat his wife had been
me chat he's a bartender. Not wanting to go into che tedious under a great deal of strain. I was trying co hear what was
truth, I told him I wasaconsulcingphysician. Weexchanged going on, but at that point a policeman stepped in front of
phone numben. and then he asked me, poim blank, "What me, rolled his eyes and asked, "Okay, so what's your story?
chc fuck was thac rotting thing?" Violent robbery with lots of gu~hors but nobody hurt, or the
walking Jead and black dudes with flaming swords?"
I explained that I I appeared co conform in some ways
co the behav10~ and abilities of a mythical "zombie" or I gave him a nonplused look and said, "Actually, I jusc
"ghost." He was quiet fora moment, then said that ifhe hadn't came co get a new7VGuidt. My cat threw upon my old one."
seen it, he wouldn't have believed it. I concurred completely. I le laughed and shook his head. Looking past him, I saw
Once there was no immediate peril, Jared seemed co the hippie man looking right at me. He nodded, and I nodded
rethink his previoll!> msh courage. He asked if"the thing" was subtly back.
going co come back co ics house. I explained chat it seemed co Ducking into the magazine aisle, I looked around. See-
have some am1chment to che building and often stayed there ing no one, I pu Ik-d a bi II from my wallet and wrote my phone
overnight when injured. I added thac it did not appear to need number on it. I p;1id for the 7V Ot~ide and paused to tie my
sleep anti told him of pursuing it once for 72 hours uninter- shoe as the police departed. The woman was scill trying to
rupted (the time it drove to Indiana and killed chose two explain to them what she'd seen, and their attempts to
teenagers). He asked how it had vanished in the parking lot placRte her were becoming increasingly brief and obviously
And hnw I hnd been able t<) see it. nsaid I didn't know. feigned. She followed chem to the parking lot, her husband

I
I must confess that at that poim I was hoping I had met trallinghehind. As 1hc police drove away, I approached them
another delver in co the occult. I have long feared I was the and held ou1 rhc bill.
only one. I hypo1 he~izcd that my pursuit of non-normal "I think you dropped chis," l said.
creatures had allowed me co develop an immunity to their The woman gave me a hard look with squinted eyes.
peculiar abiliries. If Jared was a similar researcher, that The man's glance was more open and steady, and he took
would explain his immunity as well, but it was not so. the money.
His smry wa~ this: He was in chc drugstore co get a pack of "I'm Dr. Van Wyk," I said.
c1garcues (he asked to moke m my car and complained when "I'm Oaken," he said. ''This is Leaf."
I said no). Suddenly he heard a \"Oice "like from nowhere" They leh. I drove past 11 '~home. Still no car. l waited
sa}mg, ~It docs not live." He look<.xl and realized that che man three hours, my mmd preoccupied and perplexed. I have
behin<l him m 1he cashier lmc was a walking corpse. Appar- reached only two temathe conclusions: Perhaps I now see che
ently no one else m the tore saw the thing, except for "those world as my quany does, and perhaps I am no longer alone.
cwo far h1pp1cs." Everyone else fled when che "fight" broke OUL
The woman, whowasbchind ....l l,askeditificwasall right
(apparendy thinking It was injured). ltshoved her away and che
man with her lncerposed himself berween it and che woman.
.._a ... llliil~.:--

' T HE TRUTH Asour 'THE IMBUED"


My friends, we are part of the most evil,
criminal conspiracy in the history of mankind. We
are the few remaining tools of an evil regime. and
What's more likely is that we were all
pushed to be psychic - maybe with drugs. or
training or surgery- and probably as children
members of its broken leadership are using us to or young adults. After all, the oldest known
protect themselves and increase their power. imbued person is, what, 50 or 60? Meaning
In 1950. the CIA started Project BLUEBIRD, they'd have been 10 years old when these
a research project to asses the use of drugs and projects were just getting started. A mind still
hypnosis for mind control. In 1952, BLUEBIRD young and malleable, waiting to be improved -

i
was replaced by ARTICHOKE, and in 1953 it and indoctrinated.
reached its final form as MK-ULTRA. By most For that. I believe, is what happened to us.
accounts. the CIA never "perfected" mind con We were made psychic, and we were brain
trol - they just learned a great deal about washed to ignore our powers. Released into
altering people's perceptions and memories. "normal" society, we were a legion of sleeper
In 1954. James Jesus Angleton became the agents, waiting for the proper commands to
start using our abilities on behalf of our masters.

l
director of counterintelligence for the CIA. He
served in that position for 20 years. and for the The problem (from their point of view) was:
great bulk of his tenure he believed that the CIA how to ensure loyalty and obedience? Even
had been severely compromised by the KGB. MK-ULTRA never completely succeeded. They
Several Soviet defectors supported his suspi- never broke free will. They could confound our
cions about a mole known only as "Sasha" - a perceptions and make us see whatever they
KGB agent who worked in the CIA - and who had wanted. but they couldn't control our choices.
at least as much authority as Angleton himself! But really, it's not much of a challenge to
At the same time. the KGB was busy inves- manipulate someone if you can control what
tigating incidents at extrasensory perception, they see. Want your psychic sleeper soldier to
telekinesis and similar "psychic" abilities. Several carry out a "hit" on a prominent businessman
sources indicate that the USSR had the coopera- with CIA ties? Simple: Just change perception.
tion ot Red China- and through that cooperation, Just make the businessman look like a mon-
access to the largest population base on planet ster. Your psychic soldier, overcome with
Earth. Even if psychic ability is rare in nature. revulsion and fear. lashes out - and even if
even if it only happens once in a million births, he's killed or captured, there's no trail that
then China had a potential of 2000 natural leads back to his real masters.
psychics for this r esear ch to find. Now that the USSR has collapsed, you've
Now, I didn't use to believe in mind reading no doubt heard people fretting about nuclear
and telekinesis and all that jazz. but then again , weapons falling into the hands of terrorist
I'd never seen a walking "corpse" either. The nations. But imagine you're Ivan of the KGB,
literature on psychic abilities is full of things that and you've got the control codes for a cadre of
sound familiar to us. though: setting things on American sleeper agents - citizens of the
fire or destroying them without touching them; USA, unaware of their true nature, and armed
changing another person's behavior simply with terrible psychic powers. What are you
through an effort ot will; getting glimpses of the going to do with them? Sell them to the highest
future. or the past. or distant places. bidder? Get revenge on the nation that de-
Seeing what we've seen. is it so hard to stroyed your "Communist Utopia"? Use them
believe we're psychic? I don't think so. What is to protect and enrich yourself? The mind
hard to believe is that a number of psychics boggles - but this, my friends, is the truth
behind the "Messengers and the "creatures"

I
would all simultaneously have their abilities kick
in - and only in the presence of some kind of we're supposed to hunt.
"monster. That staggers all probability.
:-;-z.....111rj~. .s_.w
a
"Shit, if you can survive, I fockm' can, and if both of us
0tro11.17,lm do, that means we can. Besides, you heard that cop. I'm the
I have noc had time to write - barely rime to think - nigger wirh the flaming sword."
but now my convalescence forces me to rest and gives me He did not wait co hear my arguments, but set offfor the
opportunity for inrrospcction. door. I resigned myself to doing ns he asked. As it happened,
Meeting Jared and the other two has simultaneously no one answered the door by rhe time he came back - he
reassured and troubled me. I was never disposed previously to must have circled the block. I didn't see him because l was
th~ explanarion that l had gone mad. Ironically, only now do watching for ,, 11.
~ find myself considering the possibility thac I am caught up "The locks are new, but there's a broken screen in back.
in some mass hysteria. We can get in."
Ultimacely, however, I feel as I always have, that my I pointed out that if it was on foot. it was likely to return
senses are to be truSted. In the few brief days since the soon. With perfect pretzel logic, Jared decided that was all
drugstore encounter, I have spotccd rwo more exaanormal the more reason to move quickly. Unwilling to let this
subjects - human-shaped beings chat do not seem co be novice face wl l alone, I was unwillingly drawn into the
visible or tangible to ordinary people. I have started note creature's lair.
bo()ks ... 12 and #13 accordingly. With a skill and confidence rhat might have disturbed
Perhaps more important, Jared contacted me. Initially me In other circumstances, Jared got us into the house. He
he suspected that his sanity had failed (certainly a reasonable staked out the front door while I watched the back, pistol in
suspicion), and he called me to reassure himself that what hand. At Jared's suggestion, I had also armed myself with a
he'd seen had occurred. I described for him the events ac the plank as a makeshift club.
drugstore after we'd parted - including the policeman's Such timber scraps were scattered about the yard. The
questioning me-to assure him thar it had. He cold me that house looked pracricallyabandoncd. I had hoped co examine
since then, he'd felt jumpy, restless- and he assured me that the creature's domain at length, but not to the extent that 1
while he wasusually"chill," heconsrnndy found his thoughts was willing to endanger our ambush.
reruming co subject! I and 1lS house. He suggested that we I had thought I was well hidden in the shadows of the
take a look. hallway, carefully aiming at the back door, h11r ,,1 1 sported
Looking back, I ftnd chis curious. To be frank , Jared me somehow, even chrough the back door's dingy window. Ir
struck me as the last type who would get involved in some immediately ducked its head and holccd tciward the side of
kin,d of crusade for knowledge or "the good of humanity." the house. I shouted a warning to Jared, who ran toward me.
~es your standard, unmotivated, apathetic, woolly-think- I motioned him back, but he didn'r know how fast#l l could
ing drudge. Admittedly, seeing # I l in all its rotted splendor move. There was a crash as it leapt through the window and
could tend to shake a man out of his rue, but a more seized him. Jared was on the floor, his brown face darkening
"reasonable" explanation - error, hoax, drug flashback as 11 's fingers closed around his neck. I stepped up and put
delirium cremens! - would ~urcly hold greater appeal t~ my gun co11 's head, bur its hand swept up with such speed
someone who has a stake in things being the way they appear. and violence that the gun flew from my broken fingers. I
Yee Jared doesn't cower back into delusion. He has chosen screamed, bur co srrike me, the creature had necessarily
the ugly truth over the comforting lie. Perhaps there's more released Jared. The glowing brand appeared in his hand.s-
to him than there appears-but if not, where did he gain this and though I was there this time, I cannot clearly narrate its
curiosity and drive! formation. He drove it into#) J's belly.
I picked Jared up at his home -an unkempt apartment The creature leapt back, its shirt smoldering from the heat
complex frequently mentioned in rhe newspaper's crime of Jared's mysterious weapon - but for all that, apparently
calendar. It wasn't far from If: l I's lair. When we arrived, we unfazed by its injuries. Jared swung at It fiercely. It dodged with
saw1"1 l's vehicle in the carport. Jared Immediately unlocked preternatural speed, following up with a savage blow to Jared's
his door and scarred to gee out. It was only then that I smelled 1aw. He dropped, stunned, but by then I had seized my pistol
whiskey on his breath. and fired at the creature as best I could left-handed. I do not
"What are you doing!" Iasked. He turned co me. His eyes know if I struck it or nor. It d05e<i in on me, its hands balled
were wide and bright. "I'm going co lock some ass," he said, in10 a double fist, and with one blow knocked me off my feet.
his voice thick but distinct. I told him not to be foolish - I vividly recall a distinct pop as my mandible separated from
that we must approach carefully. He smirked and when he my temporal bone.
spoke again his voice was slurred - wherher from drink or "Who are you? Why are you tonnenting me!" #ll
from habitual bad diction, I couldn't tell. demanded (a question which, in retrospect, strikes me as
"All right, here's what we do: I'll go ring the bell, then extremely ironic given our respecrlve posicions at the time).
run around the side of the house. You stay way back here and I just smiled, because l could sec Jared stumbling to his feet
watch the door through your fuckiin' binoculars. Then I'll behind the creature. To cover the sounds of Jared's approach,
cume back here and check wirh you. If the thing's there, we I laughed. That is, 1started laughin~, but ended screaming as
can sneak in and jump it. If ic ain't, we can sneak in and wait the pain from my dislocated jaw became intense. My mirth
for it." was real, however: Seeing the fury and consternation on
"Jared, I've watched it for some time. What makes you I I '~ foce, and seeing Jared raise the blade behind him was
think we can survive a direct confrontation!" intensely funny to me.

,..
...'-......
a a:ll--~Amir

"Fuck you, birch!" was Jared's battle cry as he cue the


crcacure- nearly m half, like he was splitting a log. : 11 fell
co rhe ground and Jared chopped ac 1r like a frenzied woods-
man, s1anmg sm,lll fire on che floor m several places. I tried
co stop him -such a creature's body would be valuable for
study- but my displaced jaw prevented me. When he was
done, there was nothing on the floor buc oone shards,
paste, and bum marks on che floorboards. He stepped back,
breathing heavily, a ma Ive hemacoma forming on his
nghc cheekbone. Only after several gasping breaths did he
look ac me, chcn his eye~ got wide.
"Shit man, how you doing that?"
I didn't lmmediorely know whac he was referring to, but
since then I have observed the phenomena repeatedly. The
cuts on my fingers where the rriggcr guard had rom my skin
were closing visibly. Bruises on my face were fading even as
he watched.
Somehow he rnrmaged to drive back to my residence,
I
'
where I mcdicared myself rind iced my jaw co the point that
1 could pop the mamlihlc back inco phice - an agonizing

I
process, even through ice, anti-inflammarories, Novocain
and whatever unnatural healing processes were operating in
my own body. For chere can be no doubt: I was visibly
improved by the rime we reached my home. In only a few
days of recovery, I have already improved co a point char
would have 1.1ken weeks, even in a hospital.
Apparently my new gifts are noc limited solely co second
sight as I thought mmally. Jared's m1uries, though much less
SC\ere, have healed at a normal rate. However, he informed
me char during our trugglc with I I , he felt a tingling
sensation in his arms as he dealt the fmal blow. I cannot
guess what chat portends.
(Later.)
I have just re-read my initial impressions. What stands
out now is the creature's question co me. Ir seems thar noc
even the unm1t11ral creatures I behold understand the
mmsformarion rh1n is happening to me. Have l becqme a
mystery even LO mysteries?

OcromIL1999
Remarkable! The last vestige ofsoreness in my jaw passed
during rhe nighr. E.ven more remarkable: I was contacted by
"Leaf" and "Oaken." I asked why they had waited so long to
contact me, and 1hcy imlicaccJ that they had been puc off by
my "hloodthirscy" initial ace ions. I assured them char I had
ample proof of the creature's malignicy, and suggested that we
meet in order to discuss marcers funher. They agreed.
We met at a coffee shop, where rhe two of chem told me
a linle more abou1 rhernsclves. They work cogecher out of
their home as web-page designers. Additionally, Oaken does
"couch therapy," whate\'er that is, while his wife runs an
independenc ceramics concern on the ide.
The incident at the Jrug.-.corc left them deeply confused,
narurally. I exprcsS<.-d my sympathy. and told them that I had
become aW<1re of unnatural creatures several monchs ago
when the sub1eccofan autopsy sat up and attempted to bite me
in che throat. I explained cautiously how I heard a voice like
my own say that the thing was simply wrong. Thar much was
already evident to me. Then l ventured how I saw more of the
creatures and started my surveillance, but had not met others You're not. like the rest, I said. You !mow what
with the same experiences nil now. They were suicably im-
pressed and w1 hcd to know more.
They cold me 1hey had "seen a vision" of a dark, baclike
figure killing someone in an alley close to their home. When
they went to the alley they actually arrived before the event,
which played out much like their vision - save that, with
chem present, the arrack was aborted before it had properly
you're doint is wron, . You still have y0ur human
soul, and as lon9 as you have t hat, y0u can repent.
As loot a.G you can repent, you can be_saved.
Eventually, she a,-reed
We rented a hotel room in which to cast out her
demon. I t seemed sate.r: Her home was known to her
'
hegun. 1 asked if they had pursued or apprehended the kind, and I hoped to keep mine secret from their ilk.
creature, and they answered in the negative. T he cl.erk ,ave me a broad wink. Yes, a black man
Curiouser and curiouser. If I thought Jared was an checks into a hotel. room with a white woman, surely
unlikely c:rndidate for "Jclvcr into concealed truths," it was be thou9 ht he knew wha t we were about. But how
only because I haJn't enjoyed a long conversation with chis could he know about the LOrd's work? How could he
pair. Jnred is, at least, practical. Before our drugstore inci- know about the Kiss of C hrist?
dent, 1 suspect he gave little thought to a larger world of When my lips clooed upon hers, I could feel the
111ctaphyb ic~ . Lea( t111J Onken, by contrast, have put a great
aour, polluted blood within her - the stolen suste
<leal t>f effort into persuading themselves chat a great groan-
nance that fed her inner demon. I pulled it, drew it in,
ing load of new-age sewage is rrue (or potentially true).
While rhis glvcs them a framework from which t0 address and as I did I felt the blood of sin transformed,
whar they saw, I fear it is one that will almost certainly lead tra.nsullet.antiated within my veins into the Blood of the
rhcm co incorrecr, ~cnrlmemal and h ighlysubjective conclu- Lamb. The power of Christ swelled within me, fill.int
sions. S1'1Ccificall y, hy careful manipulation of our discussion, me with ~ unsurpaooed by the bliss of any mortal kis.
I've lcamed thar they arc uncertain abouc the proper actions The demon fOUfht, Of course. con~ bad
ro cake regarding the unnatural. Leaf was certainly fright- iosist:ed t bat I tie her to the chair for my own safety.
ened that I I SI ruck at her, bur I suspect that both of chem She was wise. Her demon c ursed me and blasphemed, its
are somewhat "S<>fr" when ir comes co the actions char will be
eyes were red lilce bUrnint coals and its fan.ts cut into
nece sary 1f we arc to gain any real knowledge of these
her o wn llpe, but it was no match for the power of God.
creatures. However, 1 do have their e-mail addresses and
phone numhcr, so we will be able to keep in concacc should With but a word - a command backed by the power of
we neeJ 10. As a courtesy. I invited chem co join Jared and the Livin Word - I broke its rqe and left it cowen.n..
m}'SClf to examine 14 m its natural "habitat" chis evening, Conce~ looked poorly. Her cheeks were
l before Jared's shift at the cavern. sunken and even her lips were pale.
I "I'm huo.~," she oaid plaintively. "you can't
THE DIARY op AulERro F'ERARRE know how hun ry I am. "

t It
I
Conce~ion did not look like a monster. She was
pale, even for a white woman, but her lips were
-~-~------~~
I encourapd her to hunter and thirst f or J'1Btice.
"Please," ohe said, t hen stopped.
' chapped, her fint ernalls crac ked and her eyes were I asked her if she wanted me to continue - if
1
uncertain and scared. I f I had not seen the devil her selvation by Christ was her true wilL Trembllnt,
wit hin her, I would not have known. But I did see. she nodded. Eyes closed, she tilted her head back, her
Under t he t a.ze of Christ atop corcovado, I have seen mouth open Glif htly.
the devil's imps at their work:. I ave her a second kiss and this one withdrew
II It took some time to t ain her trust, but ...her- the last traces of the corrupted blood.
human soul wao otllJ. stront - still able to battle When I o pened my eyes, her eyes were open, too.
IIthe evil that had been plac ed within her. She told Her mo uth moved but no sound c ame.
me that sbe had been taken by a creature who
admired her sculptures - t hat this man had
entranced her with diabolica1 sor cery and forced
I I bad hoped sbe would live. C hrist has not t iven
me t hat power. But I have saved one soul from
damnation, and that iJI mira cle eno~ h for me.
ber to drink his corruptint bl.cod.
She also tol.d me Of the bunt er - the lust for (Later.)
blood and the lllisery Of others tbat drove her amont The even mg was interesting, to say the least.#14 is what
the shacks of tbe mountainside favela& T here, she I have termed an "mvis1ble" - an en my that cannot be seen

I knew, were victims who woul.d never be missed.


A,a.inst her will, a,a.inst her jUent, a t ainst her
sense of rit ht and wron9, she preyed upon the most
wretched of Rio's poor . She said the hunter had made
by the ordmary run of humanity. It is of the repeater type,
endbsly going through a set of motions, ad infinicum.
lnirially, the mhers were unable to pcrceive =l4, which
made me fed frusrn:iced (.m<l somewhat foolish). Then Leaf
did somerhmJo? unexpected: She spoke in an odd tone of
her a monster jWlt like all tae rest.
voice, "Lee the light shine upon it." With exclamations of
I was the one who told her no.
I surprise, boch Jared and Oaken stared at #14. Even to my
eyes, the figu re of the creature seemed clearer and more solid.
cally when pulled from the ground. We must apply Occam's
Razor and assume the simplest theory that firs the faces; If ic
This 1 hard to quami(y, howe\'er. It could be observer error shows no .sign of noticing, we should assume it doesn't notice."
calbed by the reacuons of my follows. I asked Leaf how she "But it's not like a iurrup," Oaken said, aggrieved. "l
had done it. mean, look at it !"
"I just knew," she said. "Don't you feel it? Don'tyou feel "I agree, it's not like a turnip. A turnip you can see
the living power surrounding us right now?" unaided, and feel, and hold in your hand. ln that, the turnip
I felt nothing of the sort, but Jared narrowed his eyes, is much more like us than this thing is."
stepped up to the creature and put his hand "upon" it- I use "I don't buy it," Leaf said. "Wherever it came from,
rhe word advbcdly, since invisibles also seem to be utterly whatever it 1s, it looks human. Do you honescly think it just
inrangihle. He removed his hand and it seemed thar I could spontaneously occum.-<l in nature! That it accidenrally took
sec a smudgy mu! in rhi: air, as if the creature was emitting a human form/ How's Occam's Razor handle that theory?"

II dim smoke at chat poim where Jared touched it.As it walked,


rhe trail spun our behind it.
"There," he $aid, his voice a peculiar mix of satisfaction
and confusion. "Motherfucker won't get away from me again."
"I don't deny that there's almost certainly some inti-
mate connection between this image and a human being,
bur there's nlso a connection between a human being and a
human image on a TV screen. That doesn't make them the
''Whnt do you mean, 'get away'r'' Oaken asked. "It's not same thing at all."
going anywhere or doing anything o r hurting anyone." "I won'r he a parry to your 'tests."'
"How you so sure of chat! Just 'cause we don'tsee icdoing I was in a quandary, bur the prospect oflosing Oaken and
nothing doesn't mean ic ain'L doi ng something," Jared said. Leaf- who had already revealed new abilities - was clearly
Despite his mangled grammar, I found his comment insight- a more dangerous l~s than anything I was likely to gain from
ful and concurred. "'14 rhat nighc. I hung my head and played the penitent.
"Indeed. Seeing only the visible tip ofan iceberg, one has "I'm sorry. Maybe you're right. Ir's just ... things like chis
nowayofknowing how much ofa hazard it is ropassingships." have tried to take my life.Thatthingfrom chedrugscorenearly
"Wait! What did you do to it?" Leaf asked. killed me, and 1r nearly killed Jared. We know nothing about
"Can't you see 1t?" I said. Oaken rolled his eyes. them. You yourself saw something that was going to kill a
"Here we go again," he commented. Jared smiled. human being - one of your neighbor.;. I... I was rrained as a
"Nor much that can hide from you, is there Doc?"' scientist, and my inchnauon IS to undemand things. Espe-
cially things chat ... that scare me. Iguess my curiosity and fear
"I see a smudgy, indistinct trail. Jared, what do you see?"'
and ... Idon't know,someneed co exert control.. . I chinkchey
He frowned. "I see it clear, Doc. Trail ofsmoke, like sky- got the berter of me. You're nghc. I'm sorry."
writing from a plane."
I think they bought it. Leaf looked mollified, at least.
Leaf and Oaken both assen ed that they saw nothing. I Oaken just looked uncomfortable. Jared simply rolled his
asked how they'd known how to activate these new abilities. eyes but kept his mouth shut. Leaf a~fl'eed to call me ifshe saw
"Can't you feel the presence/" Leaf asked. Other than anything unusual, and we went our separate ways. I noticed
14, l felr nothing, of course. that Leaf and Oaken loitered just enough to lee Jared and
"You mentioned Icebergs, Doc. I think the things we've myself leave first. I smiled: They didn't trust me alone with
done so fo r moy be just the beginning," Oaken said. "'14! On che way out, I arranged to meet Jared there after
There was a brief pause and then I attempted co regain midnight in order to complete our examination.
control of the proceedings. "This has been very illuminating
so far. It is my hope that we have more ro learn this evening." Ocn1wl411999
"Have you tried to talk with it!''' Oaken asked. I assured Oaken contactc<l me today as I was recovering from my
him thar I had, many times, to no noticeable effect. I stated confronrarlon with R> ] 3 (an unlucky number indeed). He had
my belief then it was some sort of energy residue - no more incredible news. It appears that the four of us are not the only
"alive" than a painting or a motion picture. ones to come m the arcemion of the "living power," as Leaf
insists on calling it. Indeed, Oaken believes he has found an
"I've established tha1 it takes no notice of small move-
on line com mun icy of individuals with similar experiences.
ments," I said, putting my hand through it to demonstrate.
"However. larger motions do seem co erode or disrupt it." So Initially I wasdubious,consideringthedisappointingand
saying, Iswung my arm through it hard. Leaf and Oaken gasped misleading fnm of m~ own on line research on "vampires" and
as the figure diMoned around my arm and reformed - but with "ghosrs." However, Oaken and Leaf (being professionals at
a slight gap m its 1dc, trailing ragged edges of tom subrumcc. using the "web") had considerably more luck.
"Notice how its expression and actions do noc change: I Thccnrry to the sire was called anonymous-liberty.com.
do not think that any pcrcepuon or intelligence can remain." The site was dedicated to some libertarian claptrap abouc
upholding individual righrs through anonymity. Fortunately
"How can you he urd" Leaf asked in a whisper. "It could
this naive philosophy meshes well with my (I suppose I
be feeling everything, be aware - be as sman as you or me! should now say "our") need for privacy.
Who are you co judge?"
The paranormal qucsuons arc basically a checklist of
"We can't be sure it feels nothing-any more than we can
experiences, allegedly tO gather informationon the "uneanhly."
be sure that carrots Jon't have a high ly evolved imellecr, no Oaken answered the questionnaire honestly, but included
more than we can be certain that tumipsdon'tscream telepathi-

.....................................____________________________ ~~~,;;;;;;;~
, ~~~~~~_:_' #!__ ~
~.-11--~~ ..z..-.a_..
details of our experiences with "'I l,..,14 and..,15. The nexcday perspective of Cop90 is also quite useful. Unfortunately, for
he goc an invitation co join a pnvace mailing group for "the every well-choughc-out insight there arc several posts of
imbue<l." He also received access ro a secret password-protected blather from BlueGirl76 or MythmasterlO. There are also a
website through the anonymous-liberty site. few who jusc seem crazy - Go<l45 1s an imponant case in
I have filled out the questionnaire myself and eagerly po inc.
await the opportunity to exchange information with others of Surprisingly, a main thread of conversation has been
similar experience. I don'c believe Jared has on line acce~, but self-examination. Everyone seems to ask "Why us?" with the
t it will be a while before he gets out of the hospital, anyways. incclligent minorityasking"Why now?"Theanswers(asone
might expect) range from the narcissistic to the absurd to the
j ., '* ..
OcTOlllJ.UoJJ.H

,
untestable. From what I can tell, the most popular explana
I "logged on" ro huncer-net today. Perhaps I expected nons arc as follows.
too much. but there is a great deal of unverifiable informa I) We have been "blessed" by"angelsof the Lord" in order
tion there, lumpe<I in with superstition of the rankest kind to "smire the forces of evil." If this is so, God is not very picky.
("Men in Black," indeed!). On the other hand, l have found Not only is the list highly ecumenical (with u decent ratio of
confirmation of many of my own observations. Most "hunc- atheists and agnostics), there are a number of respondents who
ers" find that unnatural crc:uures seem to favor inhabited have crimim1I records and do not seem repenmnc in the least.
areas, and rhat there seems co be a willfu l ignorance on the 2) This sort of thing has been going on since the
parr of witnesses. Several anecdotes support my feeling that beginning of time. The only reason we've found each other
mosr people are willing ro believe any coincidencal or absurd now is that technology has provided global communications.
rationale, rather than accept the actions of a creature from Superficially anractive, bur the problem is that rhere isn't a
outside their own paradigm. single "imbued" who awakened in the '60s, '70s, '80s or early
I have also signed on to their mailing list. which asks '90s. Even I seem relatively "old" among these people, given
that you conceal your name and adopt a descriptive phrase or my experience several months ago.
word instead. I chose "doccor," of course. Leaf picked "pot 3) Human psychic pov. ers arc only now becoming awak-
ter." Oaken was unwilling to tell me his "nickname" - not ened: We "imbued" are the next evolutionary step. Never
that It was difficult to deduce ("healer") since each IO is mind chat any scientist could cell you chat a "sudden"
followed by a number, assigned in the order in which you're movemenc in evolutionary time is still a thousand rimes
accepted. I'm Doctor! 19- there seem co be a great number longer than all of recorded human history. A modified
of us! My companions arc Pouerl 16 and Healer! 15. The version of this argument claims that modem pollucancs have
most influencial memben;ccms to be Witness I (who founded somehow unlocked hidden potentials within our brains.
the list and built the site). I've been going through archival Again, any scientist can see chat's about as likely as randomly
m~w1ges as quickly as I reasonably can. Bookwonn55 and "di~overing" that your car gets a thousand miles to the
Hunrcr9 also seem co have their heads on scraighc. The gallon if you pour in liquid estrogen.
HUHHR:lHrR~CKOHIHG
~ - . .
~-----~--~~._
a ....
0 _ Email Program

' Subject: !....R

To:
_o_t_s_ _ __ _ _ _ __ ___.

Ihunter.list@hunter-netorg
From: Idoctor 11 9
~ [I]
Send Get
...

Message Messages
Copied To: ----~~~~~~~~~~~~~~~__,

Descri ption: Roes appear normal to ordinary sight. They arc visible and rangible. They seem far less common
than invisibles, about as common as flickers. Rots are generally pale: Even Negro rots have a pallor around their
lips and the palms of their hands.
To second sighr, these beings appear as decomposing, walking corpses. Many of the rots I have seen were further
infused with some sort o( black '1Ul"<1 - as if they had oil instead of blood coursing through their vei1'\S. Some of them
had very little of this inky plasma; others were almost completely covered. Only a minority was completely free of it.
Activities: With the exception of the "unstained" roes (char ib, chose who lacked the inky plasma), che rots
1 have observed arc strictly nocturnal. They come from a wide varicry of social levels, ranging from several who
appear to be quite rich, to others who seem to live a marginal, "outlaw" lifestyle. They appear to be primarily urban,
and on rwo occasions I have observed them feeding on human beings. This feeding takes lhc form of drinking
blood - in one case from the neck, in the ocher from the large artery along the inside of the thigh.
Threats: l have attempted to capture one of these creatures, bur have nor yet succeeded. After my second
attempt, they have seemed wary of me, which leads me to suspect that they are in communication with each other,
cirhcr through some son of group consciousness or by more mundane means. They arc prclcmarurally fast. One
of them exh ibited physical strength fa r beyond the normal levels for a woman of her size, but others seemed to
have more "normal" physical attributes. One was able to generate some son of"psychic screen" which shielded
him. Only through the use of second sighr was I able to locate him.
Vulnerabilities: While I have nor had the leisure for full experimentation, I have observed that rots are extremely
robust. While they a m be struck and harmed by bullets. knives and blunt weapons, they seem far more resistant to such
trauma than humans. In my last encounter, agroupofse,'eralof them were driven off by a makeshift firebomb-indeed,
one of the fleeing rots seemed deeply panicked by the sight of the flames. If the germ theory (see below) is correct. this
might explain why fire frightens them more than an impact injury that can onlyharm small portions oftheir hosrbodies.
Theories: Obviously these creatures are the source of the persistent "vampire myths" in many cultures. That
does not, however, tell us much about their nature.
One possibility is that a biological agent causes "vampirism." After all, you and l are nothing more than a
collection of eukaryote cells. Any change to our body has a result on a cellular level, and therefore a cellular
Invader could have drastic effects on our body.
A man namt.'<I Waves forest has posited the idea that prokaryote cells (cells without a nucleus; rhe cause of many

I
infectious di.scascs) have evolved telepathic communication. They are thus able to coordinate rhcir activities - just as
the cells which compose your body coordinate d"teir activities through the electrical impulses of the nervous system. It's
well known that the m05t successful disease is rhatwhich does not kill irshost, buconly parasiti:cs it, or even helps the hose.
(Nudearedcellsmayhavedcvclopcd whenonecellinvadedanothcr, ncithcr\~abletokilltheother,andbothevenrually
evolved imoa mucually beneficial harmony.) Suppose there was a disease rhat infused irs hose with paranonnal speed and
resistance rodamage? However, why rop there?This illness, ifitbecamesophisricaced enough (and a telepathic prokaryote
cell could develop some very sophisticated structures indeed), could influence or even conrrol rhe behavior of irs host.
Perhaps this is the explanation for rots. Perhaps this disease is dormanc in some living humans and only
becomes dominant after death. Once a badly infected person dies, his or her immune system shuts down. The
robust "rot cell" grows unchecked, invades the entire body, repairs the fa tal damage and takes over. Even the brain
cells - the memory of the dead person - can be accessed. Certainly the brain (anJ whatever remains of the
decedent's personalicy) influences the behavior of the new, infected corpse.
The germ theory can explain the blood drinking. In addition to being an easily digested source of
nourishment, human blood 1s full of other germs. AU prokaryotc cells arc able co exchange genetic code in order
to acquire new abilities and immunities (this is why so many illnesses are becoming resistant to pen1c1llin). By
draining the blood from other humans, the "rot cells" can gain new immunities. ....

~.~
... ~. L
,
'
l
I
4) As the mlllennium approaches, our benevolent space
brethren have given us these powers co eradicate the scourge
of demons/ negative energy beings/ malevolent space crea-
tures (cake your pick). Unfortunately, this seems to be the
most reasonable explanation. le explains why it's happened so
both share a dedication to the task of understanding the
paranormal. Unfortunately, it is becoming increasingly appar
cntthatLeafandOakcndonotsharerhispassionforknowledge.
Alone, I might have been able to persuade them to see reason,
bur they have fallen in with a soft-headed "new-age" faction

!
suddenly, why rhere seems to be no connecting facror between on the list. With "SpiritGuide48" and "CryscalZJ" bolstering
the people chosen (other than phy~ical proximity}, and it their sentimentality, they may be lost for good.
explains why we receive little in the way of explanation. Unfortunate, but l have made appointment.s with Builder
Ironically, few seem to ask what we are supposed to do and Cabbic to meet face to face this evening.

with our supposed "edges," the abilities that we all seem to


manifest (though I have no idea of the rangeof thosecapabili
ties beyond what I've seen demonsmued by my "colleagues").
Members on the list seem to intuitively agree chat our purpose
Ocrom20,lm
Last night was remarkable, to say the least. Builder
(Scott Fairlane) and Cabbie (Guadalupe Droin) seem ro
is to address the unnatural; we all receive our "true sight" and have much in common with Jared: specifically their "shoot/
edges in the face of such creatures. Yet Wicnessl's apparent slash/ burn first and ask questions later" attitude. While 1am
audible hal lucinarion - "Inherit the Earth" - strikes a chord pleased (and justly, I think) with my notebooks on nearly 20
for me, despite its overt biblical overrones. What this phrase of the area's paranormal inhabitants, past or present,
means exactly is unclear, though of lare - since my initial Guadalupe claims co have spotted upward of 50. (This could
encounters and then events at the drug store - I sense an simply be bragging. Unfortunately, she has made little effort
urgency to deal with the creatures I see, as if time is short. Yet to keep careful trade of more than a few.)
I don't yet know what lam to "inherit" beyond protecting the No sooner had they met Jared than he invited chem to
world chat I already know - or once did. observeGl 7, an invisible and our latest find. We went coward its
usual residence, but Jared spied its trail before we arrived. We
0croea1~, 1m followed itthrough a winding path ofstreets. Isuspect Scott and
Through hunter-net, I have contacted two other area Lupe (as she prefers to be called) were getting somewhat
"imbued" who seem cager to work with me. "BuilderSO" and exasperated, until we spotted#17 and its companions.
"Cabbie22" are both local to Chicago and, more importantly,

Email Program

Subject: l'""'u"'"'s"'------------~
I
To: hunter.list@ hunter-netorg
~ [I]
J
From: Ibookwonn55 Send
Message
Get
Messages
Copied To: ~~~~~~~~~~~~~~~~~~

I've followed the discussion of rots with some interest. In particular, I'm concerned with whatour theories about their
nature say about us. Like Doccorl 19, I'm hesitant to jump r.o the most obvious and facile conclusion - chatrots, invisibles
and flickers are "demons," "devils" and "evil spirits" - while we have been selected by "angels" to combac them.
On the other hand, rhe good Doctor's explanations leave some unanswered questions. TI1e disease hypothesis explains
the rots, but does it explain the chosen 1Perhaps their powers come from a benevolent infection. Where did we get ours?
A different infection is a possibility, l suppose - buc then, who's patient zero? Even given the rapid mutation and
I genetic transmission factors involved with prokaryote cells, the imbuing phenomenon seems far roo speedy. Perhaps one
capability, or a couple, but over a dozen have been reported on this list alone. Furthern1ore, people seem to be getting

I imbued all over the world. If it was an infection, one would expect it to start at some epicenter and spread outward.
Another theory I've heard is that these powers arc the innate psychic legacies of humankind - it's jusr that
we've only recently begun to throw off the rot-cell-imposed shackles that kept these powers in check. Again,
however, I have to ask- why now? Why everywhere all at once?

I No, the prevalence, suddenness and variety of effect argues for an outside source. This isn't something we did:

'
Something was <lone to us. On one level, the question of "why" has an obvious answer- reasoning from use shows
us that we were given these powers to contend with the rots, flickers and invisibles. But let's look, for a moment,
at a deeper why. Why do the Messengers want us to act? What's their agenda?
I'll granr that some of the creatures we've seen arc clearly dangerous and inimical ro humanity - but others
seem completely innocuous. Sure, seen with second sight they appear menacing and repugnant. But just remember
that that may be more a reflection of the Messengers' agenda than of these beings' true nature.
They were amid the burned-out wreckage of what was could not sec ic this time (because ic was broadcast on TV?).
I once a club or theater of some sort. I counted ac lease four
ocher invisibles presenr. My arguments for quiet observation
I could see only its effect. The chair was knocked back and
skictered away across the stage. However, the camera angle
fell on deaf cars. Scou, Jared and Lupe were ouc of che car, was such that 1t wa~ not 1mmed1ately apparent chat Jared
attackinii, practically before the vehicle stopped. hadn'rtouched it. He asked for a different chair, one that was
The invisibles IOl[ially appeared ready to stand and flammable, and a cloth-and-wood armchair was produced.
fighc. One of them pointed ac Scott with a wicked grin Using the cleaver, he proceeded to burn and demolish it
{literally larger than humanly ~ible, nearly splitting its before the stunned eyes of the audience. He then wenc into
head in cwo). As I watched, Scott's shirt burst into flames. a diarribc about ghosts, the walking dead and monsters
Wich a gesture, a second seemed to animate the ash of the h idden in human form.
setting, forming ic into anrhropomorphic figures that threat- When they re tu med from a commercial break,Jared was
ened Scott and Lupe. Both of them struck at these creatures, gone from the set.
which seemed invulnerable to rheir attacks- but which also
Ocroea2ltlm

t
seemed unable to harm them.
Then Scott pointed at the laughing invisible and caused 1awoke this morning to a shower of gore. My dresser, my
su111t! sorr of cffccr. I don't know what it was- I perceived it rugs, my blankets and sheets were drenched with blood, and
as fl gas, but not one iiffectlng normal vision. It struck the a parcicularly IMge gobbet of unidentifiable flesh struck me in
laughing invisible, which looked terrified fora moment, then the face.
dropped srraight through the ground, leaving only some- 1 cannot doubt what I saw. It was there. I felt the
thing like a stain behind. The other spirits followed suic. We stickiness, smelled 1he particular odor of fresh, untreated

1
were, of course, unable co follow. blood, felt it congealing in my hair and on my skin. I immedi-
I chastised my fellow hunters for cheir hascy actions, but ately rushed inco the shower. My heart rcttc was elevated and
they were in no mood co hear it. Scotc and Jared seemed to my breathing was shore, buc 1attempted to reason through a
think rhey'd won a maior victory. Lupe was a bit more way co clean the unaccouncablc mess without arousing suspi-
sensitive when I mid them that the creatures bad no doubt cion. However, myefforu of thought rumed out co be fruitless.
fled, not died, and that they now knew what we looked like. When I recumcd 10 rhc bedroom, the mess had cleaned itself.
The men wouldn't llsten. No sign of the blood and gore remamed.
Perhaps 1c was a hallucination, but if so it was extremely
Otrom 21. l~ vivid and unrrovoked. 1should have beheld the scene wich
A woman named Grccchen Maggs has been arrested. The second sighc, but in my distress I did not think to do so.
police found her 'landing over the burned and butchered As I sic here and regain my composure, the more Likely
remnants of a co~. She has loudly and publicly stated that the hallucination hypothesis becomes. As for a cause, per-
she did it because the v1cum was "the walkingdead,"a vampire haps this is the malice of one of the paranormal creatures I
whom she had seen dnnking blood and whom she had fol- have beheld. While d1sturbing, l suppose I should be grateful
lowed to his lair in order co attack him during daylight. The if this 1s the worst it can do.
hunter list is buzzing. Everyone wanes co know if Gretchen Although ... I shouldn't dismiss any possibility. ls it
Maggs is one of us, or simply a lunatic wich delusions that possible chat I am simply losing my mind ? Perhaps, after
mimic our renliry. Wicness l has called for a complete roll call obsessively pursuing the fantastic so intensely, at such great
of everyone on the list. After inirial responses were posted co cost, my mind has snapped and given me a delusion of finding
everyone, he requested chat the remainder be sent to him what I seek?
directly. However, many of the poses included notices such as
Surely not. What of Jared and Oaken and Lupe? They
"Seer6, Stalker32 and MuslcM:m40 are all dead." Of the
must be real. 1huve a VCR recording o( Jart!d on the news -

I
nearly 120 mcmbcrsof the list, ati ease a quarter seem to be out
that's not a delusion. The scars on my body from #2, #7 and
of the fight, permanently.
# l l, those arc concrete and real. At least, they seem so to me
Ocroaa22,lm - as real as my coffee cups and computer and reclining chair.
I was sleeping when Leaf called me. She sounded nearly If rhese fantastic visions - the showers of blood, the
hysterical and rold me to tum on WON. I did so and was phanrom figures , the glowing swords - are delusions, then
shocked by the spectacle of our companion Jared in the news all of my world could be a delusion. ls my mind sttong enough
srud10, telling an anchorperson that Gretchen Maggs was to create such a detailed lie? Yet if I can conceive of such a
speaking the truth: that corpses walk our srreecs clothed in thing in the firsr place, who 1s to say it's impossible?
fle. h. Furthermore, he said that he had been given abilities by No. That solips1suc path IS ultimately fruitless. lfl'm not
a "higher power" an order ro combac their "plague." 1watched mad now, chat sore of reasoning would certainly madden me
in growing horror as he offered to demo nstrate. eventually. I must trust m the strength of my own mind and
He asked the anchorperson to "give me something you perceptions. I have no ocher choice, really.
don'r mind seeing wrecked - like an old chair or some- (Later.)
thing."They initially brought outa sceel folding chair, which Jared has been arrested. His lawyer called me from the
he stood by and swung at. I presume he used the glowing club police station and ~id his client had specifically asked to see
- the people on the list call effects like it "the cleaver." I me. When pressed for details, he said that Jared had been
Noon
Reo's fha ~sf1011: Row Jo r."-' lenow if 7".'re ~1n' c.rozy or nof? Thua's fhosa 't"astt011nolfaS for olc.ohol1s111
ond dru' deptndtnc.y buf whof obouf 1<M' full bore bohh1f oul of fouch w1fh rt ol1fy tUTS? By dtf1111l.on. o c.rozr.
11t1nd osn'f worlC1,,, (t, hf llut fha !lllnd IS }he only uisfrulllent I've 'f for UOllllllll, 111y OWll llltnd. If's \.let 0 One honJe~
fll<ln frrn' to bc:incla't a cut on hes palm. fly nnnd !Cups frwn1 over 1htlf

SN HOT SN
I) I sfill su.111 able to thinlC in a lo,1c.ol. orderly fashion. I) I heord voices 1n trty head thof weran'f 1r1; own.
~) I dtdn'f ,ef onl sudden shoe.\( fhof 1111,hf hove drrven
That sounds l1'1:a sch1zophren10.
111e over fha td'e (other fhon fhe shoele of su1n1 ;l.) I saw Jen Soloer. and I \i:now she's bun dead
hollucrnotrons. I f!U - but fhoh lernd of o chicleen on . for e1,iif rnonfk Thaf sounds le'l:t a hollucinof1on or
t'1 ~uf.on, isn't 1f?} delusions or so111afh1n'
3) I hod o ~d childhood without trou111as or 3) I sow Bill K,1,owa-.loo'l:1n' 11\i:a a corpse. Thaf
111olutot1on or onyHiin,. sounds li'l:e a hal\uc.1nofioo too.
'i) No dn.1,s, u cept some boon ond prescription stuff Is fhof the 'Woy ii Storts~ One cloy e.ve.ryfhin' is ficlC1n'
- but nofh17 1111nd oltenn, ond noth1n, 1lle,o\. olol'I' 11\<e. nor111ol, ond the nut Jo-, you're su 1n, 'hosts ond
or
5 ) I jus had o checleup. and noth1n, suMd weir~ 'blons Poff",,, ouf lhe. woodwork? lluf fhrn,s were j<>in,
fo fhe dodor ............ well I'111 hoff>''J morned 111y IC1d,i ort dom' Pme 1n school
..,--
~ou\J r '
I jusf 'jof o swufhaorf deal refononcrn' "'Y 111orf1"2 Why .
crazy?

Lah su I 'f'eft" there ore three pcujb1\J 1u

,'
I I'111 off "'Y nuf hovin' deluS1C>f9' (Sh,f. even fhot sfuff obouf fha ~d wife ond fhe. 1C1Js could be o delusion!
I could be loclead up 1n o 1110.l~se s<>111ewhere. I f'US Sf1ll everyfh1n, sutrts rao\ u capf for J an onJ &II.)
:l.. fly raoson1,,, 111111.l t~oy but for some reason I'111 perce1v1n, fh,,..,, fl.of oren'f rao\. I th1111C I read SOl11<<th1n,
tn ~e.oder's Dr'uf obouf some f'Y who wos folei"1 o business fnf. ond his lu"'e s<>111e.how ~f o bunch of dru'5
Sf>ille.d on fha111 so fhof when he puf on his dru' soaked panh he slorfe.d fo f raa'I: ouf I haven't fokan ooy bus1ous
trrps lately. but I suppcsa on)'.thtn.,'s parnble. r didn't Pu\ any d1sorre.ntot1on fhou1'i. onJ the Wltlfd Hun's I sow WU&
so - subtle v&ryth1n' looked nor1110\ onJ hord ed,&d ond okay. ucapt for J an and Q11l There wos no blurron' between
"nor11101" ond "obnor1110\." rr I was really "tnf'f>'n}" wouldn't EVERYTUtt:;. ,e+ Wlllfd? I just don't lenow. I don't even
, know anyone I could os\i:.
3 The reoll)' scary pauib~ify: !'111 sooe onJ whof I sow wos reol lluf how could if ba? Wliof would fhoJ lllt on?
Thof fha ru1Janfs oP G-run lo'!Ces. Iowa. elecfeJ who.f. o zo111b1e os lllO)'or?
Ruf - if oil SHlllS so rao\. If's not li'l:e I hove ony 111ot1vofion for such wild A1,hfs of fancy. I don't 'in onyfhon,
fro111 if. ond that's port of fhe. point of madness, ri, ht? A re.treat from raolify? I don't wont to rt.treat from reality.
I woof to ratre.of fro111 this hornb\e footosy.
All ri,ht I f !'111 totally crazy. n1 fr)' to hi.la if. I'll ad sane. If 111y mind ;, so 1111prauionoble. I'll try to sfo111p
,f w1fh the way fhin's really ore. rr you hove delusions of rao\if-,. they aren't really delusions. ,,,ht? l'foybe n1 jud
1ef beHer on 111y own 1f I don't ocknow\ed,e fhe rnodnus .>J'fer ol\, I ')'>f fro111 sane fo cra zy on ')' own. l'foybe.
I can 'et bock on "'Y own.
If I'111 sane but hov1n, holluciootrons for so111e reason. that's on even beffe.r reason oof to oc.knowled'e fhe.111.
I rr this IS Pro111 0 c.hetn1col or soniafh1n.,. ,f's even ll\Oflt l1lee1y to weor off on its own.
If !'111 SU In, the truth... hall tho f's the hesf Of~lllent yef for odtn, \ilea nothtn, is WfOn,. If Qrll K'il'won IS

I o wollC1n' corps fhe. losf fhon' I wont fo do is 'et his 0Hc.nf1on.

TLSDAY

I fl)' p\on is workin} I hope. I sow &11 foJoy CC>Glln' ouf of th& courthouse of lunch fi111a I so1d hallo ~a 'rinnad.
shook 111y hand. tol'l:ed about fhe waofhu. If was oll oor11101. Rrs I.and falf o 11Hla colJ. buf ,f's oufullto and he'd probably
for'Hen his ,loves Re looked 11\<e. on ordinary 11100 tn his f1ff1u . floybe o l1Hle pale. but we haven't hoJ 111uch sun
for wu'l:s. Everyone's pale. I',,. pole. If's nor111ol. It's all oor1110\.

r lllliill. . . . . . . . . . . . . . . . . . . ...;. ..
...... a ~--~~----.._

' TUSDn

lllO(C
I haorJ #.a O.C&

a. H, sow ,f loo
Of! foJ~. onJ I Joo'f fbink I wos JU 0017 ona Qi" wos wolk1n1 bl our ofl'i<.c ooJ I beorJ ~
DOES HOT LIVE" d cor os Jo! I loolceJ "f' o.J I sow "1111 os o corpse o,a11 - o\I ro f.,.~ onJ f,.f,J onJ f'urf 'hhof's
I sow her sfor.., of b;,.. e1es w cl.. I wanl OU lo her onJ oskal her fo con.a help Ille f .... fbe
' oPl 1110ch.r1. I prodoeo\9' ho.I fo Jro'} bar frOll! har Ju k. I oskccl bcr whof she J su e 011J she plolccl du<11~ She wcu
orounJ whu f sow J en So~cr's 'hosf foo. onJ s~e ode.I ~Ice nolhir'} wos ~'}on I oslcaJ har obouf lhOf and she sforfeJ
lo "l Turns oul shc sow Jan foo buf she .Lclo'f sol on)'lb.n"I for fear of lookr'} <roz)' So Iha whole l.11111 I was osk1n1
Jan whol WOS 'jOft'} On whof WOS hoPf>trnO~ e..1.ry, WO$ ju$f fo'lc1n'} 11. od1n' 11\ct. nofh1n'} WOS WfQn'} How lhof - think obouf
1f. Ju.le wos 111 fh e off.cc lhen loo. $},.,'cf '}Off"n up lo , ..1 coff'u or so1ufh1n' jusf befora I sow Jan flo)'ba sha sow
! t n loo, oncl was f\lnnin' owo)'?
INhan I coll11.l her on ,f e.H)' so1.l she J , ..... J .. n's .fhosf and ha.I uu Rill OS 0 corpu Al f.rsf I was raliaved lhol
so1111.one. 1.lst. ho.I su n ,f I 1111.on lhah scutnca. "'3hU _f so111eona con ver1f)' 1our ruu\fs fhof 1110\(u so111alh1n' a fad

t
So 1f's o fad Iha I Bill 1s a wolk1n'} cl.,acl 111an.
Thah whtn 1 slopped ba1n'.! relieved. If Bill is so111e k1ncl of 111onsfar. fhen whof 0111 I suppou.I fo do obouf ,f? Baiz
1111111ecl1ola17 sforfe.I fallcin'} about fr1in'} lo kill hi111. Dor she soi.I "ii." ,
I con'f be\11.ve lhis: BeH)' S1110lens\(1, Ill) ' recepfion1sf for fhe \os f ai' hf ;ears, was co\11117 lo\k1n' about how lo 'et fhe.
111a;or o\ont. and ossossinote. h1111. She we.of fo the. \1bror)'. and phofo, op1ed o bunch of pa'u out of o 'u1de for 1111sfu ; wnters
o book on lhe but wol' lo kill eoele or so111efh1n'} She fold 1111t slia .Ii.In'f wont fa ch&e\( 1f ouf. ,f 1111, hf look suspicious.
She's Jusf fol<e.n 1! for ' ranted fhof Bill has to be killed

1
I 1111.on. J u ..., , I vofacl for 111111. It.
Raff)."s co111pletal1 porono1J She soys there's no war. of \(now.n~ how 1110)' of "fhe111" the re ore or whof "th"/'"" up
lo I soi~ Iha only on& l'J sun was fl;\\ buf o'corcl.,,, lo her, fhaf Joun'f 111aon on1lh1n'} >flo.r all he fooled us befor"
Pa fooleJ us for o l"'J l.111. - no wo; of lcnow.n' how l"' rco\17 A..J ha loolc1.J nor1110I lo 111a just ;ul1.rJo)' So I ,..us
she's , ,,hi we ' an'I lrusl our nol<ccl a; u on;0ora
i,,ho 1.lsc '' 1n " 11? Corl llual\ar? If wou\J 1110k e o bf of u nu for R.\\ lo ,.1 Iha polo' on h,, 'Ja 1e1l 11 lllOJ
u nu ban whu I lhou, hl ha was hull>On olutt. ?:'s Corl "" of lhu.? \thol ubouf hos Jepuf,u ? R.11 hu~ bu n ~~nJ"" o
lot of l.111a w.fh lha111 lolei, folk.,,, about lhe.ir Moofr,o"'J .c1l.ol u " Bui whof Jo Iha! real\; loll< oboul bah1nd closeJ Joors?
a.n f,,.J Jor&f w.11<u losl 111onth I lhou.J,l "" wos r-,lil a~ Iha 1...,. - Jonaf wos o\wo)'.S 0 poll at>d nol lllUC.lt ~
for lhc c1I; P'""'"' J1.porl111anl Rut wbol .f l!...,e was SOllleth.n, enl,,. 17 J11'1'1.ranl 1'' 'J onf llo;b she knew loo ~?

,
On lhe of~er hand R.11 hos lo \Cu p I.ts cover b)' Jo."' fh1n1' o rorlll01 "'o;or wou!J ~o f,,,., o ~s7 e111plo1u is r+J 1n
c;horodtr
Il's nof fo1r I Jon'I know a~h.., obo.J lh.s sfuff! Pow a"' I suppou.J lo know whol lo Jo? I'111 rol aven r &b')'.OUS.
Bui I con'/ jusf s1I orou11J. wrircy,,, "'l hon.ls I the.on lhis isn'I r+t ,l's nol nofurol If's like I'll sou l.ul Iba 'HOll.D
IS crozl. If cloun I 1110lct. on)'. sense. evar;fh1 n' IS pul f'.!a#.1.r wron' ; d1dn f look for lh1s I J1Jn'f os\C for flus. and
oow I ho lo Jo so111e.fh1n, , l.uf I clon'f ~now whaf fa clo.
r ,, Sl. !'111 o civil sarvonl. I hovao'f shol a ril\a sine I 11 ouf of llOTl. an.I I hove. lo 1c,11 o ciao.I fhi' thah
runn1n"I "'l lawn? Is lhof 11?
...Vhera do I a.an slorl?

arraigned on a drug charge after police stopped him for a


hmken tail light. The attomey also said that it would be a
- 1am tempted rosay "amused."One gestured at me and my
hands were suddenly covered with blood.
'
I
difficult charge to beat, "given his priors." It was early, but not so early thflt there was no one on the
I'm disappointed, but not surprised. lt seems that Jared street. A woman saw me walking toward the police station,
was alreaJy on parole for a dnigpossession charge. The police my arms ensanguined up to the elbows, and she began
spotted a bag of heroin in the gap between his driver's seat and screaming. I immediately ducked into an alley close to the
Joor, the same little nook where I keep my ice scraper. It's too police station, and the two invisible.~ followed me.
!arc ro go see him today, but I will fU'St thing tomorrow. Words may fail me now 1 was enraged, almost beyond
reason. The unseen creatures were LOnnenting me, deliber
Oc1om24,lm ately fram ing me in front of the police. I threw off my bloodied
When I emerged from my apartment, two invisibles gloves, sci:ed a garhage can and flung 1t at -or more properly
were waiting for me - 17 and one of its companions from through - one of my tormentors. He buckled and fell, then
rhe previous evening. It took a colossal effort of will, but I stood with a gnn and stepped ihrough the garbage can. I swung
pretended I du.l not sec them. They followed me as I went to at him clumsily and my fls1 passed through him, leaving no sign
the police Statton, even getting in my car with me. of hann. The ocher mv1S1ble looked fnghtcncd, bur the pri
Second sighr seem) to perceive no reflections, so it was mary one - I gue he's 18 - simply mocked me. Their
d1fficuh ro keep them m sight. Like mortals, their tendency mouths moved bur both were utterly silent, though they could
'~ tO stay behmd a person when following him. However, apparencly hear each other. Isaw his mouth moving, but when
when they saw my destination, they became highly agitated he realized Icouldn't hear him, he resorted to the mosrchildish
and vulgar sort of gcslurlng. Livid, I was screaming at both of

~.rq,. . . _.,.-~!~- ..~ ... -


__,. 711
them and flailing with my ftscs when two police officers came
around the com er.
I recogn ized th eir anirude - the "take it easy" ap-
proach of authorit y figures confront ed by a madman. I had
used it myself in rhe ho~p i tal. With a tremendous effort of
will, I calmed myself and asked them what seemed to be
th e proble m.
MProblem? Looks like you're the one with the problem, pal"
'
I took a deep breath. "Am I under arrest?"
j They exchanged a gla nce. " I dunno. You calmed down?''
Despite the grimaces and invisible taunting of the spirits,
I attempte<l ro maintain my composure. "I believe I am."
"So wh at 's your problem?"
J 1 rook a deep brcarh and prepared a big lie. "l found ouc
that my friend Jared Sh()cmaker has been arrested for drug
possession. Again. l thought l could come down here and talk
to him calmly, bur the closer I got, th e more angry I became
with him, until. .. 1 guess I had a bit of a tantrum." 1 grinned
weakl y at that last, men cally begging them to buy it.
"A tantrum, huh ?" I could see h is eyes on my gloves and
sleeves. The phantom gore had vanished. "You really should
warch thar temper."
I jusr nodded, head downcast.
"Look, go home and get some rest, okay?"

; "I was rea ll y hoping I could see my friend."


The cop narrowed his eyes, and I immediately backed
off. "But perhaps you're nght. You're right. I really should
come hack when I'm under less scress." I scooped co p ick up
my gloves. "I apolog1te."
"Just don 't lee le happen again."
Throughout chis exchange, 18 was persistently in my
field of view, mocking my situation. When I got into my car,
it followed me, but was unable co ride along because the car
passed right through it.
I left an urgent message for Scott, then set about reaching
Jared by telephone. It took me two hours, but I succeeded.
Even then, our conversation was brief, but foreboding.
"Doc, 1 th ink there was something in the car with me
that night."
I bit b11ck a sarcastic reply and asked him to clarify.
"Look, when the cops stopped me, for just a second ...
I smelled somet hing terrible, a scin k like shit, Doc, and
tnen I though t I saw an arm reach o ut of the back seat co
plant char fucking bag. It was right there, righ t behind me
the whole time! The cops were on me fast. I didn't h ave

I 1
time ro hide the bag. I couldn 't see a nything in the
hack scar, but it was dark back there ... like, too dark,

!i
you know ?"
.. What are you saying, Jared?"
..I'm saying I was sec up! Someone, something
followed me and set me up." He cook a long, ragged

I breath, then cont inued. "That ai n't aJI. Something


h.11,pcncJ ro me here in jail. I ain't sure what, but

' .... unl'ching happened."


"What arc you calklng about?"
...........a ~~--~
"Last night, they cook me out of my cell - the others on seen before seemed to pour off his body coward the creature.

' che block cold me chat much. not meaning co -but I don't
remember it. I was away for a couple fuckin' hours!"
"You remember nothing?"
He was quiet fora moment. then he said, "I ttmembereyes.
Two eyes drilling mco me, b1gand ... and golden or something."
We were both silent for a moment, then he said, "I don't
think I can scay here, Doc."
Since I had my eye locked on the being, I could see rhe effect
in derail. The rranslucenr "flesh" of its body seemed co
evaporate at the couch of the gas, revealing ephemeral bone
and viscera. The creature dropped to its knees, hands clasped
in a posture of suppltcacion. I prepared co extort a promise
from it to stay away from me, bur with a curse, Scott struck
at it with the fog again. The effects upon the creature were
the same, though le~ dramatic. Scott collapse<l. Thar broke
"What do you mean, Jarcdr
my concentration.
"I mean I got co get out."
I looked at Scott and saw that he had fallen to the
My hearr starred co palpitate. "Jared, your lawyer will ground.# 17 raced through the door (without opening it) and
certainly get you past this trumped-up charge." r have nm seen il since. At the moment, I was more con-
"Can I trust you, Doc?" cerned with my fellow "imbued." C limbing out the window,
I cold him he could.
(Later.) INTERPOLcasefile0034297375
I woke up co screams. It was #l 7, who was somehow
(continued)

'I
producing loud. piercing screams from nowhere. Its mouth
wasn't moving. It was looming right in front of me when my walked for many miles to the store. You must understand,
eyes opened, and I'm afraid I shrieked involuntarily. I tried co my son, my firstborn, had been very sick. After the oil
strike ic, but it danced back out of my reach, grinning and compimy bought our land from che govern ment, and the
giving me "the bird." men in government trucks came ro kill us all, my husband
Then, I.. . this part is hazy, maybe still pan of a dream, died. I did not have much money, and when we came co a
bur it seemed I heard a voice again, like the first time monchs new place the people there did not like us. They chought
ago. This time 1t ~aid , "SEIZE IT WITH YOUR GAZE." le that rhe trouble wirh Lhe army and the oil company would
was as if I was chinking to myself. buc it was not my thought. follow us. We had to live in a filthy place. My son gor sick.
Ac that moment, disoriented am.I rudely awakened, it seemed
The man from the food company said it was from eating
perfectly reasonable chat I could halt the creature with a
simple glare - and it worked. I will admit co a definite glow dirty food, and that if I bought the food in h is jars, my son
of schadenfreude as I beheld its discomfort when it realized 1t would grow healthy again. So I set out, leaving my son and
could noc escape my presence. I telephoned Scott. Our daughters with my sister.
conversation, as I recall, went something like this. "When I arrived, there was a long line to see rhe man from
"Who... ? Fuc.k, Doc, do you know what time it is?" the food company, but when I saw him, suddenly myeyes were
"I have captured an invisible. Please come here right opened. I saw that he was not a man at all, buta spirit with rhe
away to help me deal with tt." head of a jackal. I saw my dead husband standing by my side.
I knew... somehow... that if I took my eyes off it, the I could see through my husband's ghost, like a mirage on the
creature would be able to flee. Accordingly, I told Scott to plains, but I could 0lsosee him, ns I snwhimon the night when
come ro my bedroom window. the men from the anny trucks shot him.
While l wa1ced, I perfonned a few makeshift experi "I was not the only one who could see the jackal-beast.
ments on ,..17. I hurled a candlestick at it, which passed The other women saw. Many screamed and ran. Others
through irs presence without 11pparcnt effect. I next held a lit
fought him. Maybe I was not the only one helped by spirits of
candle in the middle of its locarion, with no apparent effect,

I
rhe pasr, for the women who fought used magic, bur the beast
other than increasing ics anger and fear. As I kept it pinned,
it used its tricks - blood ran down the walls; snakes and from the food company was too strong. It grew large, and its
spiders crawled forth from the corners, leaving tiny trails on hands rumed into claws like a lion. The ochers all died.
the floor; shadows reformed themselves inco figures of men- "You have arrested me. Why! l have killed no human
ace. Yet I did nm allow myself to be distracted. By now, I being. I have only fought the evil rhat would gnaw at you,
knew they would fade when lhc \:rcarure departed. and me, and all our country. You can lock me up. What is
The doorbell rang, but I ignored it, hoping that Scott that to me! My home lies dead. The world is a prison to me
would remember my instn1ccions. The ringing continued, now. Would you kill me! I have watched my husband die and
and then I heard another sound: a tap ar my windowsill. rerum. I don't fear suffering or death.
While still staring at .-17 I fumbled the window open.
"Perhaps you have been fooled into following the jack
"Jesus Chrisr!" Scott exclaimed.

I
als, or perhaps you think you will be rewarded for your
"You can sec my problem, I presume." loyalty. Either way you are a fool. The only reward they offer
"What the fuck is it?'' is the chance to be among the last ones eaten. Perhaps they
"Ir's :m illusion, nothing more. Do you see rhe invisible?'' will have us all in rhe end, but I will fighralongside the spirits
"Yeah. Stand back, Doc." Scott stuck his hands through of the past and break the creatures' jaws even as they dose
the window and gestured. Om:c again, the roiling fog I had on my th roar."
119l .......~~.......
a .
I found him clammy and pale. His pupils were dilated, and his him, then he's gonna get out righc before dawn. He thinks
pulse was irregular and thready. Wich a great deal of effon, I
picked ham up and started toward the front door, only co
realize Lhac I had no key. I was setting him down in the bushes
when a shadowy figure came around the comer of the house
and saw me.
"What the fuck?" it said in guttural and ill-educated cones.
I was struck dumb for a moment, as was this newcomer.
they can't chase him during the day .... Is that right?"
"If they have ru. much anOuence with the police as he
seems co rhink. rhey may not have to pur.;ue him in person.
He's not even armed!"
''He got the sword of faith and the strong arm of righ
ceousness! He showed me. He can do those miracles."
"We'll go." Scott interceded, his eyes now open, blood-
'
When we spoke, 1t was at che same moment. I asked what he shot and bleary.
was doing on my property. He asked if I was Dr. Van Wyk. "S<:otd What happened to you?"
Then we were silent before speaking simultaneously once He grinned a crooked grin. "When I use the death fog,
again. I said it was none of his business, and he said Jared had . I die a little. I thought you knew that, Doc." He turned his
sent him.
head coward the ocher man. "What's your name?"
That was a relief. "If you're a friend of Jared's, stay with
"I'm Jarvis - Jared's brother." I can only assume he
this man. I have to open the front door." meant "brother" in the fa milial, not the colloquial sense.
l climhed rhrough the window and opened the door -
"We'll tnke my truck," Scott ventured. "The license
<lftcr puctlng on my robe and putting my pistol in my pocket. plates are dirty, so no one will see 'em."
After all, I had only this stranger's word that he was from
Jared, though l must say they seemed to be of a type. "Scott, you're in no shape to drive."
When I unlocked rhe door, he was standing there with "I'll drive," Jarvis volunteered.
Scott slung over his shoulder like a sack of grain. I hurried "Hold on a moment," I said severely. "Scott, do you
him inside, rhen looked around to see if rhe neighbors were really thinkJnred has any chance of escape?We mighrjuscbe
awake. At my request, rhe man carried Scott downstairs into sticking our necks in a noose he's tied."
my clinic - a seuing that seemed to make him nervous. He "I don'r know," Scott said, "But I know this: He knows
asked what I dad and I gave !um the usual folderolabouc being where you live, where I live and where my wife and kids live.
a clinical consulcant. I know chm if we ah.'lndon ham, we're going to be nexc up for
A cursory examination of Scott indicated no ailment I liquidarion. I've watche<l Lhe walk mg dead threaten my family.
could 1dcnufy. Has heartbeat was slow and weak, blood Nothing matters tO me more than ~topping them - nothing."
pressure low, tempcracure low. He seemed to be in shock, so He struggled off the table. "Let's go, Jarvis. We don't
I put his feet in the M1rrups of my examination chair, lowered need ham." Scon's knees buckled as he said so.
his head and put a blanket on ham. As I prepared a stimulant "You Idiot," I muttered. "Give me a moment to get my
injeccion, Jared's friend staned to fidget. things."
"Uh, Doctor? I got a message from Jared. It's kind of le was a half-hour drive co che police station. I found it
important." deeply surreal, possibly due co some self.medication. (Sleep
"Indeed? Let's have it." deprivation has only one cure, but every med student learns
"Well, he's, uh, he's kind of going to break out of jail at a few ameliornrives.) My sense of dread was oddly tempered
five this morning." by che Halloween displays chat seemed to gild every street. l
I nearly dropped the syringe. found myself thinking back co the premature delivery o(
Rebecca's bahy when they'd hoped for a Christmas child. My
"What? How does he plan co do that/" early days <lS an inrern, swapping hangover cures after ER
"He snid he was going co use his... uh ... powers." The parties. Working the morgue on New Years. A strange time
man shifted his fccr. "He said you an ' he both have powers of year, when we ;ill worship peace by getting drunk and
and shi1 . Th:u you're like ... saints." killing one another. I haven't spoken to Rebecca for two
"Saints?" years. My niece will turn six in a few days. I have no idea what
"That you do miracles, an' stop evil spirits and stuff." kind of gift or card is appropriate for a six-year-old.
As I've said, he sLruck me as poorly educated, but even l've been pursuing the walking dead for what seems like
his unshaped mind wns sophisticated enough to be embar- forever, but only today do I realize how much of my life bas
rassed by the explanation he'd been given. drifted away from me.
"Jared showed me some stuff he could do, an' he was on I don't know why I'm so introspective. Perhaps the
TV." storm of bizarre mput - 17, Scott's collapse, Jared's escape
"Well, it's certainly true chat Jared and I - as well as chis anempc - has M> pummeled my brain that it's had co form
man - have some unusual capabilities. I'd hardly consider strange new synaptic connections, linking my current-day

'I
myself a 'sainc."' As I said 1h1s, I gave Scon his injection. perception with de ires and memories left buried deep.
"You gonna help ham, though, right, Doc?" I'm so tired. Mu)I remember to write a pccscription for
"I'm not sure. His plan is ill-founded. Does he really more stimulants tomorrow. I'm almost out.
think he can do it?" Nonetheless. I should write down what happened. Gee
"He got no choice, Doc! He said he's gonna get put in it while it's in my mind. Tomorrow it could all seem like a
the sickroom tonight to keep the master thing away from dream. It seems like one now.
..... ... a~ ~~----~Almlr

We arrived nt 1he police station around 4:50. There was made a tremendous leap, catching the back of the truck.

' some discussion. Jared wanted to drive. Jarvis, I mean. Scott


and I stationed ourselves in the back of his sport-utility
vehicle to be ready to help Jared in with us when we spotted
him. Scott pulled out a giant pair of bole cutters in anticipa
tion of Jared') handcuffs. I had bandages and a blanket.
We heard the gunshots before we saw him. Jared came
around the comer at a full run, bur awkward, stumbling. He had
Then the second roe was upon us. With a snarl, it leapt onto
the bumper and grabbed rhe back door.
Boch cops opened fire. Scott was pulling Jared into the
truck and shouting ac Jarvis co floor it. The roe thar had
jumped onto the truck began co crawl inside. I looked at it
and shouted, "Freeze!" Ir hesitated for a moment, then
surged forward into the cab. It) hands were hideous claws
the cleaver in his hand and blood was pouring down his left leg. that sank into my face. I could feel them pierce my cheek; I
I opened the back of the truck and houtcd for him, just as two gor their graveyard taste for a moment. Then Jared struck at
things came around the comer. le was hard co sec them in the it with his cleaver and ScotL followed suit with a blowcorch.
pre-dawn light. I think rhey were roes, the type wirh the bl:ick The fl ames seemed to send ir into a frenzy. I didn'tdare
mist all around them. I fired ar them and struck one, but the use the pistol in such close quarters, but I grabbed a power
creature only slowed down. The second lunged at Jared and

t
drill. It continued to flail wildly at Scort and Jared, but both
slashed at him with its bare hands, raking his back. Hesrumbled men grimly closed in on it. Jared grabbed its belt buckle to
forward just as rwo police officers rounded the comer, guns in pull his blade into its belly, as Scott grasped its shoulder and
hand. Viewed with second sight, bmh of chem had black stains put che rorch co its head, I flopped onto its legs and shoved
that seemed to correspond co chcir circulatory systems. the drill into the meat of its thigh.
Scott screamed a curse in a hoarse voice, and once again When we were done, the interior of the truck was splashed
shed the venomous fog from his body. It billowed about the with blood from all of us - bur as we watched, rhe roe's body

l
closest rot, and flesh visibly shriveled on its bones. Jared crumbled into dust. I rumed to look at my companions.

Inside The <;hurcli of Vindicated Faith


A PostTribune Special Report
by Denise Re11ke
October 12, 1999
For months. an insular. ccretive church has been meet- Sunday morning, and you can be sure we' ll be watching
ing on Sundays in theAEM6cincplcx. Unlikeotherchurches, close iflhey go near a family planning clinic or something."
which engage in public evangelism, services at the Church Although no fonnal charges have been leveled against
of Vindicated Faith arc open only to members - and the Church itself, two of its members have been arrested for
membership is by invitation only. violating stalker laws. Both pied no contest.
Despite rumors about the Church, and investigation by It's likely that a criminal could be found in any congre-
police officials. the management of the AEM 6 continues to gation - but when two members ofa tiny house of worship
let the parishioners gather on Sunday mornings. Ramona are arrested for the same crime within three months, tongues
Cisnaros, manager of the theater, defended her tenants are bound to wag. The Church has always been extremely
staunchly. private - in some cases aggressively so.

I
"Point me to one thing the Church has done wrong," This morning, I became the first outsider to witness a
Cisoaros said. As far as I'm concerned, they're model meeting of the Church of Vindicated Faith.
tenants. No one's complained to me, they leave the theater Ct wasn't easy: People were posted at both the interior
clean when they're done, and they pay their rent on time. doors to the theater and outside the exit doors. Even the
Maybe they don' t worship like you or me, but 1 kind of entrances to the theater as a whole were pat.rollcd. l. however,
thought that America was based on religious freedom." got into the building before church members arrived. A
Sheriff Jonas Frankie was less sanguine about the former employee had told me about a utility access above the
Church. "I've heard rumors about them,'" he said. 'Rumors theater's drop cciJing, and it was there that I waited for
that they're talking a lot of crazy talk, and they may be services to begin.
working up to some crazy actions. They claim they're The catwalk was wide. but only three feel high (ll's used
Christians. but I've heard there's a lot of noise about en- for repainng the theater sound system). I had to crawl, and
emies" and "demons'' and "the corrupted ones" who have to with every inch 1 could hear the suppons shift and groan
be hunted down and "dealt with." Sure, there hasn't been a slightly. The only light was what came up in shafts from
complaint. .. yet. But we know who s going to that theater on below, shining through cracks in their ceiling - my floor.

r1
&111111
119l~1.......~~. . saa...
There seemed to be a lot ofcrc1cks, which is oota comforting
!bought when you're two stories up.
Pressing my eye to one of the largest craclcs, I could see
a segment of one aisle. plus some of the worshippers.
Unlike many churches, most of the people were right up
front. There was no music, no hymns, and only one brief
but something to embrace! I ask you to give your soul - but
to give it to a righteous God, a God of salvation and purity!"
The church members were beginning to sway in cheir seats.
"Now is no time to doubt! Satan has arisen to annihilate
the world! Beasts walk our streets in human form. while
angels arm the j ust to destroy the adversary! The pleasing
'
reading - Job 29 and 30. I never saw the leader of the masks oftbe devil's minions crumble, and graves gape wide,
service, but his voice was loud. deep and powerful with testifying to the coming Judgment Day!"
unconditional belief. His voice suddenly dropped, but was no less audible.
Afier the reading, the leader asked for any new mem- "We can save your boy, but we will not save his life only
bers to step forward and present themselves. There were to watch his soul be damned. The war of Good against Evil
two - a woman and a man. Hesitantly, they came toward is fast approaching, and we ask you lo save yourself by
the front . Compared to the leader's voice, theirs sounded joining the right side. Say you will, say you are God's
weak and hesitant. They said themr names were Bob and soldiers, and salvation can be yours. Reject it - and your
Mary Anne. boy's suffering now will be only a shadow of yourtorment in
"Our boy," the woman said. "He's hurt - it's bad. the afierlife.''
He's in the hospital, and he won't wake up. The doctors "Someone is watching us!"
have looked at him and done everything, and they say all we This third voice was fiaL nasal and cold. ltwas notloud, but
can do is wait." once it was heard the leader fell silent, and the congregation
There was an awkward silence, and 1hen the man followed suit immediately. From my perch I watched as a man
added, 'He got hit by a car." wearing coveralls and tinted glasses walked slowly up the aisle.
" I can heal your boy." This was a new voice - a I le Slapped dirccrly beneath me. and his head tilted straight back.
woman's voice. high and clear and piercing, but with a note I was peering through a crack that was a half-inch wide at most,
of warmth and pity. yet I felt like he was looking dirccUy into my eyes.
" It's as she says." This was the leader again. "The '"Is it one of them? One of the devil's spawn?" One ofthe
injuries of the body arc nothing to us, who have heard the members had stood and drawn a gun from bis coat. Ir was one
voices of angels and are charged with healing the spirit of of the few things that could have pulled my eyes away from
the world. We can - if you have faith. Christ the Son gave the man below me. I was terrified too frightened to even
his body to save us. Are you, as parents, willing to give your move.
souls to save your child?" "No. It's human." When the cold-voiced man spoke, I let
The couple didn ' t answer. They were up front, where out a long breath I hadn't ~en aware I was holding. I felt
I couldn't see them, but I could watch as the olher church somehow that I had just been judged.
members leaned forward in their seats. lt was almost like "Put that gun away, you idiot!" This was a woman's voice.
they were watching a movie. " Whoever it is, we want him alive." This was the first
"Have no doubt, the miracle you seek can be yours. No speaker. At his words, the congregation stood and began
injury is beyond the power of the visible faith-but we will running up the aisles. I started back the way I'd come,
not cast our pearls before swine. You must pay for the brnising my knees on the metal catwalk. lt was me they

I
health of your son, and the price will be hard." wanted alive, and I wanted to stay that way, too. The leader
Something about his voice, so arrogant, so utterly spoke the last words I heacd said by any member of the
convinced. sent chills through my whole body. Church of Vindicated Faith.
" But do not fear! Our God is loving and merciful The " Bob, Mary Anne - you have a chance to prove
path is hard, but not cruel. The price is not something to fear, yourselves."

I
Scocc had arterial bleeding from a gargantuan bite to his
.......... a~ ~~----~

'
overcoat against the morning cold. I don't think anyone
neck So much blood was spurting out of his jugular chat the even looked.
deep gouges on his ch~c ''ere barely bleeding. I applied direct
pressure, but 1t was no good. He died w1 thin a minute. I chink Ocroaa26,lm
he was rrying co say something, but I'll never know what it was.
My face is nor healing ;ir rht> accelerated rate chat I've
Jared had been raked ac~ the back, had been shot in the come to expect. That's a problem: I was relying on having an
back o( his leg, and both his wrists were bleeding. He had a unmarked visage to show police if they accused me of the
handcuff brncelec on each wnsr, but the chain between was carjacking. Ir's my hope rhac the victim will be unable co give
broken. He must have broken the handcuffs somehow, cutting a coherent report. After all, he was seized and menaced by a
his skin in the process. The leg wound was bad; the buJlet had blood-soaked man in the early morning. That's not condu-
broken his femur. He'd kept running on it somehow, com- cive co accurate reporting.
pounding the frncturc. I started applying a tourniquet when I . Everything seems to be crumbling. Yesterday I discov-
saw flashing lights behind us. and heard sirens. ered I'd been banned from the hunccr list. I asked Lupe what

t
"He gonna live/" Jarvis ydled over his shoulder as he was going on. She said she didn't want to talk about it on the
meed through che grnying dawn. phone. When l met heraftcr work, she gave me a curious look.
"I don't know - he needs a hospital." It had already been on cx<1sperncing day. I'd seen not one, but
" I ain't going," Jared moaned. I jumped, startled. I'd two stage magicians on daytime TV duplicating Jared's tele-
assumed he was comatose. "Doc, we gotta ... go back to the vised feAts with standard stage legerdemain. Both programs
police station." made much o( his criminal past and spectacular escape.
Neither bothered ro say th:IC he had neither the experience

1
"Thar's insane! You're in critical condition!" nor the resources to create such elaborate illusions. Neither
"You got that clinic, right/ You can fix me up, right?" menrioned char he had never even been suspected of fraud
"No, Jared-" before. No, it was all convenient tripe about PCP giving him
"Doc, if he goes to rhe ho pical we go down with him," the strengrh ro break his handcuffs, and police being intimi-
Jarvis proclaimed. Then he swore and wrenched the wheel dated by mass hysteria. I'm ~urpriscd they didn't work swamp
around, taking us through a wooden fence and across a lawn. gas and a weather balloon into the story as well.
l chink chat's when the cops lose us. As for Scott, he has been slandered wickedly. I won't
"Doc, I put the trail on 1t - on the master! I can find even repeat what rhey wrote abour him. Scott's, however, is
him, just gee me healed up!" Jared's eyes were wide, pleading. nor the only savaged reputation. After looking at me closely,
"Doc, you gona save me!" Lupe asked, "Is 1t true?" I naturally asked her what "it" was.
"I'm not a fucking miracle worker!" "The listsa1d you're noca realdoctor. ltsaid you l0&your
license for expenmencing on COrp5CS, and char you work as a
His face was slick with blood and shiny with sweat. His back-alley abortionist now. How much of chat is crue, Doc?"
crooked ceerh were glaring white in a grimace or a smile. It was difficult co know how co play ic. With a name like
"Bue you are, Doc. We all arc." "Guadalupe," it was likely thac she was a Catholic of the
Those were the dying words of Jared Shoemaker. most superstitious stripe. On che orhcr hand, I've done more
As a rule, I rry notto curse. I con~iJe::r ~wearing distasteful. than one D&C on o devout Hispanic Catholic.
But I swore consrantly as 1shoved Scott up t0ward the franc I couldn't read her, so I decided co gamble on the truth.
scat. Jarvis was hysterical. I rold him to stop at the top of a hill "Yes, 1 perform abortions. But before you picture me
and jump (Jut. I had ro scream at him that Jared was dead, but wickedly grinning over my bent coat hanger, let me assure
we could srlllsavc ourselves. As Ispoke, l emptied the gas tank you that I use safe, sterile procedures. I will not abort in the

I
of Scott's chain saw all over the back of the truck. third trimester. And I retain my medical license. I was
Jarvis did as 1said. We jumped out and the truck coasted censured by rhc AMA. that is rrue. No hospital will hire me.
downhill into a lamppost. After the crash 1had to set it on ft.re But th::it doesn't mean I'm an unqualified butcher or some
myself while Jarvis ran away. I think he'll be okay. He wasn't sore of pill-pushing 'Doctor Feclgood.'"
injured. She narrowed her lips and turned her head. Then she
A man who came our of a house in response to all the asked if I knew what happened co Scott.
noise found my gun pointed at his face. I was lucky. The I couldn't ri k alienating her further, so I said I did nor
highway wa very close. I had him dnve me a few exits west know.
before we pulled over and I made him gee out and give me his (Later.)
coac. Underneath, he was sull in his pajamas. Hope the poor l cried calling Lea( and Oaken. Leaf hung upon me aher
man doesn't carch pneumonia. I pointed the gun and he spitting our some venomous claptrap about how she "alwa)'"S
srarred running. Then I got back in the car and headed east. knew I was a pamarchal wannabe, objectifying the bodies of
I took an exit at random, wiped thescccringwheelandscarted women into baby machine flt to be switched on and off at
walking. After a few blocks, I found a bus stop. I bandaged my will." Oaken called me back about a half-hour lacer. What he
com face as well as I could, then pulled myscarfover it. By the said was far more coherent, but no more reassuring.
time a few early commuters showed up, c;isual examination "Doc, l chink the list is fallin~ apart."
would have revealed a tired old man tightly bundJed in an "What do you mcanr
a
~~--JI~---
~

"Witness I kicked a bunch of people off the Ust- not I had an ugly memory o(Jarcd saying chat something had
just you, but Bookwonnand Hunter, coo. Bookworm'sscarted hidden right m h1scar, unobserved. I thoughrof che invisibles
hi own (151, and there's a guy on it claiming he's the original that had come and gone m my home as chey pleased, pausing
W 1tne~ - that someone's taken over the list and is keeping only to tonnent me. What docs a computer nerwork rely on?
him off 11 somehow. All kmds of accusations are flying Only passwords cyped at a keyboard. Surely that was no grear
around - that soandso sec chis other person up co die obstacle to unseen beings.
assaulung some creature habicat, that the... the whatever I relayed my fears to Oaken. He told me how to get in
chey were ... were warned, you know!"' touch with Bookworm's list, but we both agreed that any

Dearest Brad,
I'm dead now. My executoopve yau thc~mysafecy~ 1 box. A'"4rwlth 1hls ltttct', )'Cl ha~IOIQ.em , f;ke /Os
and my apology. oner
I'm sony becuusc I ki~w rhar l wa.s iOing to dir - oo die horribly - and I didn't tc:U you. I'm son., bea1uae r~ been lying
l(l /\lUr.,.. tn<lC\ths. And In K>ny~ ~ya., don't &a_.11 )'Ct, I've n1lncd )'(JI. life.
But fll'>t chlngs nm. .- .. -. ' /
I never told yoo.11his. but I ~idered '<.ilii~g myoet<""'"Y rime. l <> iu.q; my fJmily ~a(c from chc tiuth nbout my<>aenCitlon ,/
.. ed c:>drlveclthe ro:idsn 1t"'14Jld look likeanacc1dtnt. In fatt, whl!l'l ,..c mcrnnhtI lw I 15 """ng ork
I plann .
.I.. .L V
IOuuJWfITTHr. 1 011~1'
il(ed d I. nd
\OUr nn .. onme,a yout
hounl- . w; r W Uplcb'
O''tlw.111t.~;i1t~)""'dntlr1t<lnl\ htckct. y
Ole COl1r,.j.'t
ti
have known how d<J5e I w.llo to ending it all ar chat moment. ou cou t poss V
You Rpolog~. We calked. Bv the cndci me evcn"l: I was born~ You were dwrll15t pcnon' "-G>ct wholcouldlie
~t 1&oith. and W\th whom I a:>Uldbe mysellEvenihough Ir ended upcastlngmemywllio~family, fntinc the beoc """was
th\ng 1h;\1 """' ~ 10 me.
~ l lcft Olona, I sv.~ I would never lie II>}"" me way I hod 10 her I jtC now rh:tc"""' univ W\ .J.4.1. thnl::Uli- We bod>
..mtlylavwdwtourrrlonnn.Jup1-asbeen~uih;Jf.fl"rh.- lbavebcenlivinalNXhctltlctlu1youkno.. ~about.
Thefe - no~ tor my atudies. ~ - QQ lecnae drallt. I've beer\ away to much lately~ 1_.., ~ lrj]J
~~ ~
r~ orrmen and ~eel dlat litrutnCc Z0 times. I've tried every ~ I (Jn 1.'ink of and I~ c.onsidcrcd ~ you
aomethqeaslcr, bur Is tzue. ID lhcend, ['.-cdec:ided 1~co tea'~ tl\c worW honcst4and it comes down'~ 10Q\tl.~
be<.\ kiq-.s. . ,,.
Wicf.di:a1Jafn""clwillUvc~in~11Sa~Maybr.n1.ayl,e,nh<ldancnurtboolcm~hc:nem~U~
)\)U wl.<!c I /wle ~I c.ouklcmv10ce \"OU cmerw1.."" But I don r have th.it fUXIJf) lhe rcllOll I am wnung this~ isthar
l dou!c /'I/ love to< '""'i<\c. T 001111.<c kmJ of a fmal-
( lurartciil'Jul> w~lllYCJt ":a.' m the shop. I wa.~homc laceon the bus. We had just tumedonroSdlJ\~'C\ue y
~what j!OCSon rhcrc. In m c-.ose, I S3w dOOj' ger inco;funowine a half.block op the: sinet. The arpull~ into uJ'lc;;;

.f
1.hc "'-~ pocc: ""thit for a r.ioment. The sun root on dv hmo w:u opcn and I i;bnced 1n.1k)....,,t11<l scvero! o(odlO'pecple on
Qly aldco(the bUf. I r<tllember that the boy looked veiy 'jOUl\g. I vr.u d~u.b! by the: "IUarion I k>.>k.:d >1way.
\l'hen t11ruic.Vlxick, /had.new eyes. TimeseanCl.I toslowdawn and I ~111thing1 rh.lthatlbt,,,n luddcnon\nmoment bcfor._
j
Iaawth.: "John/Thoui;h I would have fl~tivel1de"<:ribed\,1m a.~o mor1.1rbdl.'lro. I now""w hun lh.ir ..,~y-itremlly. Hew.u

I'
hom\ic.Thar'u.\\\can s:iy<lhbappcamnce. l saw die monsreropcn hum1th. J tiaw wh.1t hehrul fot~cth.Andl~w him Ainge
f f 1~ boy. Then, In lhat lm~ihly long moment, I reali:cd I l~1d ., choic~.
lfit '"'l~ncd ro yoi1. ~"" Wl~ulcl undoubtedlv havem~on1ft<"C! 111i1111S In .el~I<"':~ rc:nn. Iknw H' h11pc1r-.J11tfor )w mbc\lc"e )
In thnr. I i-.-<)m\lly susi:cct I somehow made conca.:t wtrh a mo,~ pnmnl ..>JlCCt of 111yscll, a.iof my 1d h~cJ lit'Ctl silcnc:ly 5 i,,.i nc
~~ b:lck my whole life. When I Slw the ~monster," ti-a recc melllOrt- th'! Id guardit1n-crunct0 the fo~tof m1- mlod. ,,.1th l

I
wisdom nnd wupons.
ThlJ u1nds rldlculou.. ~t Jvecome oo believe there"""-' a tim~ tnour f'o1$1 "'Mll humans campccc:d with arather spec1cs.

''
I bc:llcve we won that w.ir, but the rJolli, we used aoopiied and rcmaincJdo1111nnr in only ~omc o( iu. S.111\c ofche t'nemv .>Ur"ivo:J.
though, :tnd thc:y hide among...._ My id guardian seemcJ to act1V<ll<' wher1 I s:iw one o{ thci.c c:re.t1urc.<. It uffcrc:J me or-ricJIU.
AC"rm)lc.<1: of the ''v.+lys," I oiadc my choke aiWan ro chc frMt cL !"hi: bus. I ~the whI and for~ the bu>~
inlo .he \"1.it mnc.
lhc mot\)\~ ,vid JIO.i(?ht.(l knowihar~youlaugh-mrhinl:<>( merailniim1 h.u>./111 11 , 1 y.., ..,tu1Ji1 hovelrli<'>.,.I'
i.)lt w...,oold. M.kina.iwlsa\the though1~-cnnow. Killm11t ,.-a,tJ,<'n1t" itmi;...-v: t~ JV.,1:\-.i ~.but d-oll's.,.hl! Hid.
I wasn't atmlbdl>.lid there was ooc:hingin thenews. l ""-... 1hconcu~1rall thJt bu... li\.e I lilld. n~ \S>hon
Ieventually bruiochc:n like m.,.dl We\e beercdt~kerer ilxothe~ that ,.awncddwt firll raocuter. As it happats,
~ i,.- . rut ha wung arJ weak comprued rotbe,Uv= Thcft'> i:om: IO bu iimlf\1;t11 to<u{:ht. lfl die anddicy icknlify me. yo..'U
oe it>~ Use the fake IDs toge< away. I vuh I could w.,. 'eftyw""'"' m.~. bur l've~tdthe reston this.

I I\now you don'r lovc me. Ind - aot realy. Ycu used irn; c get.t lx11t1 lite. but I d..in't nund. Ya..t ~ rcpdlol o(
fO'm' ir.tentioru, gave mca bctttr Lfe as we/!. Weu:sedcachoc:her.
I lo'4e ~ Brad. !.;In Pd you Sf.ill~~ oa ii>y j;ic.k6-
lim -
a . . .i:ll--11 Amt
...'-._

'

information from either list should be considered with a grain "striking" several, and then fled for my car. Luckily, none of
of salt. them gor in with me. I started the engine and just drove.
I asked him if we could meet face to face, and he said he I don't know whar I'm gning to do. All the "imbued" I
didn't th ink so. I asked him 1(it was Leaf. Although he didn't know arc either dead or have sworn off my company, pcrma
say specifically, I have no doubt that she was the barrier nently. My house 1s infested with ghosts I cannot personally
between us. harm. I've broken some serious laws and have nothing co
Damn. show for it bur iin agoni zing facial injury - thar and the
knowledge that the unnatural is far more powerful and

I Ocrom~lm pervasive than I had ever dared to fear.


When I came home today there were at least eight My impulse is to run co Rebecca. I have been alone for
invisibles waiting for me. A few held placards. One read, so long. What's that old saying? "Family means that they
"Help me find my baby!" Another was, "I cannot rest uncil have to rnkc you back"?
I' m forgiven." I tried co pretend I didn't see them, but they But she'd never believe me without proof - and if rhe
swarmed around me, shoving their pathetic signs and griev- invisibles follow me co her, she would have no defense.
ing visages in my face. It was more than I could take. I If that's the price o ( proof, and of some momentary
screamed, grabbed the fireplace poker and swung it wildly, comfo", then it is too high.
No. I won't be home for the holidays.

I
'T'fieJourna( Lucima( of
'Jl.({ m~ Cife, '1 have SOUfilit to slietfmy_ human fimits. 'r'o!a_lj, '1 have succeeth!. 'r'o!ay my o(d, weaf
self is sfam. '1 wiff speak tnat nanu tw fonger. 'r'o!ay '1 am born agaiti, more tfi.an liuman. 'r'o!ay '1
am a lemon. 'r'oaay '1 war witfi ocl
Ca(( me Lucima[
One !ay m'f name wi((6e fuown to a({, wfien '1 fiave overcome a((oyyosition an!enthronedmyse[
as Loraof 'Aff'Wor(dS. rite 6attCe wi(( 6e Cona an! liarJ, 6ut there (s no roomfor fear in the heart of
Lucimac''11icre is no roomJor !ou6t or comyassion or any other ft um an weafne.ss. iffiere is room onfY
for grarulcu r, J~1- power, far sacred treachery. '11iere is room on0J for self.
'My oft{seTf stuaied tfie occufr arts for years, fri a weaf, aouliting and uncertain way. 'M:lf new
self ntasteredtliem in an instant. 'Alt my efforts had (el me mere(y to tfie fringes, ana there '1
watched, cowering.
Then '1 heard the Voice. ir'llen '1 saw as lemons see. 'Then '1 fougfit as aemons figfit.
'Jt was a (esse1' lemon '1 f.i(Ced that !a!J - some imy ofearth (y tonnent, fit on (y to feast on mere
humans. '1 shaff have 6etteryrey than tltat. '1 sha(( eat the hearts of lemon kings!
'1 was not the on(y one tne Voice giftedwith tfteyowers ojtJ{e([ 'T(; one was given aj{ami"{J sworJ,
Ji.t
Uke tftat of'Mafik tne guan:Han. 'Another fi.a! a voice (ife 'Metatron, to su6!ue any spirit that
liears. 'But '1 was given t(ie flrasp of 'l'ferga{, given the swirling mists OJ!eath to comm an! against
my !emon 6reth1-en.
'11ie others are foofs. TIU!y !o not un!erstanawhat has hay)!enc! to them. 'The woman with the
swor!of'Ma(if, her name is joan. Sfie tliinf.s fier pvwers cameJrom "otf' aniwere given to fier to
of
J}aht "evil" 'A sin:PCeto11. 'For me, for a man (ea mini), the Voice was c(ear(y uni11tcreste! in sucfi
Jrai(, l1o((ow concepts as "good ande[" Once tfie wooCcomes off your eyes, it's o6vious that there is
no !JOO!. that this wor(i is evi(anl tfiat a((within it are eithe/honest{y corrupt or !e(ule!pawns of
evif 6eings witli greater intetaence. ']'(( fi({ fier first, when sfte's no fo nger useful
'1 !o not f11ow wfio the Voice was - Semyaza? tJ{arut or 'Ma rut? 'lt loesn't matter. Wliat matters
is tliis: '11ie lemon natures ofhumanity are 6eiryJ awakeneJ, andon{y '1 know what it tru{y means.
'T1ie enais at fiani. '11ie 'Ayoca(yyse - theJina(great war of arragainst aff - is approachi11J,
of
andtfie (orls darkness are fied'j]ing their 6ets. On{y one 6eing can standatoy this shatteredwor(({
Current{y it may 6e Satan or 'l6fis or Zyras tl1e 'U~ust- it doesn't matter, for 'l fiave not yet amassed
tfie yower to cfiarrenge it. 'By the time 'l lo, a new master wiff fifefy fiave depose! it. '1 must time my

I
actions carejuffy. 'lt is al\vays tfiegreatruCerwlio attracts fOisonous envy. '1must6e the Cast conqueror,
tfie one wfio attacks from secret when tfie others fiave a.ff wasted' their stre"{Jth.
'11iat is theyfan oftfie Voice, too. 'ljyou.can'twin tfiecurrentftgfit, change the ru(es. 'ljtl1e Satanic
throne fs too weffa.uaraeJ, create an anny ofmorta(auf,.eS to weaRen the powers of fie(( 'Most ofthese
"imhued'' wi(( ltO aou6t fight the goo!ft9Ftt against the demons, unaware wfiose enls they serve. 'Most
wiff afso lie. Some wi((6~come migfi~ warriors, arinki"B the leatli of_ tfieir lemon fges ana taking
tfie ir unl1o(y strength. 'Tfiesefew wifftake tfie ff(Jlit alrectfjj to t(ie gate Of fie({ itse~ andwfi [(e tfie Lora

I
of'Ffames is occup{eJ, t(ie Voiceyfans to strikt}om concea(nient, remove the wea&netfruCer andtake
hisyf'ace. '1j tfte Voice can continue toJoo( t(ie yawns into tfeje1ulina it, it wi([ Otherwise, di.eir own
ex/laustion wi([ mafe them eary prey to its yower.
On{y someone wfio knows the truth ojtfie matter fuu any hOJ,e ofsurvival On{y oneyrouaenoU[Jh
to fi((, rutfifess enough. to devour, wise enougfi to wait arnI wickedenougfi to 6etray.
of
On(y '1. On(y the Torch. ~vi[
,
On{y Lucima[
ft
Redraw

Slop
a
Printing
Al
Preferences

Subject: IRe: Subscriptions


I
To: [email protected]
~~
From: Iviolin99 Send
Message
Get
Messages
Copied To: L--~~~~~~~~~~~~---'

Please remove my name from this mailing list.


....a ... .......__....
~ ~~ ~

CHAPTIR
,SrT'T'lffG
t
) Now therefore let me alone, rJuu my wrarh may
wax hot against ihem, and rhar 1may COll.!ume !hem:
and 1 will make of eke a great nation.
- Exodus 32:10

would have you believe. Takewhatyoucan from our work and


IMnooucn1t apply it to your own experience. If you can improve upon or
by D ictatrix 11 revise this document substantially, do so, but maintain a
Over che pru.t several months, there has been a call on history of revisions inrnct. In the future, people might locate
huntcr-ner to c~rnblish a collection l'lf 111aLc;:rial to aid novice multiple, differinJ? revision~ of this document. Please cry to
hunters in theirc;11ling. In particular, newcomers have requested mainrnin each version's intellectual origins.
material on rhe truth of the shadows, and on the habits and
influences o( rhe crearures at large arounid us. BuilderSOand I
h<ivc voluncecred tci compile what we know, a combination of
PARrl:WHArrr 'sbu:our'T'tm
instruction and uuklance for new hunters. &th ofus feel we have If you arc reading rhis, ymt have mude the same error I
the experience and foundation to make such a document worth- have, the worst of your life. Hunting is a foolish thing to do.
while. Ir is a combined effort, with a shared voice. Only fools do ir. Turn your back now and return to your
Our acceptance o ( this responsibility has not been wel- former life.
comed by all members of hunccrnet. The community is If you remain, perhaps what you are about to read will
rarher divided, and some take extremely divergenc stands on change your mind. If not, perhaps it will teach you enough co
the narure of rhc hunter condition. Yer the internet is built accomplish some good before you fall. From what I have
on the principle ~,(a marketplace of ideas, so BuiJdcr50 and wicn~. most who ml.&wcr our calling make crucial errors and
I have decided to proceed with our work despite objections. die quickly. And yec. nor everyone does. I have pursued this
Others have claimed that they too prepare rheir o'llm re- mission for some time, and am snll here. I wme this article in
sources. Excellent. Doing so frees their voices of committee hopes that some of you w11l surviveaswell. Please payarrention.
demands, and from the oppre~ion of outside influences. My origins are unimportant. I am well educated, I began
This file contains a great deal of opinion and conjecture. invesugaung our subjects out of sympathy rather than repul-
Little here is irrefucable, and i( any is, it could change comor sion, and sufficient people consider me learned to endorse
row. This is a reference, not a bible. BuilderSO and I do not my conrribut1ons to this project. That said, please take care
agree on scvern I ~ues, and you may nor agree with eitherof us. with the informauon herein. Your life has taken a deadly new
What we can say honestly is that we are borh experienced at direcuon. If you reveal or abuse what you learn here, you put
the calling, and neither of us is as foolish as our email der:ractocs yourself and all o( our kind at risk.
~----.t~---
2

There are some basic things that you must undersrand. ward. Your family and loved ones could be killed, raped,
Do nor mislead you~lf. Monsters do run the world. They
always have. Perhaps they always will. That's the first, last
and most important lesson that you must learn.
I( you are determined co confront the unknown, you
forfc u your lt(e. Many of us die. Your future may be briefand
grim. Rarhcr chan dwell on that, accept it and attempt to
accomplish all you can an the time you have left. Concen-
tortured or sub1cc1ed co unju l confinement. Your belong-
ings could beconfiscaced by thegovernmenron false charges.
Understand:
This 11.ill hapfitfl w you. It cannot be escaped.
The single greacc:.t failing of the human mind is that we
cannot believe chat we will be the victim. Everything hap-
pens co the "ocher person." Whether you accepr ic or noc, all
'
trate on the secrets you can learn and on the unforgivable of us arc the other person. No one is untouchable, excepr
things that you can dispense with while you still breathe. It's perhaps some of the creatures we face. If you are careful and
better to remain positive in the face of even the worse face. inrelligcnc, you might survive a long time. Bur sooner or
You undoubtedly know that creatures can kill you, or do later, you will be hurt or killed. If you cannot cope with that
even worse things. If they were small and w1.'3k and metaphors knowledge, ab:mdon chi:. cause now.
for human fai lings, they would never show their faces. But The second misapprehension to correct is that the
they are not small or weak. They arc large and srrong and hold beings who have changed us are beyond reproach. If they
the night In" steel grip. It is quire po:>Sible that you will face coulJ be nustcd cmnpletely, rhey would not have invested us
n monster direcdy aLsome time, likely as a result of a mistake. with such pmvers and turned us free with such baffling
Perhaps you wlll live, perhaps not. I've seen a corpse crush a instruction. The enemy of our enemy is not necessarily our
man's skull. I( you must be in the clutches of a determined ally. Our creators may simply wield us like a weapon- a gun
enemy, let it be in the service of others - people whom you - char chcy use safely from a distance.
can save or fellow imbued whom you can preserve. I would ncit be surprised co learn that the Messengers were
But rhc fact that monsters are physically powerful is monsters themselves or rhc crcarion of yet another faction
actually inconsequential. My purpose is not to teach you how that we have not yet encountered. Yes, our pursuit of the hunc
m figh t. The rea.<;c.m I write 1s to share the results of research can be rewarding for 1tsownsa.kc-m the good we accomplish
conducted h~ myself and my :issoc1ates. We have delved into - but rc..,.'!mJ is fleeting. Even ifwe rescued all those crearures
rhc rruths of the world, created by monsters while we slept. who would be saved and destroyed the rest, what would our
Unlike informauon on surve1llanceorassassmation-which, new role become! Are we truly thatdiffercnc from those whom
sadly, lS widely available - this instruction may not exisc we face? I have no answers, ocher than to advise you to cherish
anywhere else. 1am an authority on the truth, ifl may say, and the people you know and co use what resources are available co
I must share that knowledge. More importantly, it is likely you today. They may not cxisc tomorrow.
that rhis web.ire wall have a short life span. le may have been The third lesson co learn is that we cannot expose people
invaded al ready. Thus, 1t is unlikely that I will update chis at large co the rruth. We will nor defeat the enemy and ride
documen t, so I will try to speak plainly. I choose not to into rhe sunser. There as no mdicauon that monsters are new.
compromise myself or my allies by remaining in contact. Indeed, we appear to be, while the creatures have always been
To stare, I muse dispel your illusions. Put aside notions here.
that you are some kind of protagonist, the character of a Consider that, before you learned about monsters, the
novel or film. This is not an American movie. It is true that ordinary world you lived in WAS itst"lf A fahric of lies. Dn1gs,
we have been given special powers, but there is no evidence homoscxuallcy, religious extremism, organized crime, sexual
rhat the imbued arc immomtl or protected from the laws of assault, domestic violence - conditions char western society
nature. Indeed, we die all roo easily. abhors - all cxisrccl. You may have even known people
History is filled with geniuses, brilliant generals, great involved in such ncrivicies or who belonged to such taboo
leaders and magnificcntathlctcs. They are all dead now. I've groups. Yct society as 11 whole overlooked or dismissed these
seen ocher imbued die. Many of you have. In my life in conditions and people. Why! Because humanity prefers ap-
another country, before I was granted my powers, 1saw many pearance to reality. We favor form over function. People
hemes die protecting spouses, children and homes. Their overlook or ignme unpleasanmess if it conflicts with the
dforlS were noble, but absolutely fruitless. I only hope robe worlds we create forourselves. Attempt to debate politics with
so noble in my eventual failure. a person who considers herself part of an ideological movc-
We arc humans. We do not dress up in brightly colored mt:nt. When you puint oul 1he flaws of her belief sy-stem, she
costumes, (igh1 the supernatural, and emerge unscathed. eirhcr ignores them or bccomt:S defensive rather than admirs
This as not children' enrertamment. We are simply people, to crro~ in 1udgmcnr. Now attempt co tell the same person

I
stronger than we used to be and with special powers, but
people nevertheless.
Consider that rrurh. A term l'\e heard for bunting is the
"Most Dangerous Came." That is a lesson in and oficself. In
that scory, the prey turns upon the hunrer. Do not expect rhe
story to he different simply because :you are the hunter. You
will die or be injured horribly in the course of your mission.
that her realny a a whole is a lac, and that monsters exist.
Ordinary people cannot accept reality as we know it
because they cannot conceive o( Ir, and ha\'e ne\er been
allowed to. Every systcmanc ideology in rhe world serves the
secret agenda of the creature . They watch us constancly.
Whenever a group of people pulls together for a common
purpose, one of chem almost ccnaml}' receives orders from a
,
Perhap' you will he cnsla"ed by them, or will live your creature, or is actually a monster in disguise.
re maining days imprisoned or as a "pariem" in a psychiatric
.......
In politics, for example, the first governments all served
a liiii.:~--
forces and their underlings may pay much closer attention to
gods through priestly hierarchies. Is it difficult to suppose rhe clamor than docs the general public. The only good that
what chose "gods" truly were? Imperialism was predicated on is likely to come from speaking publicly is luring out those
silencing the people while the authorities assumed conrrol. who listen coo attentively. Perhaps you can dispose of them
Feudalism seemed to place the authorities on a level ap- before they dispose of you. Not the wisest of strategies, but
proaching the commoner's, but that proximity simply made better than some.
it easier for the predators co herd their cattle. Anyone who is
nostalgic for a strong leader is a cow longing for the comfort
of the slaughter yard.
Now capitalism rules the world. le too is nothing but an 8~19?1
efficient system by which the monsters rule us. In the Un iced -~!(~-
States, perhaps 95% of che we3lrh is controlled by 5% of the
population. Is this equitable? Is this freedom? I say noc. le is -~~~
simply a way for modem predators co hide among their prey, J).eAA. f .c- f J
possessing all the goods and food and demanding work in
rccurn. FellCfalism was no different. We can only hope that L.,,,.., ~ --' J.o.1.., ~.J. ~ J,u_ ~ .c...
there are some humans among che controlling minority.
We imbued are not immune to infilrcration or monsters'
~ ~ +h ~..:... J.J.-j ,.,._.. 4 Jk ,,,..,,,_ .i.- ;k.
wiles, either. The rifts that wrack hunter-net and its nerwork ~ J..J. - ' ~ .. ~ ..,.;.JJ. Jw. M...c.1 iJ. w.oA

of trust are just what you could fear mosr. We organize and .... ~ S.,;. ~ .._. .. "t .,...,..,, .,..-,. ti,
they infiltrate. They always do. Here. we arc their prey,
despite what we can do. If we were just fighting the risen dead ~ -r-- ~ ..e.-r
~ ~ i.<>
- the thoughtless ones -our cause wou Id be clear. Bue they .c.cRJNJk ~.......e-... #,.J. ~.c.cRJ~t-.-~
mislead us with fa lse information. and perhaps even pose as
us, turning us against each other. And, of course, they have ~"'~~~~~-,,.,.;......
prepared che world with convenient lies, so we fight against
them, their willing servants, thdr legions of pawns, and ;.;.y. ~ -- ~~ ---
humanity's collective thought itself. ___Jf ~rlo--,-~~--' ~ .;.
And yet, our prison is not such because monsters have
placed every brick. Humanity has allowed it to happen. As
~~-o4 "-o4 ~-'"'-~ .....~~ J. ........
we are individuals, we are a group. Our societies are so -'" ~,J..,,,. ~ .,.-. ;k. ~"-'JI..~*" -
preoccupied wich appearances rhar we overlook substance.
We would rather blame a woman for her own sexual violation ~ ~--------
than admit that others ace in a brutal and inhuman fashion.
With its head in the sand, human culture will never open its
-N-, Jk ~ ...~ .....
y___._r~
_,.,.~
. J.o. 11.-..-..
-
eyes and witness inhuman oppression. If you think you can
wake thegianc, you are living in its fairy tale. We will not tear N.<A... IW.c-4
away the veil. Simply because we have been made rosee does
not mean the rest are cager to follow suit.
If you wanted co spread your message, how would you ?The Another common misconception of the newly imbued
creatures that rule from the shadows control the media. is that monsters act a lone. They do not. In face, they
Reporting co newspapers or television stations means sticking surround themselves with institutions and build power. One
your head in the noose. They wait for you. I am surprised that of our counterparts may found a cult, an o rganization or a
the person who was killed in Chicago survived long enough to business. The creature then presents irself as a human being
appear on relevision. Perhaps the creatures there allowed him and earns the cruse necessary ro take what it wants from
to play his hand in some plot of their own! New media and recruits, whether it be wealth, blood or souls. People in
technologies are not necessarily our answer, either. The oppo- general are community beings. We submit co the authori ties
sition is well educated, too. There is every reason to believe chat make the correct verbal and physical gestures. Careful
that some t1ery sophisticated spiders crawl the web, searching observersofour species can exploit those weaknesses. Maybe
for keywords related to the world of the unseen. their predecessors instructed ours to do so. Regard less, rather
And if your sermon is heard, what happens then? Many than existing independent of one another, our opponents
proselytizers, from religious fanatics to militant forces to use human expectations to hide all the worst evils.
political parties, shout their causes. Here in the United The most ambitious predators shape our very civilizations
States, there arc other groups, such as a lien believers and to their purposes. There is evidence to suggest that govern-
conspiracy theorises. You know the "truth" and can save the ments across the world are played by supernatural forces. The
lives of millions, but so can everyone who seeks to perpetuate magnitude of such a concept is stunning. Could the futility of
his agenda. our future be any more clear? If we are to save the world, we must
The common people are deafened by those who shout do more than merely undennine the ancient and powerful
their parricular versions of the uuth. Indeed, supernatural monsters hidden within our societies, cultures and civilizations.

...-.
~~E .....11r~~. .a......
a
We must exact such drc1matic and tremendous change chat the forces of light vanquish the menace, or the symbolic society
very struerure of human soc1ecy is altered. We must create a
world that can survive without the figureheads at the top of the
order. And we muse do so now. For our children. For ourselves.
If we do nor bcgm the fight, the short time we have to plan may
be forfeit, and we shall all remain enslaved.
Here is a simple caution to consider: If you ever consider
a social cause roo important or too valuable to be subjected to
collapses benealh the power of the threat. Our entire perception
of supemarural creatures i haped by this storypacrern. From
the Minotaur and Grendel to Dracula and Hannibal Lecrer, we
are taught co chmk of mon tcrs as unique, discreet elements,
singular lhreats against the narural or social order, things to be
overcome through the action of the guardians of that estab-
lished order.
'
honest but harsh criticism, you have let yourself become the "This view could not possibly be any more incorrect.
insrn1mem of evil. Only by constant examination can we There is plenty of evidence thar there are a 101 of rots, and
locate rhe source ofi<lcas and actions. The moment you accept chat they have an organi1ed society. A limited "hive-mind"
anything a) unqut:~tionable, you creare a lair for something is a possibility. I'm even willing to concede that the inter-rot
that we should hunt. That is true of every cause: religious conflicts wt:'ve observed could be faked by a true hive-mind
liberty, freedom of speech, national security, the environ to mislead us. There are also ocher things out there beyond
ment, human rights, gender rights. In a world full of horrors rots and rheir puppets, things that we have no reason to
determined to destroy us, everything we are can be tu rned believe to be relnted to the walking dead, and they all seem
Against us. Only in questioning and investigating are we safe. to work wgethcr, roo.
Inhuman menaces don't simply hide among people you "Whatever animosities may exist among the enemy,
dislike or condemn. They hide among us, whatever the "we" there is an organized :md highly effective conspiracy by
is to which you belong. Slogans do the devils' work. almost every recognizable supernatural organization to dis
Thus, the notion of a
lone monster strug
.. tort, conceal and destroy information
about the world of the unseen. Crea
gling with its own ' cures of the night mobilize quickly
ex istence is so to neutralize threats to their com-
prevalenr and so munity. While I have no idea if
deeply rooted in us the vanouscommuniriesshare in-
rhat it must be the formation, there is abundant
result of cenrunes of evidence of incidental coopera-
diligent work by cre:i tion. For example, rots will move
rures. Bu1lderclaborntes Heaven and Eanh to destroy
by explaining chat in al evidence of skinchanger
most all stones involving activities, even if a
the supernatural. crca skinchanger pursues
ru res arc portrayed as an aggressive cam-
individuals. The mon paign against the
sters are symbols of walking dead.
anxiety for chal Likewise, the
lcnges to the social "government
order. The agents" that
vampire some imbued
Dracula ls report en
said ro hiive co untering

I
chal le nged seem intent
Victoria n on destroying
sexua l ta evidence of
boos. The thesupematu
"Big Bug" ral threat
films of the rather than
1950s re neutralizing
Clected the the threat
fears of the itself.
Nu c l ea r "1heworld
Age. of sci of the unseen is
ence without not made up of
control. monsters from a
Builder vampire flick.
states, "In the There are lone
end ofsuch stories, wolves, but the
the ch<1 llcngc b upar average stalker of
entlydefcaced,ornot.The

-.,.~-~~
-- -
face rhe dregs ofsociety, they get no respect and, as far as jobs

' from P EH ISFORPARAOUAY


1953 by Hugo N. Levy
When I arrived in the swamplands of Para-
guay, I could see why the old Nuremberg monsters
I tracked chose the place. The country was naru-
where people regularly try to whack you go, the pay is terrible.
The good parts of be mg a cop are that you can wear a uniform,
carry a gun. beat the crap our of people, am! otherwise be an
Authority Figure.
The fact char this terrible job is voluntary means that
cops are the kind of people for whom chegood pans of the job
outweigh the bad (conrrol freaks, bullies and borderline
rally isolated - cut off from even the sea - and sadists), or they're from cop families for whom there's only
had never been adequately mapped. When it wasn't one career choice. The flrsc kind scareoff bad and ger worse.
at war with all of its neighbors, it slept in total The ~cond kind have usually been shielded from the reali-
1solacion. ties of the nlnchine by their parents. By the time they're
The spider-girls, the weavers of lcagua and disillusioned, they're nor that much better than che power
maggots. Forger the exceptions-you're worried about whar

t
Asunci6n, had woven a lacy shroud around the
country - a "lapacho curtain" - where the ex- you'll probably have ro deal with. Resr assured that police
periments had begun again. As I w1.,uld learn during officers have not passed up careers in high fiMnce or network
my briefstay, Hell didn't die in 1945. ltjust learned administration to walk a beat. The closet poets or detectives
who do the crossword in ink exist only on TV.
ro speak Guarani.
What's that mean co you 1When you're faced with a cop,
showing :mything other than groveling deference is likely to

l
provoke harassment or violence.
Don't believe me?You haven't met enough cops. Every cop
the night is a member of a society as complex and orderly as you meet has the ability to .send you m jail for something made
our own. It's a society chat rakes care of irs own and shields up. He can just plant the evidence on you. And let's not forget
them from a hostile outside world. A :.ociery char has rremen- wh:it you really did. Can you risk CT\J)l mg theml Planted evidence
doos pull in the daylight world. Your hums may never be and "drop pistols" happen all the time, and don't forget chat you
invcslii:,1<1ted officially by the police, but they will certainly be actually are a cnminal. You may chink of yourself as a heroic
looked into. And not only is ii likely thac your investigators c.rusader, but rhe cops don't care why you're standing over that
will have supernatural abilities, they're quite likely to have body and holding a smoking gun. The only people who give a
full access to modem forensics technology. If you take on fuck arc you and the monsters. Remember the monsters. the
your prey like it was the monster in a horror novel, expect a ones thac pull the strings of the precinct captain whose undead
visit from the rot goon squad." pal you whacked last week? Yeah, them.
Most Cops Are Not Honest. Bullies and disillusioned

'
idealists have one thing in common: the undemanding that
there will never be an end to crime. Right after che reaJization
by Builder50 that corruption is inevicable comes the acceptance chat if you
Dicratrix I I has conceded the writing chores to me given can't hope to sromp out evil, you might as well charge it rent.
my experience with the following subject matter. How many cops are on chc take? Generally, all the ones
the enemy needs ro fuck with you, and never rhe one you
llf POUCE need. That said, don't underestimate the divine magic of
I wane to talk about the pol ice first because they are the greed. Carry a couple thousand bucks - cash - on you. If
very first thing you need to worry about as a hunter. All the you get bagged doing a job, you're going to rhe station. We

I
rest of the organizations I go over in this section tend to mind know rots have ties to the police. We know that rots can
their own business unless kicked into motion. The police are mindfuck people. We know the imbued have a real problem
out there looking for rrouble. surviving co see trial. It's safe m assume that if you're caught
To start, let me say this plainly so that nobody forgets, waxing a rot, or while on the dodge from another job, it's a
because it takes some getting used to: death sentence. You might as well try ro bribe your way out.
You are a lliolent crimmal. Maybe the cop will r~ it and rum you In. Maybe he'll
You commir t1iolen1 criminal acrs. take it and cum you in anyway. Maybe he'll take it, shoot you,
The police are not )'Ottr friends. plant a drop piece and walk away SC\'era I thousand bucks richer.
By hunting, you commie crimes, the very acts which the What's the difference, really? If you f..'l!t nabbed, you're almost
police exist ro oppose. Even if you never ever fuck up and get certainly dead. and a death sentence doesn't get any worse
nahhed by the cops, the rots and God knows what else have because you tried co buy your way out of it. Maybe, just maybe,
their fingers into the heat in a big way. Go figure. Chances Officer Friday will look the ocher way while you h:iul as.s.
are, if you gee spotted and IDcd while on the job, you will Most Cops Do Not Give a Shit. Unless you fuck with
receive a visit from the local copper, who may not stop at them, they get an easy chance to fuck with you, or they
arresting you. So here's the rruth about cops. otherwise get a hair up their collective ass, most cops don't
Most Cops Are Not Nice People. O>ps have ro take shit really give a goddamn. People who commit crimes tend to be
fru1111><:ople day after day. They gee Insulted, spit on, shot at of below-average education. Se,enry percent of all murders
-and then there's the criminals to deal with. PoUce have co are com mined bya relative, close friend or someone intimate

II
~~---JI~--
a
with the deceased. Typically, the murderer stands over the local heat does, and they don't need to worry about evidence
body, gibbering or otherwise doing a poor job of coping with
the situation. Ultimately, crime is pretty predictable.
or building a case or any of chat crap. Crooks don't send you
to jail, they send you to the hospital or the morgue. If you
I
Most investigators are interested in working the com commie crimes in chc wrong place, the pigs may be the least
mon (and usually profitable) angles. It's certain chat you'll of your worries.
have to break the law in the cour~e of your career as a huncer. However, the underworld doesn't consist solely of guys
As long as you keep your head on straight, stay lucky and who eat coo much ethnic food and say things like, "The boss
don't make a hobby of it, you can probably get away with a is wounded by your disrespect." There's a whole world of
certain amount of criminal activity on the strength of per dime-store cnminalsand cut-race chug:. on the streets. Hook-
functory investigations. The estimated 225 active serial ers, pimp , palookas, heavies, second-string pushers,
killers in the United States can't be wrong. If you don't chop-shop owners, fences, con anises, gangsras and pachucos
commit crime for conventional reasons, you probably won't arc che scum ofsociecy. the losers in the game oflifc. Honest
be caughc until you make a monumcmal error. citizens see these people and their eyes jusc slip across them.
All this assumes, of course, that the monsters don't link In and out of jail, perperually under investigation, most of
rhei r dcad friends to your actions. The police are not inept by this ecology of failure lives below che poverty line. The fish
niiturc, just by inclination. If you gee them motivated, chey In chi~ rmnrl ::irl' minnow~ compared co even minor orga-
cfln and will gee an awful loc smarter. If you just whack some nized-crime figu res. These arc the lives char end frozen to
hooker or John Doe, the cops won't bother with a door-co- death on a sidewalk, bleeding in an ullcy over a bad deal, or
door. But your targets aren't usually hookers or John Docs. floating face-down, bled whire by a rot. Whether they go to
They're members of a 1X>werful subculture with a lot of pull. the local pauper's field or up the chimney of the morgue,
Ocher than dead cops, nothing makes police smart faster nobody mourns.
1han pressure from chose who can give the department Obliviousness to these people is further evidence of the
serious grief. If the mayor or a couple state representatives blindness Diccatrix discussed earlier. ~ a society, we pre-
call the chief of police to express outrage about a murder, tend chesc walking wounded don't exist, even though
there will be door-to-door canv3.Sltmg. artists' renditions and everyone knows one or rwo or ten of chem. It's only after you
fore nsics teams crawling all over che crime scene. slip beneath the surface of legirun::icy rhar you realize how
worm-eaten our society is. Once you realize how much of the
T11UllDMMd orderly world is an illusion, created by us as reassurance that
When you say underworld, people's minds immediately things happen co che 01her guy, che world is never the same
jump to dark Italian restaurant~. Japanese guys with missing again. This is your world now. This is where the monsters
fingers or Hong Kong triads with curring-edge technology. feed.
All evidence seems to indicate that these folks are just chick Paradoxically, the "low people" have che most aware
with rots, or at least their puppets.
ncss of the way the world really works. Because they're the
Organized crime is, well, organized. It's involved in bottom of che barrel, below 1he law, monsters relax around
high-overhead operacmns like ex1orcion, protection rackets, chem and Ice their masks slip. b it any coincidence that so
counterfeiting, fraud, contract murder, prostitution, pomog much magic and superstition filcc111 up from the ghetto?
raphy, bid rigging and illegal waste disposal. As it happens, Charms against the creatures of the night are nor ignorance
these sores of operations ~uil powcrhu11gry monsters. If che on the part of peasants or the poor, but desperate attempts ac
police arc rots' mailed right fist, then mobsters are chc left protection from what they realize is all too real.
hand with the poisoned dagger. I( you're too clean and well-
But just because the enemy lowers its guard around the
heeled for the Cl1ps co drag down , YlXI can probably expect a
bottom feeders doesn't mean the drudges aren't being watched.
visit from Nicky and Jocko. T hey'll do the same thing co you
Th is Is where the monsters come ro feed and play. T his is

I
as the cops, but instead of interrogating you in a police-
their herd. If you pop some pimp or whack a cwo-bit hood,
station holding cell, it'll be in an empty warehouse.
understand th:it you might fuck with somt:one's lunch. Do it
Everything said about cops goes for organized crime, but too many times and someone will notice.
criminals don't have to make a pretense of impartiality. You
meM wich their interests, chcy ret.aliate. Thar's how they T11b
operate, even if they're not controlled by rots or some ocher The one thing night creatures want more thenanyrhing is
monster. In most cases, orwim:c<l crime already has its fingers secrecy. Given chat they have magic powe111 and have spent all
in the local pie; in such environs, monsters may nor need co of reconlc<l history playing chis game. there's little doubt char
cover their tracks. And when officers investigating the scene media organizations are under their control. The average
of your kneecapping hear your description of Nicky and reponcr isn't under the direct influence of monsters any more
Jucko, their eyes will gla:e over and that will be the end of than chc average beat cop is. But as with the police, if you look

I
1hat. up the chain of command past rhe stringers and camera crews,
Never forget that in a loc of really poor places, criminals
.ue the law. There arc a lot o( place~ the police just don't go.
In a loc of other places, the residents would rather call up the
you notice that the desk editors and producers are chick wich
puppets and Renficlds. Someone has co decide how to spin
news stories and give them the final green light.
I
gang they pay protection money co because the crooks'll do And if coverage of local news is eight, then national
less harm than the cops. Criminal authorities don'c have coverage is a vise. The truth c::in he ~topped or altered at a
crime labs, these folks care about their jobs more than the variety oflevels. Noc only does a local affiliate have to call a

~
'

t ,- I

l
national news desk and offer co sell footage, the news desk has Stay away from the media. At best, it's useless and draws
co buy it and decide to air the story as an ything other than a attention to you. At worsr, it's like tyi ng a ribbon around your
30-second humor piece. Likewise, stringers can call a story in neck and delivering your~clf to your enemies' door. There are
until rhey're hoarse, but if th e wire services don't pick it up, a lot less of us than the re are of them, and they have more
it's nothing more than local news. friends. Going to the media intent on "flushing them out'' is
Weekly local papers and 'zincs may operate indepen- like turning on a Oash light in a dark room that's fu ll of men
Jenclyof the conspiracies, but they're voices in the wilderness. with guns. The only way someone else is going co get hurt is
Major me<lio ourl crs pass up their stories if they're too close by a bullet cha e's already passed through you. There are better
ro the truth, witnesses bec.:ome unreliab le ways to die.
or vanish, or the puhlication may even be

I
bought o ut for a h1rge sum and "editorially
G lory H ole
redirected." Using media to blow the lid With their ages-old conspiracies to
off the unseen is a big mistake - as big as THAILAND J-1201 Let me conrrol government and law enforce-
believing that monstersactalone. lt'splay fulfill all your secret needs! I
ment , monsters would be re miss if they
ing exactly the game they want you m. am Kopsaak, age 11 , and I am didn't control commerce as well.
Mo re rh;in j11sr n hrick w:ill ro your very clean and very skilled. I Even if mumlcn! ignored business'
efforts, mass media is a trap for the incau- have been dead 71 years. porcntial, it would naturally fall in line
rious hunter. So you uncovered evidence with the beasts' agenda. A company's
of monsters that you want co distribute? purpose is to tum a profit. Going alo ng
Logic says give or sell it to the nation al with the powers that be is profitable.
media. So y~)U talk m the local desk editor or executive Rocking the boar leads to loss and failure. For every Oskar
producer. She rhanks you, buys the material, buries it and Schindler there arc a hundred Henry Fords. It IS therefore the
makes a call cow master. That's when you have an accident. n ature of the corporate beast to accommodacc a moralicy, co
Maybe the cops mp you for dangerous dr iving and happen to adapc co cond itions in an effort to assume a maximally
find an eight ball of coke. Maybe you suddenly can't remem- profitable configurntion.
ber what you saw. Maybe you just disappear. Whatever the But we have g:uhcred enough evidence to suggest that
case, you stop being a problem.
there is much more than incidental collaboration at work. As
~~ .. ........
---~~ 2

in other sectors of human endeavor, monsters stand in the become increasingly focused on the short term. Regardless of
corporate shadows, backing their pawns and pro xies. Not
surpnsingly, rhe chance to gain profit draws them our in great
numbers. Why ~houldn 'tour predatory rulers, the princes of
the night. live well off the sweat of our brow?
I suggest that those of you in the business world quickly
learn to master you r emotions. You will shortly become
aware of a panoply of interests who pull the strings behind
the cause, the result 1s the ame: fa r parasites and a recession
char has been ongoing for almost three decades.
T11Cual
Mother C hurch, opiate of the masses. Few c:hings have
been a greater burden on the history and progress of mankind
than rhe dogged belief that pumng it over c:he plate for Jesus
'
(or whomever) will buy you a t icket to paradise. It's probable
our daily stock rcpom. Better that you conuol your reac-
that no force in h uman history has claimed as many lives or
tions. Rots, puppets, wo lfmen and degenerate things throng
the corridors of commerce on every level. gene raced as much hatred as the Crusades - wars scarced by
various believers to cleanse or convcrc che world in the name
of their various and sundry exclusionary faiths.
Some o f you believe the source of our power is some-
CMtlTwcsmr thing religious. I've been told that we deal with angels, the
Louis Stuart, CNN Anch or, Atlanta: And True God, Sflints, spirits of nature, kami and a num ber of
other things. I don't believe any of it. My experience tells me
now with an upuate on the S ierra Leone situation is
Kitty Thomas- from Freetown. Kitty? thflt every religion ends up serving rhe monsters.
Think obour it logically, then historically. What is a
Kitt y Tho mas, C NN Corres ponde nt,
Freetown, Sierra Leone: Thanks, Louis. The situ god, spirit o r what have you? It's an entity more powerful
ation here in the capital tonight is degenerating than yourself, which claims the authority to tell you what co
almost minute-by-minute. I'm not sure how long I do. And whardo we hunc1 Powerful beings that use human icy
have before we should get to cover. There are at for their own ends.
least a dozen rebel bands moving through c:he cicy Every docrrine of an afterlife encourages us to keep quiet
now. According to reports, they're executing all and be humble. Thar's not a new insight. Bur few atheists
suppom:r of the Vincencc government left in the stop co realize how their convictions of a material universe
capital. There are rumors of blood-drinking and shore up monsters' defenses - "The supernatural can't
worse, Louis - much worse than anything we saw exist!" Likewise. rhe belief char there is no afterl ife encour
during the day fighting. ages inactio n, our of fear of losmg the o nly life we have. So
Stuart: I'm sorry, Kitty, we didn't catch that. even doubt and agnost1ci5m keep us in Line, weakening every
foundat ion necessary for effective action. That's right, every
Thomas: (off-microphone] Fighting seems to belie( can and does serve our enemies.
be spreaJing. I don't want to paint too graphic a
So if you shouldn't believe anything, and shouldn't
picture, but at least one nf the rebel factions - the
" Red Claws" or "Sons of Benin" - is reportedly believe nothing, what's left? Careful examination is the only
burning prisoners alive. And we've just received faith I have. I see what my senses (including these new
aduitional reports of blood drinking. It must be a powers) show me, nnd respond to it. I don'c know whac the
ulti ma te nacure of reality is, and don'c expect co find out. But
rrndirionnl practice-
by focusing on tangi ble reality, I escape most - nut all, just
Stuart: I'm sorry, we appear to have lost the most - o( che traps lnid for us in the realm of belief.
satellite link.
Every time chis subject comes up, some devout follower
thinks I accuse him of being" servant of the enemy. That's
not what I menn. I chink your beliefs advance their agendas,

I
but I don't rhink that (most of) you actually serve in any
Oddly, finance is where tensions in the monstrous direct sense. witting or unwicting. We have all been im
community come to the fore. It appears that every creature planted with little ideological and conceptual bo mbs that
species has multiple, often mutually hostile financial fac- our prey crigger when we get too close to them - "What I just
tions. Webs ofalliance seem co be spun rapidly and casually, saw can'r possibly have been real."The most important thing
and discarded just as qu ickly. Perhaps this is due to the is co keep examining yourself, to make sure you know why
density of market players, with our demonic cooks jostling you believe what you do. and to be ready to change beliefs
one another co sur the soup. when rhe true facts emerge.
Yet I wonder 1f th is conflict is perhaps more formal. In the absence o( verifiable evidence, l offer some o( my
Could 1t be that our dark overlords eschew physical violence own conclusions. ltwa~onceeasyforme co believe chat the first
wirh their brethren whenever possible1 Perhaps they use god-kmgswcre men who would be gods. Now I'm notsosure. I

I the ir influence to fight proxy battles ofsome sort, preferring thmk they were monsters who ruled humaniryopenly, and were
the halls of financ1:il power because of the real as well as later dnven underground by the explosion o( the human popu-
symbolic profits that can be reaped. lation, or perhaps by some force or event that has been
I( chis is the case, then it is eocirely possible that this mythologLZed into the lnJo.European flood myth. As much as
frivolous economic warfare and profit-taking is responsible I dislikcgivingground co the Beneficent Alien Brothers/ Angels
tor o ur economy's consistent downward trend over the past theorists, perhaps the Sllmc process chat created the imbued
25 years. It seems as if the system is decaying and its players happened earlier in history and is happening again.
.......
a _l:ll--~Amlr
How many divine figures (the Dead and Reborn God, the

' Homed GoJ, the Dionysian Celebrant) have roots as monsters


masquerading as gods? I doubt we'll ever know, but regardless of
gods' origins, their cchfic~s of worship arc now the domains of
night folk. I wonder how much of the decline of organized
religion is a parnllcl Ill th~ Jccline of the modem economy. ln
both cases, it seems as if manipulation by various creatures
seeking short-term results has broken the very system.
Dear friends at St. John's Episcopal C hurch,
Peace be with you from the Marquesas Islands!
As you know, my life here before your good
teacher C huck brought me co God was squalid and
debased. The town where I was born 1s enslaved to
Mo n Oncle Jacques, a god who is as bloodthitscy as
God Jesus is merciful.
The Catholic C hurc h and othe r large organized He lived deep in the forest, a day's walk from
churches - at least in America-seem to be burnt-outshells, town. His hut was fenced in with logs, and h;ingi ng on
the end results of succc~ful infe cation. I'm sure in places with the logs were the bones of my uncles and aunts, who
more spiritually enthused populations, these scccs sci II serve a he had chosen a acriftccs. If we did not send up our
purpose as cools of social control for supernaturals. Recently, families to h im he caused disaster in the shape of
it seems as if monsters have begun to adopt a more grass-roots pestilence, or else called the rain for days and rotted
approach. You'd be surprised at the how many sun-staring the food in our ga rdens.
messiahs, charismlltic lunatics and o ther junior-league Jim l met him once when he called for my sister, and
Jones are out there. They come in all color:s, and rheir followers Father chose me to guide her co che hu t. He resembled
are from every lnc<1me bn1cket. im old man wirh no hair. Where God Jesus is healthy
From the ghetto- and barrio-dwelling revolutionary and strong, the island god was bony, almost like a
theo logians to backwoods charismatic Protestants to "Pro- skcleron. So feeble was his strength chat he moved only

II
gressive" churches urging their flocks to bow down co when necessary, remain ing until the very end on a
God-Socialist, all religions ask the same t h ing: submission of hammock cur from skms.
rhe worshipper 10 rhe agenda, and ult1macely to that of That day I left town and went to T ahuata, where I
wharever controls the movement. U nder the right circum met C h uck and came intoserviceofGodJcsus. I ask your
stances, any one of us could be persuaded co feed our children help as my Christian brothers to go back co chat hut and
the magic purple kool-aid and follow the comet to the Better kill him, along with all the demons of my islands.
Place. It's an inherenr flaw in the species.
Though they might object to havin g 1t stared in such a
pejorative fashion, many contributors to this board cenainly
verge on th ts kmd of belie( in the Messengers. My colleagues
and I have gathered a great deal of evidence char there a re
countless orhers out there who share t he same feelings of
abject worship, but for monsters. They're blood-puppets
1..rcated in blasphemous mockeries of the communion, brain- T'IElOCAlCoYINllT
raped minions, or just people who seek a savior to obviate the The local government's job is to be pushed around.
need for chem to use their brains. , National gove rnment, business interests, the cops, activists
Such a congregation has abundant, irrefutable proof of - hell, sometimes even lcgnimate community intercsrs -
its master's supcmawral power. You canno t fake turning into make their presence felt. S mee monsten. have so much sway
a wo lf before astonished followers' eyes. No doubt, when the over alt these group~. it shouldn't come as a surprise that the
savio r sends his followers for you, you too will demonstrate local bureaucracy and elected government is like putty in
evidence ofsupcrnim1rnl power as you defend yourself. What- t he creatures' hands.
ever rarionaliwrions or preconceptions followers have will Not only docs the enemy have its paws on rhc people in
be cemented in that instant. The leader is good. You are evil. regional power, it has wormed its way into the very system.
What is impossible to justify to mobsters or police is perfectly The local utilities, cax bureaucracies, public-works depart-
rational to these fanatics, but you are still in the wrong. menrs, courrs and magisrrates- a II the machinery that keeps
Where the lion or fox skin will not cover, creatures of the rhmgs running is rife with puppets, rots and other things.
night use the lamb's. Pointing out infection on this level may seem insignifi-
And yet, 1h ere'~ something more to religious faith than cant compared to the previous institutions discussed, bur
all this. I'm nm a spiritual person, but I've seen things. I've think about how much control these minor bureaucracies
watched monsters turn away fro m religious prey. I've seen have over your life. Your property taxes, dri ver's license,
them avoid "holy" gro und. I've even seen a devout man criminal record, power and gas supplies, telephone connec-
strike a rot w1th his Qu'ran and set her co terrified, smolder- tion and call logs - all there for inspection, alterat ion and
ing flight. There's someth ing more to religion than a 10 deletion. Cross the rots and your taxes arc a essed at ten
percent hit on your income. It has noth ing co do with times the regular value, you're the ta'l(et of a doren " mistak-
churches, and everything to do with something greater enly issued" felony warrants, and they shut off you r gas in
than earthly concerns. Perh aps this th ing, whatever it is, November. And when they finally come for you, your
may be o ne of che reasons chat night-folk have been so hard telephone doesn't work. I've seen it happen. Societal con-
on religion. If it's a bulwark against them, they have to trols arc more than shackles of banality that we clamp on
remove the thrent. Yet I have a hard time embracing the oun;clvcs in hopes of a happy, numb future. We love our
unknowable to battle the unknown. bondage, but we don't realize how far it reaches.
~~D. . . .~~.......
a w
From the desk of Dr. M. K. Nki::>ele
IAsT WOIDS Francistown. Botswana
I have two final warnings. The secret masters of che
world spend a lot of time and effort preparing traps specifi-
cally for th<h<! who might uncover their plans. These effom
are concepcually distinct from the choughrs and patterns of
behavior that keep people from asking questions. When
rhosc measures fat!, the masters ha,e full-back provisions.
Whether these arc also clements of our civilization hard-
wired by the bcascs, or human truths the monsters co-opt
matters little in the end. These are the ultimate traps for the
unwary hunter in our world of shadows.

M ONSTER IBRAHIM CATCHES SouLS!


Did you know? The Tiger Party has turned to

dissenters and keeps them in a


Gubernatorial Palace.
r
sorcerers to support its despotism in Sarawak.
Have you heard? Dr. Ibrahim catches the souls of
of jugs in the

Who has suffered? TI1e peopl of Sarawak, but


especially Mohd Rizal Ali. Zaharudin bin Jais and
other opposition leaders. who opposed Ibrahim the
Minister-Monster and now lie asleep in hospital beds,
with their souls taken out of their bodies and their
resistance panics in disarray.
Beware! Do not listen to Ibrahim's speeches on people can hinder us :u effectively as legions of walking corpses.
Radio Malaysia and do not read his statements in the Keep your agenda co yourself and to those who can mtly under-
press. Ifyou arc so unlucky as to pass the Gubernato- smnJ you - assummg you can aust them.
rial Palace, shield your eyes and do not look into the Cw.LUSQIS
windows, or else you risk joining Mohd Rizal Ali
with your soul in ajar. I th ink the monsters have been wich us since we first
made bricks and built temples to the god-kings. The rots
guided our hanc.ls when we planted the first grain, and che
warlocks steadied our strokes when we first puc stylus to clay
and set down Hammurabi's Laws. Have we been bred-have
First is the idea of"insanity," one of che most monster-friendly we bred ourselves - to the harness? Is our need to be
concepts imaginahk Anyone who experiences more of the world commanded, our burning desire to do what we're told, just a
rhan m~r isoften ii,rnorL~l. labelct! insane oreven persecuted. Since sign char we have been tamed by the lash ?And when we have
some people have genuine mental illnesses or delusional beliefs, fim11l y extinguished our last spark of freedom under a wave of
nonual people aren't excessivelyfoolish orwickedwhen they refuse mood pills and hare-crime l:iws and gun control, will we be
ro believe us. It's just thnt the definition ofinsanicy makes it easy co anything other than domesticated 1
lump 1.L~ in with the sick people, and hard for us to prove that we What words ofcomfort can I possibly offer? Precious few,
don't beking. Don't go so farouron a limb that the very people you I'm afraid.
seek to prorecr put you aw:iy. 11iey mighr think they're doing you We know that the forces of darkness don't always win.
a favor, when they're in merhelping the enemy. Ideas like individual worth, ownersh ip of one's self and
Second, since it's al~ crue char there are cruel hurtful freedom o( rhouch1 and action have broken through che
members of the human race, it's easy to categorize hunters as such barriers chat monsters have placed in our way. We, the
thrc:.irs because we're ca~ble o( vt0lent action. If normal people imbued, exist and cnn ply our calling as we see fit. The odds
knew what we know, they'd be violent, too. Sadly, they're in che arc overwhelmingly against us, but defeat only becomes
dark. So when inc.l1vic.luab find out you want to rake do'm an certain when we do nothing. Prepare to lose, but continue the
admireJ leader or a chenshcd ideal, all c:he fine rhetorical justifi sauggle as long as you can, in e,ery way you can.
canons m che world will still sound like insanity. Suddenly, you're Domesticated dogs cm yet tum feral. We have to bite the
the bad guy. Through no fault citheir own, well-intended nonnal shadowy hand that has fed us for millennia. Inherit the Earth!
A1
Preferences

Email Program 08
Subject: ITheTrutb?

I
To: [email protected]

From: Ibookwonn55 Send


Message
Get
Messages
Copied To:
'---------~------~ '

I've read stories about monsters. Lord knows my mother told me enough about human
"monsters"- crooks and bad cops who wandered our neighborhood. Maybe my Mama
just did a good job of keeping me out of trouble, but I don't think the dangers on the street
are an y more real than what I've read about.
l see all kindsofhorrible things in the newspaper: mass murder, torture, group suicide.
But I grew up in a bad area and l never saw anything like that. l figure if there are monsters
out there (real ones to go along with the human ones), then they concoct half of the bad
news just to scare us. Otherwise, why doesn't all that happen here?
I guess the only way to know for sure is to go and see for myself. I've met a man who
I believe may be able to enlighten me.
.........
2 .:
.....- - . ~Almlr

CHAPTIR 3:
T'Hr HUPITIR'S cnrro
(CHARACT'[R T'YPrs)
~-~,,,,_

I am clean wichow cransgression, I am inno


cent; neither is diere iniquicy in me.
- Job33:9

Before your character was imbue<!, she was a normal deserving. A driven person might sec self-sacrifice as her
person. S he had n life, ureams and pursuits. She a lso had her greatest weapon ngainsc the unknown, or she might find no

I
own ideas, values and beliefs. Perhaps she was devoutly tolerance for the evil she perceives and seeks to destroy it
religious and extended charity and goodwill to others. Per utterl y. An open-minded person might believe that there's
haps she eschewed religion. but had faith in her own ability good and evil in mo nsters and humans, and wonders if
co accomplish goals and expected others co do the same. there's a greater purpose to the imbuing than purring down
Maybe she accepted aspects from a variet y of faiths and the supernatural.
looked for bigger an1>wers fro m there, w1rh :m understanding It's therefore essential to know who your character was
of numerous religions and cultures. Maybe she worked hard as a normal person - what she believed in and hoped for.
for the sake of work o r relied on the efforts of others co get Those values determine her approach to the hunt in terms
her through, or chose random targets in life and strove of your character's creed. Creeds are the ro les hunters play
toward them. in the ongoing war with the unknown , the philosophies that
Ir's imporrnnt to know who your c haracter was before. hunters observe regarding the horrific world to which they
Once she b imbued, her former values and beliefs persist. In arc exposed and the amcudes the chosen ha,e toward the
face, they often de termine her course and purpose in coming monsters they face. Also, creeds represent che direction that
to grips with the rrue world, the existence of monsters and hunters give co pursuing and fulfilling the precepts of their
the hunt itself. A charitable person might now believe in Virtues (seep. 127).
offering forgiveness or aid to monsters whom she feels are

~
..J -.......-.......................................................................................~~~~~~~~~~
.c::
saves or outwits the supernatural because that's what she
believes in doing. Her creed is simply a ha ndle with which to
identify her reaction.
There are seven c reeds to choose from in Hunter.
So, when you create your character, don't decide "I
Your charac ter has only one. They are grouped accord
wanna play one of th~ people who sacrifices himself all the
mg to Virtues, which are generalizations about your
time." Rather, decide who your character is as a person -
character's ullimale goals m the hunr. The creeds are
before he's imbued-and then choose a creed that suits that
assigned to Virtues as follows:
identity. Or let the S toryteller assign your character a creed
Virtue C reed based o n his first instincuve reaction co the unknown.
Mercy Innocence, Martyrdom, Redemption Because the hunt is so personal, hunters don't widely
Vision Visionary recognize c reed as classifications among their kind. The
Zeal Defense, Judgment, Vengeance chosen simply seem to pur)uc different agendas: some that
The Virtues are explained fully in C hapter 4. coincide and others thar clash violently. O nly among hunt
Creeds arc explai ned here. crswhocommunlcnte ofren,such as individuals on hunter-net,
have Iines begun m be drawn between hunter factions. These
divisions arc less conscious than rhey are unconscious; con
tributors to the sire tend to break off into circles of the
What do all these explanations and guidelines mean in like-minded, where they share their triumphs and frustra-
a srory, though ? Yo ur character's creed, chosen during her tions ::ind search our ways to convince the others that they
creation as o utlined in the next chapter, is no social classi- have chc answers to 1.hc questions that plague all hunters.
fica tion or organiiational group to which she belongs. Your The vague divisions that exist between camps are evident in
char.icte r isn't part of a creed as he might be in a profession the numerous names applied to the creeds; no group bas any
o r club. Her creed is an in-game interpretation of how she one ride or 1dennf'icr that's used untversally.
goes about and perceives her mission. So by all means, write your character's creed on your
Yo ur character's primary Virtue-Zeal, Mercy or Vision character hccr. However, ratherthan decide how she acrs in
- indicates what she upholds as the goal of the war - keeping with that "group," decade how that group coincides
perhaps to destroy the supernatural and reclaim the world o r with her values. The ways m which she copes with the hunt
ro rry ro preserve whatever's good in crearures before the and reality itself follow natumlly from there.
world comes to an end. Her creed is the means by which she What follows are commenrs fro m various members of
hopes to fulfill that goal, the dirccuo n she cakes. Although each creed expounding on various aspects of what they and
hunters can have the same primary Virtue, say Zeal, those of their fellow hunters do.
different c reed~ :K:ek to accomplish the same goals in differ
ent ways. An Avenge r incends co tear down the supernatural
one creat ure at :1 time, by tooth and nail if necessary. A
Defender seeks co preserve something worth saving in the
wo rld. S he wants the unknown destroyed, but not at the
expense of whatever she values. A Judge seeks to make sure
th::it rhe righ t course ,,f action is taken, that the creatures
who truly need to be destroyed are done in, while balance
and pcrspecri ve are ma intained among hunters themselves.
Yo ur character's creed Is therefore his philosophy about
the World of Darkness as he now understands it, his take on
abominations and how he should deal with them. Thus, his
creed is o foctor of h is identity Md be lief system, not of any
outward Institution.
That lasr point is key to understanding and depicting
your character a a realimc person and a human being. She
is an individua l with ide~ and beliefs. Those values deter
mine how she r~pond to a n apocalyptic wo rld comrolled
by unspeakable bc:asts. Her answer to the truth is a product

h of who she as and the ideals she upho lds. Thus, even though
your character wields bizarre powers, she is still human. Her
approach to the hunt 1~ on individual and personal terms,
not along any regimented o r social l ines. Your character is
herself first, with he r own ideas and concerns. She attacks,

,., ....
..... ... 2~ ~~----'9r

..
People say the world's going
come to t}u! wor
10 Hell . They're ivrong. Hell's
' e the thin red line.

You probably remember a time, not so long ago,


when night meant rest. When not al I your dreams
were nightma res. A time before you joined the
t '" , '
coo ... enthusi:iscic. They say we musr carry rhe war
to che ones chat scarred ir. Remind your fellows
that those who take up the burden of war find it
hun t, before you sroo<l to defend all chat you have 1 ~ difficult to sec aside. Think of carrying your war
and everything that you arc. A time before you i,.J 1;/> ' home to the people you fight for. Think of what
knew th e violence you a re capable of to save the I 'J your dying J ocs for them: It leaves their protec-
life of another. If you can recall such peace, con - r: J-
1 ~ii4~~ tion in rh e hands of persons with agendas
sider you rself lucky and learn fro m my misfortune. different from your own. In rhis conflict,
In my country, for my wh ole life, night has there can be no truer form of defeat. When
always been when fools with guns or battle is the o nly way, remember that even
clubs wander under cover of darkness rhe bravest of your fellows need someone
to murder their neighbors. They )-'.. to guard the flanks. And remember that
used to claim that politics moti '"'~ ~- hunters sometimes need pro tection from
vated their killings. My mother, a "i, ~ their own fool hardiness. A ny attack car-
fool of :inothl'r ~nrt, hto-lieved chose ~--;c ried om with ease 1s pmh:ihly :i rrnp.
claims and rhoughr herself one of the \ And anyone who finds shame in a
"righr people." She died at the hands o f ' successful retreat probably wasn't pan

,,
herowntribe. Whatsheneverrcalizcd is of 1r. Answe r all who accuse you of
that war docs not care, which is why we cowiirdice, for losing the trust of your
must care. For you and I to protect the ones we love, associates makes you less effective ar
we must recognize that we are at war. Perhaps protecting rhe m and ochers.
demon-peop le walk the night now because normal There are n o eager warriors
people gave th eir hearts to hatred, then they f among us. Thar kind ded icate them
ch anged to match their hearts. Whatever the selves co revenge, ir seems. Our kind
reason, you know ~uch creatures arc among us. It arc relucrant to fight, ycr resolute.
could be that nat ions everywhere arc li ke mine Let others chase the adversary back
now, except their nights arc full of wandering to irs lair. Watch over them as you
killers char need no weapons. Instead, you and I arc able, but preserve hearth and
and our kind must take up the gun, th e spear, th e home most fierccl y. Lose yourloved

I
chain - whatever works - to keep the dcmon- ones ::ind you arc almost sure ro lose
people at bay. yourself to anger soon after. Do char and you risk
Whatever you were before the world changed, you becoming a thrcar yourself.
are now a soldier. Perhaps you always were, or perhaps Weaknesses: Withdrawal into isolation is
a firefighter, or a member of the constabulary. On the the most common problem that affects Defend-
schoolyard, you were the one who dragged bullies off the ers. Only a handful start out as so-called
children too small to fight for themselves. If you kepr survivalists, bur many gravitate co such lives in
your eyes open as you aged, you realized that the world short order. Defenders with family go this
was much ltlce the schoolyard, except the aggressors route as their fears jttow. It's a natural re-
mulriplied even as people like you seemed to vanish. sponse: The more you see our there, the more
Maybe wacching or hers lo.sc them5elvcs and become pan
\ 4 inadequate simple barsand alarms seem. Home
I of thac mob is what lees you see through the demon-
pl'Ople's disguises.
\ e
I
. 'f.l
.
I foruf1cat1on irself is routine among hunters
' and hardly a problem. If you live in a
Caution and caring are all that separate
hunre rs from mobs. Sometimes you must em-
body rhosc qualities when your associates grow
{/a fonress and won' t leave it for fear of
what you might come home to ftnd,
seek help.

~~~a...1s:1asa--
More troublesome are loners, Defenders who typically

'
'
lack family and transfer tha t protective urge to fellow h unt-
ers. Rcsrraint at the wrong time can cost an advantage or Srnanm
even lives. Regret for such casualties eats at the hearts of A venge rs - Every war needs warriors, and
the~ imbu~. these guys'll take the fight to the enemy's doorstep.
A scarier form of transference occurs to a Defender who Bystanders - Just beca05e t hey choked when
identifies or sympathizes so strongly with the enemy that he it mattered doesn' t mean t hey can't help now ... but
comes betwee n h un ters and prey. It's a rare rum of evcncs, not by watch ing my back, tha nk you.
but a Defender who has some tie to a target (Surprise, your Innocen ts - They do n't belong in a fightlike
Uncle Jimmy's a creature of the night !) might give his life th is. T hey're rhc ones we're trying to save.
tryi ng to save It. Scariest arc Defenders who claim it's not Judges - They consider every option, even
their place to judge. They see h unters and monsters as though the course is obvious to us.
predators who all need to be kept apa rt and leashed. Ma rtyrs - Probably t he group that's closest
Apocr ypha: Traditiona lists inte rpret the world's dire to us, but they don't e ven know it.
circumstances as part of a test that must be undergone to Redeemers - If they catch you stra ying from
guide the resr o f humanity through as well. Some of you t he st rn igh t and na rrow, look o ut!
establish urban "missions" tosimultaneouslysatisfy che urgings Visionaries - They're full of ideas, but no t
of faith and to install protectorates in cities. Everything from a lways good o nes ... that fellow sho wing off his
tutelary gods co angels tum up in your favorite explanations powers on television was imprude nt.
of the Messengers. T he Enemy- They're everywhere. Safety fi rst.
Noteworthy among nontrdditionalists are the Con-
science of Earth followers, who hold tcm rev ivals and preach
about the "awakening of the 1oint conscience of the world's
peoples." Everything the group say~sou nds pretty innocuous,
burcitie) chat have ho tcd thi bunch have also seen masked of a fi rst foe that seem~ as unwilling to harm you as it was
h unters interfere wnh local activities. determined to lcill its intended v1cum. Others describe sieges
You "antitmdmonalist" Defenders reject religion as divi- mounted against your o wn homes or workplaces, situations
sive or oppress1Ve. You see abuse and corruption everywhere, thar requi red quelling the terror around you even as you
and also d id so before bemg imbued. Your ideas about the fough t off your anaelcers.
Messengen arc creative to say the least: "Man, it's ESP caused C haracter C reation: Defenders starr with high Percep-
hy psychotropic drugs the C IA put in our LSD" or 'The Earth tion scores, lots of Empathy and ample Willpower. T hey can
Mocher chose us to save her from mutant roxophagic polluters, be extremely judgmental toward people they see as indiffer
these guys who, lilcc, live off poisons...." cm or careless. Many possc)S t he Allies Background in the

' No matter how you interpret your hunter role, you r


grc:itcsc prize is rhc world itself. If you cannot claim a place
for humanity to llve safely, what point is there in living?
T he Imbuing: Budding Defenders seem to confront the
form of family, a congregation or a neigh borhood watch
associat ion. Sold iers or police may have the "contacts Back-
ground tc> lndlcace such affi liations.
Starting Conviction: 3
most single-minded of creatures, ones that appear to have a A. K. A.: Protectors, Fences, Dead-eyes, the Cavalry;
specifi c target and thar ignore all others. Some of you speak VerteidiR'er; Di!fenseurs
.....a ... .....
~ ~~.._ ,,~Amif

"r ..
What's wrong with )'OU? That's not how tombies act in the
movies at all! Here, let me sh0t1.1 you ....

Do other hunters treat you like you were dropped


on your head as a kid? Things might be d ifferent
where you are, but around he re, "In nocent" mighr
as well mean "idiot." Ir's n t>t li ke we don't do our
share. It could just be that everybody else takes
, T hat may also be t rue of the folks some of you call
the wicked o r t he accursed or just monsters. They
1 migh t be in pain ! As k your buddies if they ever
thought about that! If an animal is hurt, it ma y
I
this stuff so seriously rhnr rh ey forge r monsters ! lnsh our or anybody. Some of these poo r folks, these
aren't a lways bad. Just like huncers aren 't ! "monstel's," seem like trapped beasts. 'Course, some
always good. of you are saying to yourselves, "How are we
Sometimes the others don 'r care ~ ) Sl1pposed to know that?" Well, that's why you're
if a crime is a c reature's fault or not, ,t~ blessed! T hat's why there arc healers among us
even when they've seen that "cre a- to put us back coget her when we get hurt
ture" acting normal and tal king ro he lping out the !c:~s fortunate. And you can't
his neighbors and mowing the help people by shooting chem. T he onJy rea-
grass. If you don't speak up, no- son you'll ever see a gun in my hands is to keep
body will. And when it's too late, it out of somebody e lse's.
everybody gets all quiet, and Plenty of hunce~ are ready to wipe ouc
they get mad if you ask why
ir had to happen that way.
They cell you, '"Cause we \
kill th ings." You tell them that
people arc not things. They cell
~
1 anychl ng thac looks less than normal You
have m make chem chink twice before they do
uwful things. You're with chem co show that
hunters don't have co act wicked to stop
wicked ucrs. Starr small. Ger everybody to
you t hese thi ngs o nly look like pray cogcther after somebody gets killed,
people. You tell them some folks I no matter who it was. If you can start
like to say that about t he people w ~ them th inking like human beings, they'll
they want co h urr. T hey ask you , ~ start seeing themselves that way. Maybe
to help them steal something, like . " ~h cy'll see others that way one day,
a car or a big gun, so they can hut they have to believe in their
hunr with it. Yo u ask chem what own goodness first.
they would do If somebody stole 1 Weaknesses: It's sort of
their sruff. They ask you ro carry a funn y tha t the lnnocenthaveso muchtrouble

I
gun. When they say they won't with feeling guilty, bur that's life. After you try every-
carry a gun if you will, you tell thingyou can to keep rhe misguided from hurting somebody,
them "O kay!" That way you can sometimes you have to hurt them, too. Sometimes you have
cut down on the chance of some- to do worse than hurt rhcm, or help one of your friends do
bo dy else d o ing something it. But you can't let guilt slow you down or the h urring just
everybody may regrer. never stops.
"Doing right by everybody Some of you get so upset over the hunt you just curl
caughr up in che hunc is just im- up and wane to die. It'll sneak up o n you. You'll catch
possible." You've hea rd some
h unter say those words, o r ones
\ yourself praying your aim is teady or giving than ks
because whaccver lhat thing was, ic finall y stopped
d ose to them. A year ago, though,
the same person would have said
all the thi ngs us hunters can do
and sec arc impossible! Seems to
me a licrle faith is in order. We
moving. Next thing you know, you're figuring out ways
to not go hunting, to noc go outside so you won't even
scconeof"them." Lying in bed crying all day is a dead
giveaway t hat you go t the
hunter's blues. The worst pan
I
may never be as good as we want is, there's usually nobody you

II ...
can tell except o ther hu nte rs, and seeing them can start you
feel mil bad all over again. A few just can ' t handle it. There
wa~ a fellow who mn with us, left us a note chat said, "I'm
done." Haven't seen a lick of h im sin ce. Hope he managed
to give che blues th e slip.
What you rea ll y h ave to wa tch our for is shamming ....
You know, "Keep ing up with th e J oneses." T rying co be
STmenm
A vengel'"b - T h ey're very angry, sometimes -
for no o bvious reason.
Bystanders - I try to sh ow t he m some
'
lake everybody else on a h unt will ma ke you crazy. Be respect sin ce most of the o thers don ' t.
your elf and keep ahold of you r sou l. St are acting all hard
Defenders - 1feel safe wh en they're around.
and harsh, next th ing you know you' ll be that way. A nd
Judi:es - Eve n wh en they do stuff t h at
nothing'~ h arder to fi nd again t han lost innocen ce. Migh t.
doesn ' t seem to make sense (like th at guy on
be th at on ce it's gon e, it's gone for good. Some use the
TV), they've got a plan in m ind.
J wo rd " innocent" to mean im pressio n able. If that's rrue of
yo u, may be yo u sho uld be trying to leave an impression on Martyrs - There already was a Jesus.
them instead . Redeeme rs - T he y seem like n ice people,
Apocr yph a: W hy t.locsanything happen ?W hydo people but t h ey talk u lot.
worry about it so much ? We h ave invisible friends wh o look Vision aries - We understand each other.
out for us all. They want us to look out for everybody else and The En emy - If we could just understand
to keep people from hurting each other. That way we can all them, all this trouble would be over.
be around wh en somclh ing better comes along; we can all
reap the reward. What's so hard to u nderstand?
The Imbuing: Run-ins with chi ngs that look a lot worse
than they acrnre lypical when Innoce nts get the Power. A lor
of you are really good at calmlng people's fears, sometimes
with norhi~ orher than words. Those of you who mix it up
with a cmter <lead-set on m.iyhem usually try talking him or there are few generalities that can be stated about this creed.
her - or it -out of whatever badness is under way. Doesn 't Innocents can be children, but roleplaymg them in a "realis-
always work, and a few of you have the scars to prove it, but tic" setting can be difficult. Bencrcandidatcsare the sh ielded,
tha1 doc n' t smp you from trymg the same aick again later. the uncomplicated a nd the end le ly hopeful.
C haracter C reation: Many Innocen ts have Charisma as Surt ing Convict ion: 3
their foremost Amihute, and h igh Empathy is a must. Orh

,
A. K. A.: The Ble sed, Ba it, Optimists, Fools
crw1sc, because In nocence wears so many different faces,

I I
I
r~ I
.._a ..... ~a:-- Al9r

' I accuse you. ot simp y of being con-upt, but of being a


corrupter, of making every peTSon around you - e11en 10.rr
accusers - more Like you. How do you plead?
I

What you do Is not about justice, because what you ; ,,.. quescions in situations you'd never have imagined
fight isn't crime. It's abomination ... corruption of hu- .) o therwise. That was After.
manity, body and soul, by things th at look like people to Afte r is like being In another world, except
the people around them. Bue t he freaks can 't hide from the real world hasn 'c gone anyplace - nor have
yo u and me , which is why we have to b e judge, jury and, rhe hard cho ices that you've got to make. You just
yes, even executioner ar once. It's hard sometimes, know th ere are aspects of the world that
because killing a beast of prey is still killing. go unseen by most of the populace.
It's even harder when that beast hides its You know the right thing might be
nature beh ind a perfect mask. Then , there co cell them, Look, see what we
arc ti mes when you gee a~kcd co do rhe share rite planerwith? But you
impossible, when you know one of these know better because they
thing~ is h iding inside somebody, no t some can 't see what's plain ro
trick ofnesh, not something dead chat just you. There'll come a time
doesn 't know it yec. And the o chers, they soon wh en we'II know what
look to you. they wait for you to decide, to we face and where it h ides.
choose whether some unlucky soul lives Once t hat's mie, going public may
or dies, and a ll you can th ink 1s, No, not be more than the safe course; it might be
me, not again - that and, How the H ell did the only one. It's difficult to tell, but some
I wind up hert, darng this! people seem to serve the forces we figh t but
The answer is chat you're doin g wha t no t realite that they're pawns in a war! Not
you do because you quest ion it and you possessed ones o r anything like that , just
question you r part in it. I( you're dedi- dupes. A nd who knows whose ea r the
cated, you make a thousand decision s, opposition might be bending right now?
large and small, In th e course of U nt il we h ave a clue, discreet valor is the
every hum: Will sil11er work ihis only way.
time? Do we invol11e chose civil- In the meantime, keep your
ians or noel Can chis one be mouths shut and your eyes open . It
"exorcised," or do we just kill ihe seems unfair, like the sighted making
poor bastard it's controlling be-

I
decision s for the blind without con-
fore it kills someone else? The sul t in g rhc rn. Rely on this: Yo u are
problem wi th being coo J cdicated is it freque ntl y going to hate the things
can make you dead. At which point, all your , you h ave to do. Yo u hate the lying
1
careful weigh ing of che facls is over. It's a ques- " - to fam ily, to friends, to associates
tion of balance, and of knowing how much - but t h e cruth is deadly. Telling it
balance is too much , if chat makes any sense to to someo ne who can't see the tru th
you. Probably i1 doe . Yoo probably spent a lot of is tan tamoun t to signing their deat h
your time Before making these same sorts of sentence, n ot co men tion your o wn.
decisions as a doctor, social wo rker, military You hate havi ng to judge another
person. or even as ... a judge. No matte r what you hunte r, co decide whethe r some-
did d cly by Jay, there were always questions at o n e on your side is more of a
the back of your mind: Doe.s what I do matter? menace tha n th e enemy. That's
Dots ic make 1hings beuer? Can the world pos- when you hate killing the most ,
sibly be 11npr0\ltd by removing some of the whe n it seems chat what you
people wh.o are in it? Then, one day, you do, what all hunters do, is
found yourself asking those same doomed to fail. But stronger
than your h atred o f the dark, hard place you n ow know
the wo rld to be is your fear of what it might become if
nobody makes rhe h ard choices. Your c ho ices.
Weakne ses: Indecision is the bane of your existence.
Every Judge faces it at some point. Expect it, but don' t let it
become a constant. That's just an invit:arion for other
hunters m sidelmc you o r follow an ybody's counsel. Free-for-
Sn111nm
Aven~ers - Useful, but dangerous if they go
unguided. Look what happened to the one who went
on that news show.
'
alls endanger the very people you try to protect and also draw Bystanders - Their usefulness should be de
attention from rhc law. As tough as you have to be o n cidcd on a case-by-case basa.s.
yourself and your fellows, real judges are sure to be a lot less Defenders- Honorable pcoplewho undemand
rcmperance and fuimcss. They're often the hunters
unde rsmnding chan you are.
who alert us when "things" get out of order.
The other extre me is n o better: Megalomania is believ-
Lruiocents - The epitome of the defenseless hu-
ing t har yo u - and o nly you - know what's right on the man. These people are che besr of us. Their steaclfu.st
hunt. You're there tu keep it orderly, to remind hunters of belief in doing the right thing focuses our mission.
who they Clrt: and what they do - and don' t do. You're n ot Martyrs - Walking exercises ln futility, but
th ere to th ink for them. Remember yo ur place, but make sure nccc.'\sary ones. Offenses against humanity are al-
ochers know the irs, too. ready pervasive. H 1)W much does our cause benefit
Legalistic Judges are a pain in our collective ass. There's from participants who seek victimization ?
a fine line between establishing and maintaining a code of Redeemers - Essential ro our success. They're
behavior and becoming hidebound. If you're always certa in, the only ones uble to save any abomination that can
you haven't t hought of all the questions. become human again. U nfortunately, they are some
times roo quick to pardon the guilty.
A pocrypha: You know the signs of Judgment Day's
Visionaries-Valuable to the war we wage, but
appmach when you sec them. Many of you gather informa-
they may be too fond of doing it "their way."
tion before the end. After all, tactics without intelligence is
The Enemy As dhcrsc as the people who
suicide. Many of you regularly cite Re~oel.ation o r Nostradamus
hunt them. T o tell the truth, a few can make better
or Tiit Book of rk Dead. Others, insi:.tent in your belief that allies than some hunters.
hunters like us are no t new at all, point to Joan of Arc or
Bernadette of Lourdes as our predecessors. They said and did
what was right to save their worlds, and so should you.
A good number of you claim to have found faith forthefll'St
t ime thanks to the evil you face and your quests for answers. Judges talk about their Becoming in terms of a test where you
Others say you r notions of a benevolent or guiding force in the have to identify the most immin1.mt threat and deal with it
universe have been undone or obliterated by the changes in the first. The tests you face only get harder from there.
world. Hnlfof you thi nk events have brought you closer to your C haracter C reation: Judl'.(es have outstanding Wits or
IMcd ones, halffecl you've never been more d istant. Perception ratings but can waver in terms of Willpower.
The most proactive Judges take part in their communities Whether they use force o r flnesse, th ey are always mediators
through outre;:ich programs and th e like, as much to monitor in any situation. Their determination to obtain all the data
rhdr localities and run efficient hunts as to steady their relevant to reaching an impc>reantdecision makes Investiga-

I
conflicted feelings about their activities. And about them- t ion a fitting Abili ty. Many Judges come from professions
selves. Consider this advice from the voice of experience. that require eth ical ovcrsighr of and by their peers; some of
The Imbuing: A common denominator among judges these fields (lnw, medicine) are quite lucrative, so consider
- a rarity among other hunters - is having co face mu ltiple the Resources Background for such characters.
freaks your fim t ime out. These are usually things fighting Start ing Conviction: 3
I each other, rather th an threateni11i; people directly - A. K. A.: Justices, Lawgivers, the Law; Jueces

I
which i~ no t to say people can't get hurt in the process. Some

I
' r

. ,,

- -- - . ------ --
----1:1L--!l
a 6.Jlmlt

' Y'
Think of all the things you'd give up to ~ same goes for civilians. A few of you have even confessed to
push back doomsday. All sec? Okay, if the "murders" committed by other hunters and have gone to
list starts with your life and includes your ~. ' prison to preserve their families.
soul, you mighc be a Martyr. Other hunters Probably it's my Catholic roots that make me notice this,
may sacrifice their lives to destroy che but there sure are lots of clergy doing the Martyr thing, though
unforgiven. Martyrs have been known to sacri- not just nuns and priests. AII persuasions turn up, and they run
fice their futures - to pawn every belonging, break the gamut. Working with these people in circum
every tie and even blot out their own good names stances that are not very religious has made me
for the cause. My advice is, "Lighten up," if understand for the first rime that donning the
there's a prayer thal it'd make any differ cloth doesn't make you into some denominational
ence. As ic stands, we're the most screwed robot. Which is another way ofsaying churchly folk
up, drama-addicted, self-tormenting hunt- can be just as messed up as the rest of us. Despite
ers you cnn find ... and a damn fine bunch all our flaws, though, I'd give anyrhing co be a
despite all that. Martyr as opposed to any ocher kind of hunter.
Gr.meed, some of us are stoic to a sickening Even my life.
extent, bur chae's just high drama in a muzzle. What we Weaknesses: If you keep doing what you
till ultimately want is to star in our own passion plays. do because you enjoy the suffering- isn't that
Whether that's because we feel there's something why you gor picked? - ic all boils down ro one
that we have to atone for or because we see salvation fact. The undeniable truth is chat some of you
in sacrificing ourselves for others varies for every out there arc devoted masochists. You may call it
Martyr. Is it that you cheat on your companion? On something else - bad luck, an ugly job that some
your taxes? Lie on your resume Are you queer? .l body has to do. You may deny that you have this
Kinked ? Do you masturbate to excess? Steal cable . . problem. Keep things in focus: You're here to de-
TV? Shoplift? Get over it, honey. This is not about (;.:.~\ 'f" \. liver punishment where it's needed, not. endure
you. As for the rest of you saints, you can use your f~'I:,.._* J. 1
punishment for whatever reason.
bodies to shield all the little old ladies and or Masochism, incomprehensible as it is to
phans you want, but if gerring clawed up and beat l me, at least implies that you're ready co get out
on makes you hoc, it's a sin. (if there and face the opposition. The self-denial

I
End of editorial. \\ \ nuts among you sometimes carry things so far
Actually. what troubles me most about be- '\ that you're literally not prepared for what we
ing a Martyr is how many o( you seem to blossom do - which endangers all of us! A woman
under the stress of the job (don't fool your around here cook ro fasting, in part to help
selves, we got hired). And lots of you (all right, feed the families of people who'd died in the
me too) are more satisfied with your lives than hunt, and in part to "cleanse" herself before
ever before. Noc happy, mind you, but satis- combat. One night she passed out in the car
fied. You push yourselves nil you drop, on the way to a fight! Then there was
volunteer for every duty, take point on rhe the guy who started living in the
hunt, then spend the next week bitching group's hideaway. Turned out
ahout what a hard loc you hiwe and how badly he'd sold everything he owned
the world chafes your poor shoulders. co buy the rest of us gear! It's
Why do other hunters put up with hard to knock selflessness like
us! Because they know we'll rnke a bullet that, but after a few weeks no-
for them. We'll give blood. breath and body wanted him around - he
body to keep the others ahve, and the had no place to bathe. Please,
people, you can't be responsible for the welfare of others
if you won' t take care of yourselves.
Maybe it need~ to be made clear that "take care of
yoursclvc " means personal health a nd hygiene, nor "We've
all done cerrihle thin~and don't deserve to live." If you really
feel the need co snuff yourself - and you know who you are
- at least give your allies a chance m bow our. Ergo,
Smarnu
Avengers - What they lack in toughness
they make up for in brutality.
Bystanders - Come suffer alongside the rest
'
dynamite vests are lousy options. And besides, they may not . of us. It's not too late.
affect the enemy you face.
Defenders - They sacrifice initiative for se
Apocrypha: There's a tenifying theory making the curity (with the exception of that guy on TV, Mr.
rounds. chanks to one of you gloomanddoomers, that basi "Hi-Americ11-l'ma-monster-hunter-and-you're-
cally suggests the world has a lready ended and we're all in allcndangeredcouchpotatoes").
Hell! Pessimism, thou arc a Martyr.
Innocents -Wide-eyed naivete is not a quali-
Meanwhile, most of the rest of you agree to disagree on ficatio n for hunting monsters.
t he counrless imminenc end-of-the-world scenarios: Only a
Judges - These folks make us look like ama
hundred God-fc:uing WASP couples of child-producing
te urs when Ir comes to doing the right thing.
age will surviv1.: the coming cataclysm; only gays and lesbi
Redeemers - The ones who agonize about
ans will survive the coming cataclysm; only the 88 most
this job as much as we do.
beautiful celebrities will survive the coming cataclysm.
What all these outcomes have in common is that you-you Visionaries - These people are just out of
alone, you and other hunters, you and whoever else can be couch enough to be onto something.
convmced to believe you're right - will make it happen by The Enemy - Punishment incarnate. So
performmg the Ulumatc Sacrifice. what's that make us?
Hey, at least the next wo rld will be better than this one.
The Imbuing: The tal kative among you commonly
Jcscribe your Fil"5t as "relentless" or "a killing machine." I've
seen you modest types nod in agreement. Considering the
ahusc m~t Marcyrs take when they join the ranks, it's a sacrifice for the atte nuon or approval it earns them. Many
w1mde r any of us is alive for a ny seq uel. members of this creed start with substantial Resources but
Characte r C reation: Martyrs start with above-average give them a way, abandon them or otherwise lose them.
Stamina and usually have high Empathy. Exceptions co the Starti ng Conviction: 4
latter case include people who practice various forms ofself-
A. K. A.: Cassandras, Losers, Masochists, Fuck-ups

I I ,
,._'-._S_i:L,,__
a ..
, ~Amir

'
..
It all comes down co triage. Who's dead, who's hun, who
can be savcd1The others may be here to cake lives in order to
preserve the Iives ofothers. Your job is to save Ii ves or figure out
I
say, some Bela Lugosi-Lon Chaney rematch where che panici
panes don't wear make-up and, well, aren't actors.
Take my advice: Leave the theories to the prophets. Keep
whether any life remains co be saved. You watch somebody get your buddies in one piece, patch up victims as you're able, and
reduced to cinden. by the light of the sun - pale winter save lives. Or maybe save Ufe. People talk all the ri me aho11t
sunlight, at that-and it makes you wonder: Are these things "life-and-death struggles," but nothing in all my years of trying
really"alive"?Can you heal a walkingcontagion?Is there a way co help people made chacph~c resound in my mind as literally
co redeem a plague that thinks? Hey, they don't cover this stuff as le does now. These days, ir's as if the Four Horsemen gallop
in medical ethics! The problem here ls that the things we hunt in at regul:ir intervals. If you've trained yourself to not per
- some cflll them "che Afflicted" - look like human beings sonify death, or if you believe death can sometimes be good,
(more orlcss), , ialk like human beings and appear to crave run-ins with chc Affiicred can make you question everything.
s u r viva I ":! the way human beings do. None of Which is probably my way of backing into rhe
which, In ~ '\ subject you've been waiting for as much as I've
my book, "' been dreading ic: killing. Death is nor always chc
cenifics them ')..,":.' opposition, as any tcnninnl paciem in intenni
as such, and nab le pain can tell you. Bue there's a difference
yet... you bccween helping someone ease inco peace
give them and helping to put down 1
the benefitof the two-legged \
the doubt . t ~
Your first im
pulse after
seeing one is
probably, How
can I help! You
creac chem the way
you would the de
ranged ... the way you hope
someone would treat you, Cod help

I
you, should you become one of them.
Speaking of which, did you ever
wonder why we - hunters in general
- seem to be immune to vampire or
werewolf bites? Ar least, we don't be
C'ome like them ifthey bite us. No answers
here, just a suggescion that you avoid such
wounds- rhey still hun . Maybe "Af
flicced" as a bcccer label than
anyone realizes. Maybe we're

I
the antibodies for Homosa
piens as a whole. Sure,
there could be a mon
ster virus, why not?
!e's no harder co
believe than,

) " I
I
~.-v--Ji~--
a
equivalent of a rabid dog. The dog didn't plan co get rabies.
What if hunters aren't immune to this "monster virus" or
whatcver's out there:! What 1fwe just haven't seen anyone get
STmomo
Avengers - Holy terrors.
I
"properly" exposed yet1 What if somebody who saved your life
Bystanders - They're brave to risk the same
rums up as one of these things! Let me say for the record that
dangers Lhal we do without the abilities we have.
if you uffer such ultimate bad luck and try to share it with me,
Defenders - The most tolerant of the intol-
I'm going to "contain the mfecnon." Once that's done, if
erant one.
anything's left of the real you, all my energy will go into
salvaging you, no m:mer what any other hunter has co say. Innocents - They can get into big trouble,
but they keep us sane and centered.
My hope is chat you would do the same for me.
Judges - Their job may be tougher than any
Weaknesses: M~ianic complexes bedevil the pracciti~
other hunter's.
ners of redempclon. Redeemers may be worse than Avengers
when it comes to esrnblishing thcmse Ives at the heart of their Martyrs - If they want to hurt themselves,
own religions. The Power can come to mean more than the they should do ir In private and spare the rest of us
hunt. Unlike Avengers, who can have their own t:ulL follow- - l'lncl rhr viewers at home.

ings yet manage ro remain effective hunters, some Redeemers Visionaries - The strangest of us by a mile,
drift away from the hunt altogether toward a "purer" calling. but good co have around.
Avarice seduces even more of our kind. A Lor of Re- The Enemy - Wounds to be healed... or
deemers srnrt out doing the occasional "miracle" for some roned extremities to be amputated.
monc:ybag:Hyp<:, just to support the hunt. Next thing you
know, that dough starts looking a lot bencr than risking your
neck co recon nect somebody else's - and then ir's "private be healed, saving a monster literally means deprogramming it
practice" time. Money by itself is no evil, and having it can - helping undo the conditioning that created it. The subject
)Ure make: the hunt safer (though seldom easier). Bue it may be willing, with a human soul crapped beneath theswface,
~hould always be a means, never an end. or salvation may be imposed through force and punishing
Absolutist Redeemers, the ones who stick to the hunt but treatments until the evil side is broken. The lucky among us
develop god complexes of a different sort, are the worst. If can find and redeem perhaps one soul after all our effortS, but
you've never seen one in ace ion, coun t your blessings. They're we never stop looking for others.
the Rcdempt1on-on-mycerms-only rypes who can'c - or So we all have the same purpose, yet with some of you,
won't - see any alcematives beyond healing some freak or it's as if the restofus houldaven our eyeswhen you pass. Not
killing it. When they start dictating how the hunt itself needs char you ask us to, naturally, but the expectation seems there
Lo go J mvn, it might be ume to find a new Redeemer. nonetheless. Some of you holier-than-thou types are about as
Apocrypha: Redeemers try to understand what's hap- crying as you are handy.
The lmbuing: Someone invariably gets hurt during the

I
pened co you and your world through experience - or lack
of it. Y<>u scientists, profossionals, researchers and the merely making of a Redeemer. You've been there: severed arteries,
informed perceive your states in logical terms - Chernobyl compound fractures, snapped necks. You've worked the
afcereffects, prion infection, general degradation of the bio- miracles, you've stared :H your own hands like they were
sphere - and sec gloom on the horizon based on the same never yours. You may also have worked a little magic on the
factors. Someone has to do something about it. The ignorant, cause of rhe mayhem.
uninformed or disillusioned - although no less concerned Character Creation: Redeemers often couple Dexterity
for others- fill in che gaps with whatever meaning you can: with some high Mental Attribute. Keep in mind that Abili-
blessing, damnation, personal purpose, a government ploc. ties relaLing ro Medicine arc far from essential to plying
To the larcer, your powers and role simply complement che Redemption. Ir's the hunter's urge to make things right, not
corrupt world; someone has to rry ro ~ve rhe hopeless or being able to do so already, that matters.
deserving lf anything good is to follow. Starting Conviccion: 3
Ulumately, most Redeemers perceive one purpose for A. K. A .: Menders, Oeprogrammers, Confessors,
themselves: We're here co help. Yours is the cask to save those Healers; C1m:idores
who cannot save themselves. In some cases, when a body can't
-...a ~~..~~----~ -__....
~

' llr Gwe back the devil his own .

eye
Admit it. You're the type who believes in an eye-for an
and a coorh for a tooth. All of our kind Jo. You may be more
....
As a kicl, y1)U might'vc imagined yourself as a igt{ or
maybe a gunslinger. Maybe chat self-image guided you in
forgiving than some llr more brutal chan orhers, but for you, adulthood and you hecamc a cop or a prison guard or a bounty
jusrice is rcrrihution. Chances are, even i( you live someplace hunter. Or maybe it helpcJ end your career when you blew the
thm Joc~n'r pmcrice capital punishment, you advocate ir any- whisrlc on your employer. Or it could've remained a fantasy
way. "Things wearing human faces" used to mean because you never had what ir rook to make others do the right
something different. They were rapists, serial killers, thing. Then again, you could be like me - that is, nobody's
psychoo who never knew what conscience was. Now paragon of virtue, but still sure that there are things you just
you know "monster" isn't just a figure ofspeech, and you know don't do. n,eft, that's one thing, but killing somebody over
how cunning the opposition is, how dangerous. What hasn't stuff? That's wrong and that'll get you killed.
changed is how to deal with the problem. O ld monsters and new You may lie to yourself and say you don't
ones rate the same treatment: death. In your old life, you'd ,- believe in justice, but the fact is you
have jumped at the opportunity co throw the switch or d believe in your justice. For some of us,
deliver a lethal injection. Nowadays, your opportunities, l that happens to coincide with what the
Jr
It.
your choices, are swinging a blade or pulling a trigger -
that, or just standin!( by. And cJun's no choice at all.
courts hand out. For them, the sys-
tem works and what we do is a
necessary evil: "If the
What's weird is chat bloodthirstiness actu-
1
government had
ally seems ro preclude some people from
people like you
hearing the Call with you. A buddy of
and me, we
mine always used co say torture was a
wouldn't be do-
good thing. He was there my first time, '-
ing this."Somesee the
when it all wenc down. He didn't sec or system as ailing and themselves as the cure.
hear a damn thing, though. In face, he was And for some, "justice" is a tool ofthe enemy,
part of the crowd that rushed out of the a human idea being used by monsters rocover
bank. He still spouts off about criminals up the most horrible shit imaginable.
being killed, but he has no idea whac A You think corporate prisons are good
he's talking about - and I can't tell ' ~ business? Try thinking of them as
him what's really going on. I don't game preserves.
think he coukl take the real thing, Not char you should change

.t'
and if he knew, he might be r.hisfar '
, your mind about anything. Folks
I from being part of the problem. \ in our "line of work" rarely do. Do
J You know, a rogue, somebody
P'OPIO k;d yo"'bo"' b<ing hai-
who goes too far and doesn't .i;~ .~~l.l' headed? Inflexible? Get used to it,
care if regular people get hurt '~./ because our kind has extreme views.

I
in che process. r'f ' You might meet a colleague who
It's weird because, of seems to share your perspective on
all hunters, we're the ones rhe hunt, but then his ideas start
likeliest to shed blood (or co get pretty out there on other
whatever some of those religions, races or sexual prefer-
things have inside them). ences. Suddenly, you see that
The others lack propor- yourcolleaguc" is a freakio'
tion, the idea chat the nut. Take your beliefs co
punishment has to flt the
the limit and others will
crime. Of course, once you
look the same way at you.
start talking about monsters against hu-
Try to remain objective.
man beings, about how you "punish"
something that sees you Weaknesses: Extrem
the way you see ism may be what brought
cattle, maintain- you into the fold, but it
ing a "balanced might be what cakes you
sensibility" is tricky. our of it, coo. It seems like
lots of us believed fora long time- long before hearing the Call
- that whoever was running things had the wrong idea. Thar's
why so many of us are ant1goverrunent, from whitesupremacisr
Srmomts
Bystander; - Somebody else we'll have to avenge
II
rmlitia members co black-separatist vigilantes, from Zapatista tomorrow. Stay home.
rebels to Irish Republican Army soldiers. The trouble here is the
Defenders - While there') certainly value to
same as wrth any insurgency movement Piss off the wrong
feJeralesanJ cheymakeyou their hobby. Youdon'twanctohave having someone you can rely on to watch your back,
the aurhorrucs acrwely after your hide (they'll be crying co bust the~ i,'Uf) need to team that the best defense is an~
you reg;irdlc-..~,S(.> don't make it worse). Believe me, monsters are kicking offense.

' b;i<l enough by them.selves. And if you're one of those who


believes monsters are rhe government, give me a day's notice
before you come co my town, okay?
Intolerance goes hand in hand with some extremist activi
Innocents- Figures it was one of these dumb-asses
who went on TV and gm himself wasted.
Judges-We can't stand around waiting for their
famous "impartial decisions"; there's good and there's

J
J rics. Ir's also part 11nd parcel of some folk's religious beliefs. evil, and evil must be punished.
People with religious helicfs like chat scare me. There are all Martyrs- Like us. these guys are willing to diefor
white ~mups ;md all-black groups and all-Asian groups who say the cause - but what good is <lying if the cause fails?
rheir race is rhe only one that can hear the Call. Be smart and Redeemers - Oh sure, let's "rehabilitate" mon
keep a clear sense of who the enemy is here. You know those sters. Thar's the friggin' ticket. Idiots.
murders of intcm1cial couples in New England? The police are
Visionaries - Yeah, yeah, "vigilance and vision,"

f
clueless, but evcryrhing about the crimes says it's one of us ....
yada yada yada. Choose wrong and pay the price.
Obsession is 11 major danger for us. From lunatics who
believe in preserving mcial purity rn nucs who'd blow up a The Enemy - Evil is as evil does. And when ir
whole burldrng because a mon rer lives in the penthouse - does, we come rn and stop It dead.
you'll come acnm all varieties. Just don't join their ranks,
because that makes -you the enemy. And you know what that
means. Ifyoucan'rremcmberthe lasttimeyouhaddinnerwith The Imbuing: The call to Vengeance is always violent.
your family, or the names of your family members, or whether Someone -orsomething -almost always dies, whether it's
you have a fumUy (or a job, for that matter), you're obsessed. some civilian, his attacker or the hunter in question. You
were "reborn" am rd death and consecrated in blood. Is it any
r Apocrypha: You're probably very orthodox in your at
tempts co explain your m1ssron and why you were called co it.
wonder thar the hunters likeliest to fall to the enemy's level
are your own kind!
T r,iditronal norrons of good and evil arc fine by you. Onward
Christian soldiers. Cn!!>h the infidels. Make the world a bener Character Creation: Avengers usually possess high
place. Answers ro "Why now?" vary from a cleansing in prepa- Physical Amibutcs, but can be weak or fearful people who
ration for the Second Coming to a simple need for humanity co bolster themselves with weaponry. For the latter, choose
finally reclaim the Earth. By chis sort of reckoning, the Messen high firearms mtings (and po~sibly the Arsenal Background),
gers get consrrul.'Cl a~ angels, the Holy Spirit or ancestor spirits. coupled wi1h Wits and/ or Alertness to reflect these charac
Yet our kind tends ro believe in one thing consistently: cers' view of the world as basically menacing. Outlaws and
ourselves. Maybe that's why hunter "cults of personality" law enforcers <ire good srnrr.ing concepts for this creed,
rend rn hnvc Avengers r1r their center. If you can ever get one though callously murderous individuals on either side of the
of rhcsc culr lclldcrs m be candid, odds are he'll tell you there law arc not. Consider giving hunters who are cops or crooks

I
arc no Messenger&, char rhe voices he hears are his own, thar rhe Concocts Background.
his powcrsrire his "destiny." In all fairness, some of these folks Starting Conviction: 4
are among the most effccrive hunters around - but having A. K. A.: Adjusters, Knights, Soldiers, the Wrath of
worshipers still makes you appear suspicious. God; Vengadores

I
'
... i t

- - - --- - ---- .
--&..~~--..~.._
II
Cl.aiming a world is a $imple-sounding, two-fold proc~: We
mwr be patient and look carefully lo di.seem ou r best path. And
we mus! pursue that parh heedless of obstacle$, uiherher mfarious
interference or the disbelief of our fellouis. Neither impediment can
keep us frum our goals.

Consider the possibilities: that we and char with vase power comes vast immaturity? Does every
our opponcncs (if th;it's the right word) may action we take in the "hunt" condemn us and our species in
be pare of an evolutionary competition like the view of incomprehensible beings1 O r is it that beings
the one between Neanderthals and Cro incomprehensible to us are incapiible of sharing our
Mognons; thnt both sides may be pawns ~ values, and so they regard us as test subjects, vermin or
in a conllict between alien incelli " ~fC:., worse/
gences; th at we may embody the ' , As a V isionary, these are the questions that you
forces o flighc and darkness in a war for must entertain, and whatever wisdom you can
the face of the world; that all these explana glean about the h unt - a potentially danger
tions of our struggle may be true - or ous name for our mission, by the way -
completely false. must be shared with other "hunters."
What every imbued person of Vision ! Without gu idance, our fellows can be as
brings to the mission is perspective. You ~ J )- dangerous as anything they might seek
have you r theories, OS do nearly all of US, r to protect aga inst. So, to
about what b happening around us, bur t . pose another question:
Visionaries strive to make understanding ' \~ Are wethe brainsofthis
essential to our acti vittcs. Judges get called IU~'M undertaking, ics con
on ro render dec1s1ons that have short science? Yes and yes.
term cffeccs. You take the long view and ~m!!~ And when some of us
weigh facmrs rhat never occur to other arc proven wrong! Expect
imbued - who probably consider you a it co happen, for we cannot all be
lunatic as a result. No matter. If you're right! In that instance, hope that
rrue to our calling, insults are ineffective any decisions you influenced came
in swaying your attitudes. Which is not to out as well as they could, given
say we don't value the respect of our pee..,, what you knew. Anyway, don't be
in chis apocalyptic enterprise. In fact, the too hard on yourself. We're trying to
exten t to which we influence other imbued answer questions we don't even know how to ask.
is the measure of our own success. Not that you need ideas on h ow to go your
But what success arc we to pursue in the own way, buL piry th e <Hher imbued who literally
larger sense! Is the goal of our mission the decer go afrer who-knows-what. Think of them as stalk
mination o f wheth er war can be waged ing newly discovered species, and th ink of yourself

I.~ com passionately! Is it defining the limits of col


el'3ncc when confronting what may or may not
be pure evil? Or ls it simply some acavistic
as a nature gu ide (or supern ature guide , depend
ing on your inclinations). My own todo list
includes 1dentifkation, cracking, classification,

'~
contest for survival of rhe fittest? Maybe there's mapping of lairs and isolation of proclivities or
a whole other battlcflcl<l that we're missing. weaknesses, when possible. Your e mphases are
The perceptions and abilities we share sure to vary. depe nding on your interpre tation of
come to us seemingly for the purpose of being wh at we are all here to do, but the importance of
used. Presumably, 1hey're meant to be used on knowing thmc "enemy" is paramount.
'

I
entities whose exmcnce we remain ii,,rnoram of The more difficult task is often cranslating
until the comciden cal bestowing of those uch knowledge into practice. Many of you de
abilit ies. But what if the entities themsell!eS scribe yourselves as some combination ofdiplomat,
- our "targecs" - are bestowing general, dreamer and baby sitter.
these powers! Does our It's already challenging to have
aggression prove co them any meaningful exchange with

a a: a
119'~ ---JI~--
a
other Visionaries, given our independent ways. T rying to
marshal the divergent arutudes and approaches of the imbued
overall can seem impossible.
Herc's hoping we have vision enough to meet that
challenge.
Weaknesses: Other hunters say we're aU prone to nar-
rowness offocu, and so they call us Tunnel-Visionaries. Of
Smmms
Avengers - Good or bad, they're the desire for
justice personified.
Bystondcrs Given the widespread urge to dis-
miss them as failed hunters, perhaps they ~rve our
scruuny.
'
course, ir's pointless ro protest; we obviously can devote Defenders - They embody the mstincc for self.
our;clves ro certain minor details. How about that pamphle- preservation.
teer who keeps harping on the mutagenic properties of Innocents - Apprentices who often take on the
human saliva/ And the way "monster particles" are spread by characteristics of the others with whom chey hunt.
kissing? Gang, keep some emotional distance from your pet Judges- Invaluable in the field, but possessed of
rheories. Don't undermine your own authority by constantly limited Imaginations.
focusing on fri nge matters. Remember the big picture. Martyrs - At their best, the ra rest of individuals:
Addiction affects those of us who pursue comprehension
of the Mysteries (Heralds, hunters, monsters) through mind-
altcring substances. Exercise moderation.
altruists. I
Redeemers - Approaching the hunt as an epi
..

demtc co be quelled has merit; trying co explain it that


I
---==...
Visionaries who conclude that hunters are better off not way to a mass audience does not.
hunting are rypicnlly called "traitors." Nevertheless, follow- The Enemy - Antagonistic labels may predeter-
t
i j ing our own vision of rhe truth is what we do, and a few of you mine our behavior In counterproductive ways, so keep
believe hum<ms are being used as catspaws at best and as
entertainment - of the gladiator ,ariety-at worst. Need- . . . .a-n ope-n mm-d.
less co say, some of our more eager counterpans consider any
such stance blasphemy. If you decide inaction should be the The Imbuing: VISIOnarics love to rrade first-time stories
group's new course of action, make sure there are no Aveng becau:M: uur expcnences rend to vary so much. This one
ers behind you when you make the announcement. disc:nicted a creature so itS victim could escape, that one
tricked an attacker into destroying icself. My own "opener to
Apocrypha: Maintaining your composure can be diffi-
the wa)" enJed after it became apparent that the thing
cult with all the crackpot ide:\3 seeping into Visionary heads.
confronting me couldn't f.tce itS own reflection. The only
A lot of them seem like plot rejects from The Twilighc Zone:
constant to these talcs appears to be how different Visionary
The Messengers are our furure selves trying to prevent a
solutions seem ro he.
mucant takeover of humanity in their past. Or, Hell is full and
we're seeing the backflow. Or, stuff like this happens every Character Creation: Although many Visionaries pos
ses.~ superior Intelligence, some are average in that department
lhousand years, and Jesus was one of us. Or, the world is about
to end and we have to choose a new one. Who can say who but excel at Manipulation - specifically ac seeming co have
will be right till the last minute? What you do know is, no powerful intellects. Leadership and Expression are appropri
imbued is certain of his ultimate purpose. It's up to you to ate Abilities for hunters of th is creed. Visionaries sometimes
discover that purpose nnd seek alternatives to whatever ideas have a concentration in Occult or Science, buc an excep-
may become popul<trly ncceptcd. Perhaps the world l1llnters tional individ@l (or a chtirlatan) might straddle both fields.
should seek apart from monsters Is n either this nor the next, Starting Conviction: 3 .
but one of our own making.

r
A. K. A.: Pathfinders, Wayfarers, Prophets; HeUseher

I
I ,
Iii
Homepage History e
Printing
~..:'
~
Preferences

I
HTML site http : //...,., hunter-net . orq/home/chat. html

Subject: IRe: Choices


To:[email protected] ~ [jJ
From: Idoctor I 19 Send Get
Message Messages
Copied To: ~~~~~~~~~~~~~~~~---'

The fact remains that most people are nor worth saving. They are so far along the road that leads to
our enemy's state that they may be considered part of the problem rather than the solution. Imagine this
"road" as a continuum. The monsters who prey upon humans cluster rowanl one end that, for our purposes,
I call the bottom. Typical human beings arc scattered along the line's length, some even among the
monsters themselves. Afcer great effort, and perhaps at the expense of some measure of my sanity, I have
demarcated "zero" on rh is continuum. All those beneath I deem lost causes. Above it are most people, and
even a Ccw so-called monsters. T he difficulty is determining where n subject falls. O nce I know, t he course
of action is clear.
CHAPTIR 4:
.AVE ff[ARD T'H[ M[SSAGE
,CREAT'IOff &T'RAIT'SJ
. ..
~-

Now is the end come upon thee, and 1will send


mine anger u/Jon thee, and will judge thee according
to thy ways, and will Tecompense upon [hee all thine
abominations.
- Ezekiel 7:3

I
All you keep thinking is, "lt's nor supposed to be this talking to you - and you found yourself being drawn toward
way." You had a normal life, or at least as normal as could a dark corner. At first there was jtm a shadow; nothing to look
be expected: a home or apartment, a job that demanded most at. You were even prepared co look away, until you came eye
of your time, probably a handful of friends and perhaps a to eye with the rhing in the darkness: a human shape, but with
family of your own or the siblings and parents among whom a face like nothing ever born of man. Jt returned your gaze -
you grew up. and shot desperate looks at others in the parking garage, other
Life was difficulc. Sometimes it threw curves at you that people who apparently saw it, too.

I
you couldn't deal with: accidents, deaths, hardships. Yet you That's when all heU broke loose. Not.hing has been the
persevered. What choice did you have? Nature demands that same since. Life and the world as you knew them have no
you survive no matter how cruel or even brutal the world gets. meaning anymore. Now you see things everywhere you look.
Bue it was never supposed to be like this. One day you They feed off innocent people, steal their minds, bodies and
thought you had something of a handle on che way things souls. You wam to look the other way, keep to yourself and
worked. Your little piece of the world was under control. return to the way things used to be. But you can't. Even if
That's when you heard the voice: "DEATH DESCENDS your conscience could let you ignore it all, the horrors keep
UPON YOU." Startled, you looked around to see who was coming and the voice in your head won't lee you rest.

,
~~g. ._._.~~--lllilllw
a

Maybe you' re insane. The people you love know some- story. Like a character in a novel or movie, this person is
thing has changed, something is wrong with you . Ironically,
you m1m now endure this new existence for them. lf ihey
can't see the tl'Uth, recogn1lt the danger, then you have w
contend with it/or them. You have to protect them. whethLr
they know ir or nor .
li's not supposed to be this way... butnowii'saU you have.
a protagonist in the stories you tell. Rathe r than make up
a new character for each session, you create one rich ly
detailed character, then a sume the role of thar person
every time you play. As your troupe tells its stories, you
wacch ~our character grow and develop. Ultimacely,
your character becomes as real and timeless as a great
'
O n the surface, Hunter: The Reckoning is about he ro (or villain) in a literary worlc.

I fight ing monsters. Normal everyday people are con-


fronted with the fact that abominations walk the streets
Th1s chapter describes how co create a hunter charac-
ter, beginning with a general concept and translating that
and stalk the n ights, feeding, harming, controlling and concept inco che Traits and statistics that are used in the
killi ng. A hunter's self-chosen task is to fight the forces game. Though che process is rela ti vely simple, and players
of da rkness. can undertake it on their own, it's best to create characters
All those things are true, but they're not what with Storyteller supervision so she can answer questions
Hunter is really about. This game explores what happens and guide the creation process.
J
rn the ind ividual person -you - when you realize that TRAITS
everything yo u've unde rstood all your life is a lie. T he Much of your character's life comes from the way
government is not truly concerned about people, but you describe and rolcplay him. Your hunter's general
about horrific fo rces that con trol it from behind the disposi rion and atrirudc rowa rd killing, as decided by
scenes. The fi rst order of the business world is not co you, might contribute toward his overall role in the
make money, but to support shadowy powermongers that story. However, certain aspects of a character - his
deal in living currency. The human soul doesn't go to physical prowess, his looks and h is hunter powers, for
any reward nfter death , buc returns to the wo rld to example - arc described in numerical terms and used in

I corment the livini:.


Bue che worst lie of all is told to you from birth by your
parents, by all the very people you trusted co protect and
conjunct ion with the systems of the game. These fea-
tures arc called Traits. T raits quantify your character's
particular strengths and weaknesses, wh ich guide your
guide you. Monsters are real. They're everywhere. They character in his interactions with other players' charac-
control the world, and they have perpetrated every acroc
r tty that you can 11nagine - an d many that you can't.
How doe.s this terrifying revelation affect your mind
ters and with the characters the Storyteller creates. For
example, your character migh t have high Mental Traits,
making hi m invaluable when brains and cunning are
and idcntiry? Who can you tum to? Not th e authorities, requi red. Yet he might have low Physical Traits, forcing
the media or even friends. They could be in league with or him co rely on an ally when violence or brute force is
be monsters themselves. Who can you confide in or trust? called for.
Not loved ones. T hey wouldn't believe you, or they might Trnits are commonly dr~cdhed in numerical terms
have you put away for your own good. Can you just hide with racings between I and 5 (Virtues, Conviction and
from it all and hope it goes away / Not when things-chat W illpower are exceptions to this guideline; they're rated
should -not-be pass you every day, look you in the eye and 1 to 10). These num bers represent the qua ntity and
haunt your dreams. quality of your character's prowess in a given Trait. One
Ulrimately, you have to decide what's truly importa.nt: dot is cC>nsidcred a poor rating, while five dots indicate
your own comfort, or the safety of all the blind, deaf and superiority. Think of Trait ratings as similar to the stars
defenseless people around you whose lives can be snuffed with which restaurants and hotels are rated - one is
ouc in a instant by forces they cannot even comprehend. dismal, while five Is excellent. Trait ratings become im-
Hunter is about you, about the human condition, pom mt when you roll dice to perform actions (see Chapter
I abour choo)ill~ IV Jd11111 your own soul or condemn count
less others. H unter is about clinging co rhe tattered shreds
6 for spccifiC$).

I of a false exis1encc or confronung unspeakable evil and


insurmountable odds to proclaim "Enough!"
Compared to that, fighting monsters is easy.
T he H unter : The Reckoning character-creation
system is designed along fi\c basic precepts. Keep chese
in mind whale generating the persona you assume in the

' As a player of Hunter: The Reckoning, you must


create a characte r - an alter ego through whom you
interact with the game world and play your part in the
World of Darkness.
You may create a character of any age, from any
culture and from any nation, subject co the Storyteller's
approval. However, all characters begin the game as novice

,, I
huncers who have only recently been imbued; within a
------.:a.--
a Almlr
ality and further differentiate your character from the
few days or perhaps a few weeks - enough time to be other players' characters.
truly terrified by che new world they've discovered. They A T rait score of I is poor, while a score of 5 is
know rela tively little of other hunters, save perhaps for excellent. Thus, a character with a single dot in a Trait is
ones with whom they were imbued, if any. This lowly either not very good with that Trait OT is a beginner. Don't
starring point allows characters to experience the World think that you r character sucks because she has only one
of Darkness as it unfolds before them in all its malig- dot in Manipulation. The experience system presented on
nancy and mystery, rather than having the lore of ages .p. 140 allows your character to increase and improve her
al ready under their belts. Traits. Traits arc rated according to a human scale (except
The character-creation system is intended more as where Yircues, Conviction and edges are concerned; chose
a persona-development device than as a strict system of are hunrcrs' purview alone, as bescowed by che Heralds).
mechanical codification. Who wants more rules at the

J
It is your responsibility to take on a role not
expense of an interesting c ha racter or a good story? Your inherently detrimenrnl to the troupe, your fellow players.
character cannot exist as mere dots o n a page-roleplaying Hunring is deadly. A c haracter who tries her hand at it
is always more Important than numbers. alone probably dies quickly. Hunters have a chance when
You have a certain number of points to spend on they work together and pool their resources and powers.
Traits that you would like your c ha racterto have. You also T hat doesn't mea n they always get along, but characters
get "freebie points" at the end of character cceation; you should at least be able to tolerate each other.
may spend chem to round out your character, add person- ,.

II

1I

I
I ~I
~-r;;...- ....,......... ~. SU 0_ __ ,,_.,.,..
~~ -
~_.--J1~ ..s5'az-
Hunter characters comprise the following qualities:
Name: Your character's name - this may be anything
from her b1nh name to a p cudonyrn. Some hunters go by
code names, pamcularly o nline, to pro tect their true iden-
tities and loved o nes.
Player: Your name.
'
Ch r on iclc:
This is the series of
linked stories in
which your charac
ter participates. The
Storyteller will pro
vide you with rhc
name of ch1:
chronicle (though
he may need your
help deciding ir! ). C reed: Your
character's creed indi
Attribut es: cates h is philosophy
Atmbures define towardrealicyashehas
your character's in been confronted with
born aptitudes and it, and his approach to
potencial. huntingtbesupemaru
A bil iti es : ral.
Ab1lme arc those Starting Convic-
proficiencies your tion: The number of
character posses<es
intuitive ly or has
learned.
Advantages:
A catch-all term for
the numerous bcn
J
cflcs a hunter has
over "normal" fo lk,
Advantages refers
to a collection of
three orher Tralrs.
Ba c kground s
define your
ch<iractcr's material
assets and social
netwo rk. V irtues
porrrny your
character's passion
for 1hc hunt, depending on how he approaches it. A check
I
mark 1 made next to those Vinue poinrs spent to acquire
cdi!e~. Edges are the powers that your character receives
upon being chosen. Some may be triggered or activated in

I manners unu.~ue to your character.


Derangements: Mental ailmen ts or illnesses that your
character may develop in his pursuit of the hunt, as a result
of abandoning a normal human lifestyle.
.... ... a~ ~~----~Amt

' Step O ne: C haracter Concept


Choose concept, creed, Nature and Demeanor.
Reporter - journalist, news reporter, pap:uauo.
talk-show host, 'zine editor
Step Two: C hoose Attributes Socialite - diletronte, host, playboy, sycophant,
Prioritize the three categories: Physical, Social, Mental prominent spouse
(6/4/3). Your character has one doc in each Attribute Soldier - bodyguard, enforcer, mercenary,
aucomatically. reservist, Green Beret
Rate Physical Traits: Strength, Dexterity, Stamina. Wo rke r - trucker, farmer, wage earner, temp,
Rate Social Traits: C harisma, Manipulation, day laborer
Appearance. ems
Rate Memal Traits: Perception, Intelligence, Wits. Defense - Protectors and Defenders who seek to
Step Three: C hoose Abilities salvage or preserve what they can in the war against the
Prioritite the three categories: Talents, S kills, unknown , perhaps to prove that the fight is worthwhile.
Knowledges (1 1/7/4). Innocence - The curious, unabashed and wide-
Choose Talents, Skills, Knowledges. eyed, the lnnocenc acceptmonsterson theirowntermsand
N o Ability higher than J at this stage. seek simple resolution between crearures and humanity.
Step Fo ur: C hoose Advantages Judgme nt - The eyes and ears of the battle
Choose Backgrounds (5). Virtues (3) and edges against monsters, Judges seek to uphold the greater good,
(according to your Virtue allocations}. whether it means destroying creatures or sparing them
and questioning other humers' motives.
Step Five: last T ouches
Martyrdom - Acting out of desperate passion,
Record Convicdon (according to creed} and Willpower
Marryrs put themselves in harm's way to protect others
(a standard 3).

I
or co alleviate some all-consuming guilt.
Spend freebie points (Z I}. Traicscan be raised co 4 or
Redemption - Piercing che souls of the enemy,
5 at this time. Virtues and edges cannot be purchased with
Redeemers offer the hand of salvation to the desetving
freebie points. Starting Conviction cannot be raised
and strtke down the irredeemable.
higher than 8.
Vengeance - Holy terror personified, A~
SA..uCwms accepconlyone end oo the war: the destruction of the enemy.
Bureaucrat - judge, public official, councilor, Visio nar y - Introspective, questioning and
aide, speech writer, inrem doubtful, Visionaries seek the ultimate goals of the war
C riminal - jailbird, Mafioso, drug dealer, pimp, against the unknown, and they seek purpose for hunters
carjacker, thug, thief, fence as a whole.
Drifter - bum, prostitute, junkie, pilgrim, biker, Alclf;rms(fl.Anm:A111 lboa)

I
gambler Addict - You're hooked or;i something or
Entertainer - musician, fllmmaker, artist, actor, someone.
model Architect - You build a better future.
lntellectual - wrirer, stUdent, scientist, phila;opher, Au tocrat - You need control.
social critic Bon Vivant - Life is for pleasure.
Investigator - detective, beat cop, government Bravo - Strength is all char matters.
agent, private eye Caregiver - Everyone needs nurturing.
Kid-child, runaway, outcast, urchi n, gangbanger Celebrant - You exist for your passion.
N ightJifer - club goer, skinhead, punk, barfly, Chlld - Won't somebody be there for you?
raver, subscance abuser Conformist - You follow and assist.
O utsider - urban primitive, refugee, minority, Conniver - Others exist for your benefit.
conspiracy theorist C urmudgeon - Nothing is worthwhile.
Professional - engineer, doctor, computer Director - You oversee what must be done.
programmer, lawyer, industrialist
Dreamer - You aspire to lofty heights.
....~~~liliils_.~

Fanatic - The cause is all that matters.


Gallant - You're not the showstopper, you're
the show!
8AalQllKlls
Allies - N onimbued confederates, usually
family or friends.
'
Gambler - You play the odds in all things. Arsenal - Weapons and equipment at band.
Pedagogue - You save others through knowledge. Bystanders - Allies who witness the unknown
Penitent - Pasr acts must be atoned for. but do not become imbued.
Perfectionist - Nothing is good enough. Contacts - Sources of information or limited
Rebel - You follow no one's rules. influence.
Rogue - Those who can, win. Those who can't, Desti ny - Your character has a face appointed by
higher powers.
lose. You can.
Exposure - Prev ious con tact with" ' the
Survivor - Nothing can keep you down.
supernatural now useful as a weapon.
Traditionalist-Asithasalwaysbeen,soicshallbe.
Fame - How well known you r character is
T ricklter - Laughter eases the pain. among normal people.
Influence - Your character's political power
Defense Path - Powers of protection and within normal society.
offense, derived from the Zeal Virtue Mentor - An aware person or group thac advises
Innocence Path - Powers of inquiry and and supports your character.
evasion, derived from the Mercy Virtue Patron - Ongoing concact with the Heralds or other
Judgment Path - Powers of perception and unknown forces.
balance, de rived from the Zeal Virtue Resources - Wealth, belongings and monthly
Martyrdom Path - Powers of sacrifice and income.
retribution, derived from the Mercy Virrue
f lllMPoln' Com
Redemption Path - Powers of healing and Accributes - 5 points per dot
condemnation, derived from rhe Mercy Virtue
Abilities - Z points per dot
Vengeance Path - Powers of wrath and
Backgrounds - I point per doc
potence, derived from the Zeal Virtue
Willpower - I point per dot
Visionary Path - Po wers of insight and
direction, derived from the Vision Vi rtue Conviction- I poim ~rdOL (maxstartingscoreof8)

j
- ... .... ~ ~~-..~
. . . . . . .llllliiiilllll!!!!l!!!l!!!!!!!!!!!!l!!!...__~~~~~~
~ ~~___..!i!!=-
The Slmttltr al4 Charatltr Cmtitl

' The Storyteller muse guide the players through charac-


ter genera non, noc o nly to ensure their understanding of the
process buc co gee a feel for the characters they create.
Characcer creation can provide S toryte Ucrs with some won-
derful plot ideas - ones you mighcnever have considered on
you r own. L1kew1se, i( the players are unfamiliar with the
rules, you should use character generation as an introduc-

,~
tion to the game as a whole, informing the troupe how
the nile~ work and giving them examples based on the
personas they create.
As Smryteller, scart by photocopying and handing
o ur rhe character sheet fro m the back of t he book.Take the
players on a "tour" of the sheet, explaining what each :...:!;;ziv,....,
sectio n is for. Let players ask questions a long the way, and~""'
help rhem through the process rather than make them fend .
J
for themselves.
O nce the rilayers are familiar with t he character sheet,
give them a few guidelines as to what types of characters will
he approririate for che chronicle. For example, Scorytellers
running games about the pervasiveness of being imbued ~~-,-~a;i;...-.:"'J
might insist that someone play a very young character
and someone play an elde rly one. Sometimes, a player
arcempts to ron my a chnroccer wholly u nacceptable co
I
your plothne. Feel free co disallow it in favor of a
character who won't d isrupt the game.
Storytellers arc advised to spend an entire session
simr ly c rcanng characters and running preludes (see p.
2 I 9) with t he players. Exccprionally complex characrers or
secreti ve chronicles mtRht even warrant an entire session
for each individual player. Spend ing an adequate amount
of ume on c haracter generation ensures tha t the players
c reate realist ic characters, not vapid, colorless laundry ,
lists Qf Trai ts.
After the mechanics of c reation are done, take each
player aside and lead him through a prelude or run all the
characters' preludes flt one time, depending on how you want
the charncters m meet (they might a ll be imbued simulta-

I
neously). Suc h a preliminary session is t he players'
introduct ion to the chronicle, as well as the means by which .- ~
each adds final derails to her character, so use the prelude ~
to its greatest effect. In Hu nte r, the prelude is perhaps the V'"~
most importanr event in the characters' lives; it's when ~ ';("L
they're chosen by rhe Messencer.1 ro awaken ro the truth ~ '# .....,
and conuprion of che World of Darkness. - ~

Sr~OPl:~crmCMcur
Ifyou're familiar with the Storyteller system, a lot of this
is old hat - though there are a few rwists. If this is your fust
time playing a rolcplaymg or even a SlOryteller game, the
character shccc might be a little daunting and complicated.
Don't worry, we walk you through ic step by seep.
~~--Jl~ ..s-
'
cools and becomes hardened and cynical. Maybe he uses his
c.ar skills as an actor to get close to his targets.
The n oun "character'' can mean "a fictitious individual Patriotism. A character with an abidi ng faith in a
in a story." You create just such an individual for collabora nation/ race/ ethnic heri tage/ religious group can have a
rive stori es told with the Storyteller and the other players. powerful reservoir ofinner strength. O n the orher hand, ~ew
Just as a novelist concerns herself with mocivarion, consis experiences as a hunter can cht11lengc or warp that faith.
cency and style, so should you. Maybe a career soldier discove rs that unnatural forces ma
"Character" can also mean a qualit:t of personality. nipulate the military. Perhaps a Presbyterian minister is
What d rove Napoleon to conquer? W h at made Mata Hari confronted with seeming proof that h is beliefs about the
become a spy? Why does Jimmy Buffet write so many songs afterlife arc mistaken.
about booze and food1Thearuwcr to all thesequestions-
The Immediate Good. Lots of people are motivated
thosc people's d rives, interests and motivations - are ail primarily by self-interest. This could be a truly selfish "I'm
aspects of character. looking out for Number One and everyone else can go ro
Your hunter should be more than just a clothes-horse on hell" attitude or it could stem from a distrust of "global
which yo11 hang funky f)owcrs. The best characters in scories solutions." In any event, your chnracrer is must interested in
arc the ones whose motivations are consistent and compre- che smi1ll scale, sh ort term, here and now. Perh aps she h as a
hensible. They may not be the best people - in fact, they family and protecting it is her flrst priority. Maybe she's a cop
usually aren't. But they feel real. Even if we don't like what who feels protective toward her neighborhood bear. O r she's
Lady Mac Beth does, even if we don't agree with Hamlet, we a gangster who doesn't wane anyone - dead or alive -
understand why they act and think as they do. Characters in muscling into her territory.
good stories have depth and complex1ry; it doesn't matter if Good Times. People arc clearl) meant to enjoy life or
the story 1s cold aloud, wntten on paperor played our through "enjoyment" wouldn't be so much fun. Many people just look
a game like this one. for a good rime, though their definitions may vary wildly. A
Most Hunter rules are concerned with what your char- comfortable suburbanite might sec the undcad as a threat to
ncter can and cannot do. Those actions are only half the his idyllic rouline of barbecues and 1hemc-park visits. A
story. The other half is che person ality of the people in jndeJ, club-hopping sybarite might wish he could ignore the
volved. That's your domain. It's up to you to decide who your truth about the supernatural, but finds he can 't enjoy life
character is. If you really like 110d empathize with your knowing the hideous truth. On the 1ither hand, your charac-
character, your successes become all the more thrilling and ter might be the kind of daredevil who likes dangerous thrills.
you r setbacks even more deeply felt. Care to ay your hand at a real death sport?
To put it in other words, no o ne cares what happens to Pursuit of the Sacred. A connection to a higher cause
a boring character. is the purpose of life; everythmg else 1s just a disrracrion.
So before you even put pencil co paper, think about the People with such faith are rare, but like patriots they can
kind of h unter character you want to portray. There's no magic draw on hidden reserves of courage. The difference is that
formula for coming up with good ideas. You could want a the patriot relies on a group ideology, whereas a religious
character similar to one you read about or saw in a movie. person focuses on an abstract divinity. Perhaps a priest or
("She's like that pregnant cop in Fargo!") He or she might be nun believes the Heralds are angels of che Lo rd, sen t to
based on someone you know. ("How would my boss cope with defend che world from Satan's wiles. A Buddhist monk,
d iscovcring monsters?") Maybe you have :m idea that would be

I
meanwhile, might consider the unliving another of this
interest ing, different or ju~t fun. ("Stuttering-amnesiac-ka world's meaningless illusions.
rate-master, anyone?") Some masochists have even been Power. Some people li ve life according to extremely
known co play themselve . ("Hmm , how would I react to competitive, highly charged terms. They rhrive on stressful
seeing my brother's flesh devoured by the walking dead!") situ:.11ions and fancy themselves clear-eyl..J movers and shak-
lf you're stuck, consider a few things: Your character's ers How docs such a f'<'r<On rf'ac-1 upon realizing there are
1 concept establishes who he was before, when his life was forms of power chat have rangible, real effects- bur that are
normal and his eyes were clouded co the truth of the world. unseen and unknown to the general populace? An imbued
He didn't have any bizarre abilit ies and probably believed he police officer might grapple wnh the responsibilities (and
understood how things worked. Who was he! Where did he restrictions) of his job, whereas a stockbroker might revel in
live? What were his ideals! Whm was the most imporrnnt h er newfound power and knowledge.
ch Ing in his life? Here are a few possible answers and the kinds Concept is important because Ir provides a foundation
of characters they suggest: from which your character considers the new world that
Art. If your character Is a writer/ poet/ dancer/ musi she's inmxluced to, and her place in it. Concept is not a
cmn, how is his artistic sensibilicy affected by his rude mechanical Trait, but it helps you decide how your charac
;n.,,akening to a rrnumatizing world? Maybe he tries to alert
people through rap music. Maybe he hangs up his artist ic

. - - ----
ter approaches the hunt and deals with the challenges, Demeanor is the way your character presents herself co
victories and inevitable defeats that come with warring the outside world. It is the "mask" she wears to protect her
against inhuman forces. inner self. Hunters' Demeanors almost always differ from
For record-keeping purposes, jot down a few words on your cheir Natures. The radical change in lifestyle chat comes
character ~he.er in the "Omcept" enny that capture your vision. with stalking monstrosities forces many hunters co present
You could write something as simple as "Bored" to something themselves differently from who they truly are. le isn't safe
more involved like "Emotionally Dead Housewife." co wear your heart on you r sleeve when bloodsuckers and
their pawns loom around every comer, night and day.
Ccm Demeanor is a cool hunters use to conceal their true activi-
A hunter's creed is not a job description or class into ties, intentions and hopes; it's a weapon like any gun, knife
which he is forced. We're talking about people here, not square or edge. Demeanor can therefore c hange constancly to suit
pegs. Creed is an indication of how your character perceives your character's needs.
the world, what he believes in and how he decides to contend
Na cure is your character's "real" self, the person she truly
with the monsters out there. It's his philosophy, his outlook,
is. The Archetype you choose reflects your character's deep
the sum of his beliefs - and how he acts on them.
rooted feelings abour herself, ocher$ and the world. Nature
These qualities tend to result in certain behavior when can hold over from mund<1nc life and be a guiding force
it comes ro hunting. The jaded, angry o r fed-up often resort
during the hunt, or it can change after the imbuing to reflect
to violence first and questions later: "Kill them all and let an altered identity chat comes with the horrible truth.
God sorr them our." Others believe in forgiveness before
Nature doesn't fluctuate or change by intent. !e's who
condemnation, hoping that souls can be saved and that
your character is at the core of her being. World-shacrering
perhaps even monsters have them: "Pur your crust in me and
events or life-altering experiences arc rypically required
we might find salvation together." Still others are curious
during play to change your character's Nacure, and the
and ask questions abou t everything around them, especially
Storyreller musr agree co the change.
rhe new creatures they have discovered; "Where did these
beings come fro m? Are they all evil? I have strange powers, Nature also differs from creed in thac Nature determines
how am I any different from them? On whose terms should I who your character is - a conniver, a child, a director -
destroy these beings?" whereas creed indicates how you r character responds to the
world of abominations, the direction she cakes in dealing
Groups of chosen who have similar approaches to the
with them. In some rare cases, Nature and creed are similar,
enemy and the hunt are labeled creeds for game purposes.
but most hunters strive to separate their identities from cheir
Hunters as a whole are so new to rhe wo rld that these groups
mission - who they arc versus what they have to do - if for
are not yet recognized societally, even among hunters chem
no other reason than to remain sane.
selves. So far, nor even t heir edges seem co differentiate them
from one another a long clear lines. Yet means of communi Nature is used to determine your character's ability to
cation such as the hunter-nee site go a long way toward regain Willpower points (seep. 125). For a complete list of
helping hunters understand themselves, each ocher, their Archetypes from which to choose Nature and Demeanor,
culture as a whole and rhe creeds as subcultures. seep. 97.
Turn to p. 62 for more details on the seven huncer
creeds. The Storyteller may disallow characters of certain
SUP Y'WO:CfklOSEATTRl8UTIS
Once you have an idea of your character's personality,
creeds based on the chro nicle she's ru n ning. She may also

I
it's time co assign numbers to his Attributes. Attributes are a
require hunters of a certain mix in the group; there's
measure of your character's general capabilities - how
srrengch in numbers and, as hunters soon learn, even more
strong he is, how well he thin ks on his feet, how much charm
strength in diversity.
he can muster in a eight spot. Attributes are broken down
Each hunter creed is assigned co a Virtue (seep. 127), into three categories: Physical, Social and Mental.
which suggests your character's guiding philosophy about the
You can allocate six points (or dots) to one category,
hunt, indicaces how far he'll go in pursuing ic, and measures
four to another and three ro the lase. These points arc then
how potent he becomes against the supernatural.
divided up among each category's three Traits. The three
'kn1u111Dtiea(A.anms) Physical Traits are Strength (brawn), Dexterity (speed and
I' Once you have a central idea for your character, it's time
co put a name ro his or her Nature and Demeanor. These
grace) and Stamina (endurance). Social points are divided
among Charisma (commanding presence), Manipulation
behavioral Traits, called Archetypes, help you understand (affecting people's emo tions) and Appearance (attractive-
what kind of person your character is. Nature and Demeanor ness). Finally there a rc Mental Traits: Perception (powers of
are nor required to play Hunter, but they sometimes help you observation), Incelligence (book learning and abstract think-
better understand your character. ing skills) and Wies (chinking on the go).
~~-- JI~--
a ..
You start out with one dot in each Attribute automati during your character's mundane life, before she becomes a
cally, and distribute the add itional six, four and three points
in each category a~ you wi h. A character may be stro ng and
hunter. However, hunters don' t disappear from the world
after becoming imbued. Your character may acquire new
I
imposing, charming in a naive sort of way, but slow-wined. Backgrounds after coming co gn ps with her new existence.
Or he m:iy he hrilla:inr :md ~mewhat quidc., but lacking in She might fi nd newfound wealth by blackmailinl?a monster's
the social graces. pawn, or she could gain influence over a judge who suspects
Sec p. IOI for mo re information o n Attributes. corruption among oche r city authorities.
Backgrounds should suit your character's concept. The
Storyteller may refuse some and request chat you rake ochers
Whereas Amibuccs measure your character's innate ca based on his story.
paci t ics, Abilities are cap.ibil itics that she's acquired throughour More information on Backgrounds is on p. 119.
her life. There arc three Ability catego ries: Talents, Skills and
YITW
Knowledges. Talen ts arc intuitive abilities that you learn in
the school of hard knocks; they aren't learned from books or Your character's determination to see monsters de-
th rough trade schools, they're just things you teach yourself. stroyed, passion to snvc worthy souls and hope to free the
Skills arc Abiliries th nt you learn through scudy and practice. world of supernarurnl oppression arc all measured with Vi r-
Knowledges are more abstract and intellectual. As a rule of tues. There are three Virtues: Zeal, Vision and Mercy, all
rhumb, Knowledges deal with things you can remember, rated I to I 0. Zeal J ctermincs your hunter's faith in himself,
whereas Skills arc Lhings you can do. in his cause o r in some helief rhac motivates him to take up
and continue the fight against things-that-should-not-be.
Ju~rn~ you prioritize Anributes, you alsoprioritizeAbili
Vision indicates your character's awareness of options and
ties. One category gets 11 dots, another gets 7 and the last
possibilities undl!r most ci rcum~tances; an awareness of che
~ets 4. A character who's naturally adept at a variety of casks,
big picture at stalce m the ongoing war. Mercy suggests your
who's picked up some t rades, but who doesn't have che
character's comp~aon and capacity for forgiveness, perhaps
d iscipline for book learning probably prioritizes Abilities in
even for the most heinous and seemingly unrepentant of
rhc following o rder: 1alcn ts ( 11). Skills (7) and Knowledges
horrors; some souls are worth saving, even stained ones.
(4). A charac Ler who has worked wach his hands all his life
probably focuses o n Skills first, whereas a character who's Each of the seven hunrcr creeds 1s assigned co one of
dedicated ha life co education concenrrares o n Knowledges. these Virtues, bast.>d on the nature of che creed. Avenger,
Judge and Defender belong to Zeal. Visionary belongs to
Abilmcsdo not receive free startingdorsasdo Attribuccs.
V1Sion. Redeemer, Martyr and Innocent belong to Mercy.
You also cannot begin with an y Ability above 3 at chis point.
C reeds arc assigned to these Virtues for game purposes;
If you wane to push a pamcular Ability over che three-doc
hunters never discuss having Virtues, just as they do not
limit, you must do so with freebie points in step five.
discuss pos essing Attribute dors. The Virtue to which a
Sec p. 105 for a full description of the Talents, Skills creed is assigned b that creed's primary Virtue.
and Knowledges.
Virtues an: awardcJ to or imposed upon your character
when she is imbued. You h;ive three starting points to spend
in any of the Vi mies. However, your rating in your character's
Now comes the port of charactc r creation during which
"creed Virtue" - her primary Virtue - cannot be exceeded
you make your hunte r trul y unique. Advantages are Traits
by her score in any o ther Virtue. Thus, a Defender's Zeal

'
chat flesh out your character's origins or that are bestowed rating cannot be exceeded by her Vision or Mercy ratings-
(some might say inflicted) upon him when he is imbued. All
she could have 3 Zeol; 2 Zeal, I Vision and 0 Mercy; or one
I of these T ruirs are cools of che hunt char may save a character's
point in each. Likewise. a Redeemer's Mercy cannor be
life and f"lcrhaps even be used to persevere over che creatures
exceeded by her Zeal or Vision ratings.
of the night.
Your character can earn dots in any Virtue as the game
r Advantages arc not priorititcd; a set number of dots may
proceeds, blll no t before; he starts with only three points to
be allocated to each category. Additional Advantage dots
allocacc. Nor can you spend freebie points on Virtues during
may be purchased wuh freebie poin ts to acquire more Back-
character creation. Even after the chronicle gets under way,
grounds. However, freebie pomts cannot be used to increase
your character's primary Virn.ae ratmgcannot be exceeded by
stamng Virtues o r edges.
the ocher two.
kfJICIOllllS Virtues increase based on how wholeheartedly your
A bcl!inning charac ter gets five dots worth of Back- character throws herself into the hunter mission. As Virtues
grounds. which may be d istributed at your discretion. increase, so does you r character's access to hunter powers,
Backgro unds indicate what influences, contacts, friends and edges. Mo re information on Virtues is provided on p. 127.
ties your character has. Most of these Advantages arise

:r...-:--
,..slill~~----4~

' Virtues are a measure of how far your character is willing


to go in the cause against mankind's enemies. Those T raits
a lso determine the types of edges - powers - that your
characte r may wield. Your character's creed determines "!
path of edges that she may follow, cal led her primary path.
Thus, an Innocent's primary Virtue is Mercy, and $he may
Congratulations. By this point you have a fine collection
of numbers that describes ability at a wide variety of tasks.
However, the numbers are still lifeless without the intangible
aspect of character to back them up. All the numbers, points,
dots and T raics are like letters that haven't been formed into
words. Lt's time w decide what that 3 Brawl Trait means. Did
gain edges from the primary path of her creed, Innocence. your character wrestle in high school, or is he a surly drunk
However, it is also possible to gain edges from the path who picks fighcs? Having "Ally (City Judge)" scrawled on a
of anocher creed, even one dedicated to another Virtue. Your sheet says very little. How did your character come to have a
character must have points in the appropriate Virtue co city judge on her side? What's the nature of their relationship?
follow the edge path of another creed. Does the judge look down on her, is he afraid of her, does he
feel indebted to her? How far
An Avenger with dots in =ll=====================HL.= would he go to help herout-
Zeal may of course possess and why?
Avenger edges, chose of his lXAWCJYlllTmA!lllm Creating stories to ex-
primary path . However, he Pauline is ready to assign Virtues and edges co her plain your numbers is
may also possess powers from Visionary-creed character, Kara . Pauline gets three points to essential-but don't feel that
the Defender and Judge paths assign to Virtues . She can put all three in Vision, Kara's you need thc excuseofa Back-
because those creeds belong primary Virtue, and be wry focused, but then her range of ground or Knowledge to
ro Zeal, too. If the same powers would be narrow. Pauline decides tO invest one point develop your character. What
Avenger possesses a point in in Vision, one in Zealand one in Mercy far a broaclbase. She does he or she look like? How
Vision, he may also have a hopestoraise Kara'sVisionscoreduringplay.Sincenoother does your c haracter talk?
Visionary edge. But, if the Virtue exceeds Kara's Vision rating, the Swryr.eller ap- Th ere ' s a 1is t o fq uest'ons
1 on
proves. p. 93 intended to help you
character has no points in Pauline can now buy edges. Her allocation of Virtues with fleshing-out, but the
Mercy, he cannot have an pretty much determines what Edges she can buy: a level-one most important question is
edge from any of the poo.,ver fromeachof'Zea!, Vision and Mercy. The question is , one you ask yourself: Why do
Redeemer, Martyr or lnno- from which creeds' paths does she c/wose her powers? She 1 want to tell srories about
cent paths. settles on the level-one Edges from Judge, Visionary and this person?
Manyr.
Your character's progress If Pauline had invested two Virtue points in Vision, she Once you've developed
in his primary edge path im- wouldhavehadonl)oneotherpointtospendonZealorMercy yo ur ch aracter's identity
pesesrestrictionson the edges (lee's say she would have chosen Mercy). When it came to fully , you can fill out the
he can have from other creeds' buying edges , she could have affarded a level-one Mercy edge remainder of your character
paths. His highest-rated edge and only a level-one Vision power, coo. Because edges cost sheet and spend a few more
from his primary path cannot theirlewlin Virruepoims, Pauline~oouldn'thave hadrhethree points reward the new vi-
be exceeded by any power from Vision poinrs necessary tO get leve/,.one and level-two Vision sion of your hunter.
powers. She would have had to inveswU three Virtue points in " -
another path, whether of the Vision tO get the first CUI() powers in Kara's primary path. \l\JIWICT'IOll
same Virtue or not. Thus, if Howevet , because increasing Virtue ratings grants Conviction measures
an Avenger has a two-dot edge more edges during play , Pauline would have been on her your character's current mo-

I
in the Avenger path, he can- way ro getting a leveL-two Vision edge by assigning two mentum inhiscrusadeagainst
not have a three-dot power points to the Virtue. In the meantime, she would also have nightstalkers. Conviction in-
from any other path, whether had a level-one Mercy power as "backup." c reases and decreases
from a Mercy, Vision or other ==================II= constantly throughout
as you spend points,a story
risk
Zeal path. points in edge rolls and re-
Edges arc purchased with Virtue !POints. The purchase gain them for successful efforts. Conviction is basically the
price of each edge equals its level rating. A level-one edge energy reserve of hunter powers and hunter resolve. If
costs one Virtue point. A level-two Edge costs two Virtue Conviction ever falters or even plummets, your hunter is
points. You cannot purch:ise an edge without possessing all little more than a normal human with a gun and too much
the previous ones in that path. T hus, your character must information - a very dangerous situation.
have the level-one Avenger edge before he can acquire the Your character's starting Conviction rating is listed in
level-two Avenger edge. Possessing both costs a total of three his creed description. Conviction can be increased with
Virtue poincs (all that a starting character receives). freebie points, but only to a maximum of 8 for starting
Paths and edges are detailed in Chapter 5. Variations on characters. Your character's back-story should explain why
he has so much vigor for the hunt when he has only recently
spending Virtue points to acquire edges are detailed on p.
been exposed to the reality of the world.
130.
Conviction is explained further on p. 132.

MWS! j
CllWAllBAIAllCl's
If you do the math, you discover that it's impos.sible Your character was a normal person until very recently.
for your hunter to attain le\el-five edges. Virtues have a She spent all her life dealing with hardships, mishaps, jeal-
limit o( I0. A character with a ratmg of 10 in any Virtue, ousy, corruption, crime, ignorance, anger, cemptation, greed
and who possesses edges from only one path, can have no and intolerance. You can't live without deveJoping some
higher than a level-four eJge. And yet there are level- resistance to it all. Willpower indkates your character's
fivc edges in the hook! resilience and determination, once called upon simply to get
I luntcrs don't know who or what touches (or tor- through rhc day, but called upon now to survive it.
ments) their lives with unadulterated visions of evil.
Nor do they know who inflicts bizarre powers upon them For hunters, Willpower is spent primarily to achieve
- or exacrly why, for chat matter. Whac is clear is thac automatic successes nc actions that run chc risk of failure. It's
evil reveals itself whenever people are imbued. The your character's concerted cfforr to make sure something
chosen colncidencally have the will and suddenly the happens, no matter what. Willpower is different from Con-
means m respond. All aspects of hunter existence are viction in thnt Willpower cun be spent on only "mundane"
mysterious, includi ng the lengths to which they can go Actions - thin1,?s your character could do without the aid of
agalnsr the enemyand the heights to which their powers
edges. Willpower has no effect on ensuring the use of your
can ra ke rhcm. Ar least, they're mysterious for now.
hunter's edges; only Conviction can be used to do that.
Huni crs who :main the hcighcsof a 10 Virtue rating
literally become vessels of the Messengers and the hunt Starting Willpower is ;1sttmdard 3 for all hunter charac-
itself. Their personal identities no longer seem to matter. rers - a reflection of the typical demands put upon normal
All that's important is inheriting the Earth for humanity people by the daily routine, and the resolve required to
as a whole, app.ircntly at any cosr. Such veritable forces of endure them. Starting Willpower can be increased with
nature may be nhlc to attain level-five edges, buc the
means and con~ucnc~ ofdoing so are currently beyond
the scope and 1mJgm:nion of"l~r" hunters. However, 4
time may cell for rho:.e hunters who organi=e against the
enemy and urvl\ c to auam unprecedenced power.

I
...._....
- 2 _~.:--

freebie points to reflect a hard life before being imbued, or points on your sheet to better suit the ident ity you establish
simply exrraordlnary personal determina tion or drive. in the session (just make sure all your new points add up
The applicacions of Willpower are derailed on p. 125. according to the rules).
ftm1P0111rs Just when you're into character and feel comfortable
Once you have a firm idea of what your character is like. with who you've created - BAM! - the Storyteller con-
you can allocate 21 freebie points to pick up Abilities you fronts you (and perhaps cheocher players) with the shuddering
might have mi~d. to buy add1t1onal Backgrounds or to jack truth that monster:. walk the streets, stalk the nights and
up your Attributes. However, freebie po ints don't rranslate prowl the unseen places - and here's physical proof right
before you r character's eyes.
into dots on a one-to-one basis as do the points from other
steps in che creation process. There's an exchange race. (If Now, the preluJe is particularly important because you,
you wo nder why, it's because you use some Traits more often as a player, know that someching is coming. (Whar game were
r than others - Attributes versus Abilities, for example. This you playing again?) It's e senrial to your o wn entertainment
makes Attributes more valunble than Abilities, so they need and t hat of the m her players fo r you to forget everything you
to lrnve different freebie point costs. ) know about this game, its setting and any other Storyteller
games with which you're familiar. For your purposes here and
Freebie points can be used to ra ise Ability scores to 4 or
5. Remember ch;ir you can't buy additional Virtue points or now, you're a wide-eyed fool who's just stepped through the
gares of he11.
edges wirh freebie points, and Conviction cannot be raised
higher than 8. Your character is suddenly confronted by evil personi

I
fied. While he gapes, trembles or wishes he could tum away,
some voice, sign or revelation comes to him: THlS IS
fmKPOllT Com ANA THEM A. YOU ARE HOPE. From that point forward,
Arrribures - 5 points per dot his life is forever different. Eve rything he'salways known and
Ab1li1ies-2 points per do t assumed is jarringly proved false. Reality has gone back co
basics a nd this is the way of Lhings from now on.
Backgrounds - I point per dot
How )'Our character reacts to the abomination before

,,
Willpower I point per dot
him is fundamental to what he becomes. You may have
Convictio n - I point per do t (max startingscoreof8) already created your character and know what kind of hunter
you will be. For now, though, you know noth ing. Every
action you undertake 1s by insunct and is stncrly monitored
by the Scoryceller. For a ll your character knows, everything
wrong in the universe manifests before him in o ne brief
Despite the horrific revelations with which they're con-
fronred, and the freakish, frightening powers that they suddenly
manifest, hunters are normal people. Given the chance, they'd
instant and it's for him to dea l with it. Enjoy the chaos, blood-
chilling terror and absolute rage that follows.
Your Storyteller might reveal your powers or might
withho ld them completely. I le might po rtion out Convic-
,, 1
gladly recum to their former lives, no matter how despai ring,
rather than C()ntinue to wage a war thac may ultimately number tion points like " starving man sharing bread, or he might
them as losers, one by one. Yct they don't have that luxury and offer up nothing. Arrncking the creature may not be an
must continue on. So must your character. option, bur discussion could be. Perhaps saving others is your

I
Your ch tuacter's ongoing bond with and fondness for his character's goal. Then again, an ingenious solution ro the
siruation might befall him. Your response should suit the rype
former life makes his prelude a fo rmative stage in his <level
of character you've created, and perhaps the type of hunter
opmenr. The pre lude is a onetime, q uick game session in
you want to play. If your charnerer's reaction to the walking
which you and the Scoryreller, and perhaps the other players,
establish who your character was - and what be becomes. corruption contrasts wi th your original hunter vision, you
may wane co revise your character fro m top co bottom,
The decisions you've made about your character so far go perhaps ch005ing a completely d ifferent creed.
a long way Lo establishing his former life. The prelude is a
chance to pornay that existence, if only briefly. It's the step The Storyteller also has the option of limiting your
character-crcat ion process. He may re.strict you to designing
that takes your character from a novelist's rough sketch to a
fully developed protagonm. the human your character has always been. You create an
everyday person. C reed 1s assigned 1'ased on your reaction to

'
The prelude a lso allows you to fi ll in blanks about your
character 1hat you might no t have considered - where he
went to school, h is fi rst girlfriend, where his old friends
have moved to, h is aspirations for the furure as he under-
stands it. Here's an opportunity to rearrange any dots or
the evil before your character m the prelude. A violenc
response suggests an adherent of Zeal. Saving o thers, picying
the abominauon or putting yourself in harm's way hincs ar
Mercy. Inventing crc:auvc solutions or attempting negotia-
I
tion with thiurukifying c..011ulio11 i11Jicale~ Vbion. (Then

_________________________..____ I i
~~~~~
....
41 % a
again, the Storyteller may completely throw a curve and W~YOLlauACTilllUOXJSAltli llSLJOSTITllUSMfCll
arrive at your character's creed by some other bizarre means.)
The bottom line is chat che prelude is the litmus test for
your character~ future, here on the slippery slope to the worse
that reality has to offer. ThlS moment of truth will stay with
your character forever, and should stay with you as the
yardstick by which your character's identity and humanity
llAIDlllCAll!WMTAIOllT AfnJ!
This question makes you consider your character's atti-
tudes about ideas ~~'Ond what he can see and grasp. Does he
believe in God 1Ifso,~ it a frow11i11M, amhropomorphic, white
bearded patriarch who can give one man good fortune and
strike down the next? ls it a fuzzy, feel-good pagan Earth
'
are measured in every story. Mocher? An abs1mct principle of initial creation? None of the
above? Most important! y, how does the revelation of monsters
QtaJOISArt)~ moving among humans affect your character's beliefs?
Your character is your proxy in th e World of Darkness."
To make him consistent and memorable, you have to know YOllCllARACTII ~~,.,BmlCOIROfITTDIYBlllr:S OUT
him well - his motiv<1rions, goals, fears, desires and values. " scmftcQUTY. WHATDW1u11111r11YA1dWHArli.lslf
Making decisions is easy when you understand your charac- r11111 r11 Mrssamsmt
ter. Even if you know that a certain action isn't rhe smartest This question not only gives you a framework for future
course, It's worth the risk to stay in character. conclusi<ms about the unliving, it indicates whether your
T he following questions help you establish a little more character is logical and scientific, intuitive, or rhat he
background for your character and help you understand him follows "gut (eelings."
more fully. 1 1 0

WMT SYIOCIUACTll SQQTSTlll:lm !W11r


WMTSCAll'SYOllCIUACTillOSTt A~GMS1911T11MOSrrlll.t
This h a horror game, after all. Unde.rstanding your This pair of questions shows your character at his best-
character's fears not only makes him more sympathetic, it and worse. We rend to rcgrc1 thing!! that not only made us
can make the game more entertaining. Vertigo wouldn't be unhappy, but which we could have handled bener. (You may
such a good movie if the hero was casual about heights. A feel sorrow 1( your house 1sdemoyed ma mudslide, but you're
character who isn't afraid of anything isn't just boring {and unlikely to rtgret 1t the way you regret srupidJy blowing it
unrealistic), he limits your opportunities for heroic actions. with a really terril'ic girlfriend.) Similarly. something your
h 's not a lack of fear that makes a man brave; having no fear character is proud of was probably accomplished by use of bis
is just stupid or craiy. The brave man is the one who skills, drive and brains. These questions can illuminate
011ercomes his fears. strengths and weaknc~s of per;onality.
1 1
WMT SYOllCMMCm sllQ(fT1(1'8fICTlOYiifllowABOUT WHAT IS YOllCMIACT8Af'TI1!
TllPtlfICTIJr flQIT ST Alfit Everyone has goab- including your hunter. "Death to
What amac ts us and what makes us happy are often two the walking dead" is an answer - but what was your charac-
entirely different things. What type of person would make ter pursuing before/ Is he willing to abandon his previous life
the best significant other/ spouse/ life partner for your char- and ambitions to become a full-time stalker of night-crea-
acter? Does she know anyone like that? If so, why hasn't she tures! lfhc is, what do his friends and fam ily think?Jfhe tries
made a move1 to continue his old life while exploring the dark new one
that's been rhrust upon him, can he balance them? How does
WHAr'sYOllCllAllACTDI'sftlA or AREALLY FtMn11d
he plan to keep his loved ones l!.afc - and in the dark?
Life is n(lr unremittit\g doom and gloom, even for
hunters in the World of Darkness. A chronicle with nothing
but bad news and misery Is almost as boring as one full of
Aflt'At'kln
A character without motivation might as well not
relentless cheer. By knowing what yomcharacter enjoys, you
survive her flrst encounter with monsters - or even be
r empathize and fully enjoy the good times instead of just
awoken co their exbtence. Knowing what drives your char-
gritting your teeth to get through the bad times.
acter is centml to understanding who she is. A hunter's
DorsvOll~ClllHAYUfAYtlfTillOMIHOYlf W1uisrrt values are often very different from the values of her previous
It's a simple questton, but it can reveal a lot about what life, or from ones of people with normal lives. Exposure to
your charactcradmires and what imeresu her. Someone who horrid reality works a great change on an individual'sperson-
is deerly affected by The Exorcis1 is a lot different from alicy. Think about where your character has been and where
someone who rea II y loves Snow \Vhite. Your character's tastes you'd like to see her go (or where she would like to go).
in stones reveals a lot about her aesthetic in general - Consider her Nature and Demeanor - do they suggest an
whether she revels m tense, exciting situations or prefers a ultimate goal 1 Once you have an idea of what it is your
warm, cheerful setting or clean, classic qualities. character wants to achieve. you're one step closer to making
her a full-fledged personality of her own.

, .. _ ~
..,.

-.z'tl-~lll-- c._
II Karl'sScorytctlcr, Gwen, wants to run a Hunterchronicle
of one. She has a h igh-school diploma and works at a
manufacturing plant, where she assembles plastic machine
components. She's re~recred in her neighborhood because
set in them home town of Rock Island, Illinois. Rock Island she Sticks up for people. Th is loca I renown is offset somewhat
and its surrounding towns grew rapidly during the '60s <1n;d by her remper, however.

,,,
early '70s, with an economy propelled by a local military base If Gwen had given Karl free reign, he would have chosen
and a number of form -machinery factories, and by being at Brenda's creed, too.
th e Juncture between a ma1or highway and the Mississippi Karl can ch oose Archetypes n ow. He settles on
River. The ga~ crisis changed all that, though. Factories Caregiver for Brenda' Nature, m keeping with her family
closed, unemployment bred crime, and jump-stan.ing the values and devout loyalry to her ch ildren. Curmudgeon
economy with riverboat gambling didn't work out as in seems to suit h er Demeanor best, an image Brenda conveys

J
tended. C rim inals from C hicago discovered that a three-hour to keep people in li ne and to discourage others from making
ride could change their jurisdictions and a lot of them trouble for her. Of course, the latter may change drastically
dcciJ cd to sea y. once Brend a is imbued.
Gwen wants to run a purist game: Karl can make up any
Sm T'WO::CHOOS11dn111urrs
ordinary person thM he wants. Gwen will take it from there
Karl is tempted to make Brenda's primary category
and decide on creeds, Virtues and an initial edge or two for
Ph ysical, bur he can't quite justify it for a grandmother in her
Karl 's character based on how he or she responds to a
50s. He decides on Mental instead; Brenda's not really well
confronrnrion with the stuff of nightmares.
educated, but sh e's no dummy. Physical is secondary. Social
Smk~ comes third.
Karl decides he wants to play someone who's really He puts two dots in each of Perception and Wits, figuring
different - a drastic change from the buff heroes of action that Brenda is sharp and nobody's fool. Her actual book smarcs
movies and the accomplished agents on T~ X-Files. To really are average. so he assigns one dot co Intelligence and puts yer
excrctSC his 1magsnat1on, he decides his character is going to another in Perception. With the first free doc included, her
be past 50 - a nd a woman. He names her Brenda Rogers. Perception is four doa - pretty
She's a working-class, divorced mother of four, grandm other good. (Brenda cou kJ have a spe
cialty in Percepuon -scc

II

\
I f
( J I
!
-.J ~
...
--
-.../
\
J ...:.
I
.
I.
,;;-
/

\.
p. 101-but Karl waits dU after the prelude todecermine that just so she won't be destitute. Karl asks Gwen if Brenda needs
kind of fine detail.)
As for Physical Atrnbutcs, Karl decides that Stamina
and Dexterity arc more tmponant than Strength. Brenda's
job doesn't involve heavy lifting, but does require her to
stand on her feet eight hours a day and make a lac of quick
hand movements. He puts two dots in each, leaving Strength
more co own a small house in a lousy neighborhood. She
assures him rhat one point is sufficienr . With his final
Background poanc, Karl buys yet another point of Allies -
Brenda's obedient 16-year-old son Steve.
Now woulJ normally be the tame for Karl co choose
Brenda's Vi"uesand re ultantedges. However, that's Gwen's
'
ac the one dot gamed automatically. purview for rhe purposes o ( th as chro nicle; Karl has no idea
For Social, Karl assigns a dot co each of Manipulation what's coming.
(since that's how Brenda keeps her kids in line) and Cha- Smfrvt:lAsr TOOCllS
risma (because he pictures her as a forceful personality). He'
Afrer chinking about how each capability and Trait
decides that Brenda was never exactly a hottie, and that
originates in the life he's imagined, Karl has a pretty good
divorce, money troubles and line work have reduced her to
idea of what's going on with Gram ma Rogers. He pictures her
plain homely. This leaves him a nother dot to place, and he
as a short, dense woman - nor quite built like a fireplug, but
puts it in Charisma as well. She's not much to look at, but you
close. She usua ll y wears shapeless housedresses or sweat sui ts
do look At her when she speaks.
and hasn't put on high heels for a decade. She's 56 years old
SrEP Tim: CiloostN: A&ll.IT IES and her kids ::ire witle~pread. Connie, the o ldest, is close to
Prioritizi ng Abilities, Karl decides on Talents, Skills, 40. ("So she had a kid when she was a teenager?" Gwen asks.
then Knowledges. Brenda hasn't had opportunities to acquire Karl nods.) Her next two children were also daughters.-
a lor of Knowledges. He decides that she's more of a Talent Linda, age 20, and Jeanene, age 18. Steve is the baby of the
than a Skill perwn, :.o he pu~ the bulk of points in Talents. family, but Jeanene is the real troublemaker.
Alertness gets two points; it he lps keep Brenda's fingers Gwen asks why Brenda started having kids again at age
out of rhe conveyor heirs at wo rk. She also gets rwo points in 36. Karl thinks a moment, then responds. "Well, Kelly really
Brawl, courtby of her temper (and that of her exhusband). wanted a son. When the marriage started getting worse, she
Another two points go to Dodge - with four kids in a tiny hoped babies would ho ld them together." Gwen nods. "So
living space, she needs it. Her kids give her a point of why is there uch a gap between Connie and Linda?" With-
Empathy .. . and two points of Intimidation. Karl adds a point o ut even thanking, Karl says "Oh, Connie's from her fim
of S treetw ise (since Brenda wants to keep her daughters away marriage." When asked how that one ended, Karl decides
fro m " the wrong e lcment"). W 1th one point left, Karl decides that Brenda's first husband (her high-school boyfriend Rick)
to assign it co Awarcnei.s, JU~t in case. d ied in a car wreck.
As for Skills, Karl puts two in Drive, two in Technology Gwen then wants to know why Connie, Neil and Steve
- gaineJ by adj usting equipment ar work - and one in counc as Allies while o ther family members don't. Karl
Firearms. When Gwen asks why Gramm.a Rogers needs to thinks, decides thac Connie was always a smart kid, got a
pack heat, he explains that her ex-husband had a gun. college scholarship and is now a reporter for the local paper.
Brenda barned to shl)Ot during the divorce so that she could As for Nei l, he'sastnre trooper. Steve's a good boy- not real
spite him by keeping t he gun in the settlement. A point in bright, but obedient (bless his heart). He's a wrestler, so that
Etiquette (to help 13rentla get out of tro uble with her temper) keeps him out of trouble. It's Jeanette who's the problem
and A point in Crnfrs (she knits) round off Skills. child - 18, man-crazy nnd cager to move 04t of the house
For Knowledges, Karl puts rwo in Bureaucracy, figuring while she still knows everything.
Brend<1 may have spent rt month on unemployment at one Bren<la starts with the standard 3 W illpower for now.
time o r ranmhcr. Snooping o n her chi ldren and her ex gives She has no starring C'.oi'wiction as fur as Karl knows,
her a dot in Investigation. She also has one in Law (mostly since she has not yet been assit,med a creed.
from divorce proceedings, but she's had to learn how to make Karl has 21 freebie pointS to play with. He goes back to
bail once or twice). pick up two points of Lc:idership (which costS four freebie
Sn:rfU CtloosrA!wMYMn points). He cakes three dots o( S ubterfuge (from purring up
Karl now has a firm sense of Brenda: She's a little bit wich Kell y':. and Jeanette's laes). whach com six points. Karl
reconsiders Brenda's Strength and decides to purchase an
push y and 00ssy (he makes a no te to put a dot o r two in
Leadership later), so most of her Backgrounds have to do ocher dot, which cost~ fi\e freebie points (raising so many
wirh people she knows. I le takes two Allies - her brother kad has simply mnde her stronger). Brenda should ha\'esome
Con tactS, too. Who! Kell), of course; something of a lowlife,
Neil and her o ldest daughter Connie - and one poinr of
but not without charm. She can occasionally shake a fuvor
Fame (Karl decades that people an Brenda's immediate neigh-
borhood know her, mostly for hec legendary fights with her out of him in return for cumng some slack on alimony
ex-husband Kell y). I le also gives her a point of Resources, payments. Karl spends one freebie point on the Background.
)
j

l
.
~,. ... ....,
Since Brenda has put up with so much trouble and His clammy, bony hand slides down her shoulder toward

' hardship, Karl decides that she should have a few extra poinrs
of Willpower. He spends three freebie points there, for a total
of 6 Willpower. Conviction also sounds cool to Karl; he
wanes Brenda co take up any future cause just as passiona,tely
she has every other in her life. He sets aside two freebie points
to get two more Conviction, later. Gwen frowns at the last
her breast.
"Suddenly, you realize rhat the bar is silent, even though
everyone still seems co be talking and drinking. lc's like
you've been scruck deaf, except for a voice - your own, hur
noc, like when you hear yourself on a cape recorder: "IT
FEEDS UPON YOUR C HILD. SALVA T lON RESTS IN
choice, but accepts it given Brenda's status as a neigh bor- YOUR HANDS."
hood champion (Brenda surely never dreamed of just how far "Then time and sound catch up with you again. The
that self-appointed ro le would go). thing clutching your daughter turns to look you dead in the
EXAWUPluUlll eyes - and sees to your very soul."
O wen runs a concurrent prelude for Karl and two other Karl declares, "I grab a pool cue and plant it in the middle
players in the troupe (o ne has chosen a burl y pa.rty animal of the basrard's skull!"
from a local college, the other a potbellied crimina l lawyer). Since Brenda's first Instinct Is to attack the creature,
Swi tching from character to character, O wen goes through Owen decides that Brenda is an adherent of the Zeal Virtue,
their daily routines. Karl's character gets the kids ready for perhaps an Avenger. The first- rank Vengeance ability Cleave
school, then goes off to work. The college student anends a seems appropriate to assist her action.
few classes, while the lawyer goes to the office. Owen is clever Owen turns to the student's player, "You see that woman
enough to engineer several "near misses" for them - Brenda grab a pool cue and head off toward the corner with a mean
and che srudent go co the same sandwich shop for lunch. In look in her eye. Suddenly you realize there's something vile
the course of roleplaying, the two players decide that Brenda and decaying there - but moving - and that she's closing
knows the student's mom. The lawyer graduated from rhe in on it. You wonder if the cue is smoldering in he r hands!"
student's college, so the alumnus stops by campus co return a The bouncer decides to move in closer to find our what's
book to the library. Brenda and the Lawyer nearly run into going on - and what the hell that thing is. That's when he's
each other in downtown Rock Island: He's going to the strangely drawn to the bar's back door. Not the door pre-
liquo r score, and she's dropping off a load of laundry. cisely, but the sign above it that reads: "EXIT. NOW!" Then
The near misses build some tension among the players. it's all clear to him. He has to get the woman and that ...
They know someching's coming, but not what or when. The guy ... out of the bar. Thar way. there'll be no trouble inside
college srudent goes off to his weekend job - bouncer at a and he can find out how it got past him.
local bar called Safari. The lawyer has dinner with a potential Just then, the lawyer enters to use the phone and
client. Brenda gees home and finds o ut thac Jeanette has stumbles upon the scene. No one in the bar seems to realize
sn uck out of the house, despite being grounded. what's going on, but it's clear as day to him. His first rhoughr
A furious interrogatio n of her kids and a few neighbors is to get rhe customers away. Nighnnarish images of violence
turns up Jeanene's likely destination: a sleazy dive called and rage race through his mind; people being torn to pieces
Safari. Good and mad by now, Brenda gets in her car and as some monster lashes out in fury . "Fire," the lawyer yells.
drives off - running a red light in her haste and forcing the "Everyone get out! Fire!" The crowd responds immediately
lawye r to slam o n his hrakes as he drives home from d inner. and floods screaming toward the main doorway.
His car sta lls and won't restart, forcing him to look for a pay Grotesque violence ensues in the corner. It ends only

I
phone. T he only places on the street that look even vaguely after scvernl bar patrons arc injured ( includ ing the lawyer)
I open arc Safari and something called "Video Slut Hut - and rhe creature escapes. Thanks to Brenda, it leaves with a
j Live Nude D-.mcers!" He decides o n Safari. mangled left arm.
Brenda gers past the bouncer without paying a cover by Once an eerie calm settles across the bar, Brenda, the
saying, "It'll just take me a moment to go in and get my under- college kid and the lawyer realize that they're the only ones
age uaughtcr." Tht: collt:gt: StUUt!nt ll!CS her by ant.I Brent.la lefc inside - and that only they seemed w understand what
immediately begins scanning the bar for Jeanene. She spots was really going on. Ir isn't difficult to recognize their
he r in a corner, snuggled up to a leering guy in leather pants connection when they almost simulraneously ask a gamut of
and a silk shirt. Gwen asks for a Perception roll, checks Karl's questions: "What was that thing?" "Whar the hell just
result and cells him: happened ?" ,;What did I just do?" "\X!here did it go!" And ...
"The guy doesn't look like he's local - too polished, "Where's my daughter?"
too well-dressed, too good looking co be skulking around a The last question is the most telling. Once the terror and
d ive bar. Then, for a timeless moment, he looks completely uncertainty subside, it's clear that Brenda's daughter is not
diffe rent. He's not handsome - he's h orr ible, with burning among the bar refugees. She must have left with that .. .. But
eyes and pallid, ronen skin. He smiles at your daughter and who can help Brenda find Jeanette?The mother is already in
you can see jagged pointy teeth set in receding black gums. trouble for what's happened here; sirens sound in the dis-

t: ,
_ __,,~ Flill
a ...
tance. No one will believe what she saw or heard. Who can Gwen ascertains that Brenda's primary Virtue, Zeal, is
she tum to but - the only other people who stood with her!
Ac ring wirhout thoughc for the second time tonight, she
grabs the o thers by the arm and pushes them toward the back
door.
~come on! My daughter is with that monster! You're the
only ones who can help!"
not exceeded by any ocher Virtue rating. Gwenalsoconfmns
char Brenda's h1ghe t rated edge m her primary path is not
exceeded by :m y other edge ratings. The Scoryreller is satis-
fied by Karl's assignment of powers.
Brenda is now complete and may proceed into a terrify-
ing life made bearable o nly with the protection and salvation
'
And so it begins. of her family.

AflmMTI
After this prelude, the players get their H unter c hronicle
under way. Their characters take their first plummeting step
inro a wo rld o f despair chat they've never known. Now is the
time for Karl and the other players to fill in any missing Everyone plays a role, often several, every day. Every
deta ils on their C' h11rnrtt'r sheers or to m::ike any changes that individual display~ multiple luyers of personality, varying
bener sui t the personas they've just played. from the contrived to the sincere. Each of these roles defines
Gwen has decided the characters' creeds based on their how we interact with the people and places around us, and we
first Instinctive reactions co the monster they encountered. choose which pans of ourselves we wish to show.
Brenda has proved herself an Avenger for her violent re- It is rhe same with hunters. The concept of Nature and
sponse, the college srudcnta Visionary for expressing curiosity Demeanor corresl)<1nds direc dy to the different masks we
and c reativity. and the lawyer a Martyr, Redeemer o r Inno- wear when we interact. Your Hunter character's Nature is
cent. Gwen settles on In nocent for hi.s desire to protect the her rrue self, her lnnermo~t being - the person she truly is.
safety of the bar patrons. It is dangerous to show this, though, as it lets others know
The playcl"' could certainly request changes m their who we are and whnr is important to us. Thus, your character
as.-.ignment~. Karl could a~k that Brenda be a Defender also has a Demeanor, a face he shows to the world. By
instead; Brenda's violent action was simply the result of her choosing how we relate ro Lhc world, we are able to choose
insnncc to prmccr her child. Gwen is free to agree to such how it rclares co us; we guide the r~pon.ses orhers give us.
changes or enforce her decisions. After all, did the characle'rs Nature and Demeanor are usually strikingly different for
have any ch oice in what confronted them, or in how it will the imbued. T rymg to maintain any semblance of a normal
affect their lives the reafter! life - and then confronting the unknown - makes for a
Once creeds arc settled, Gwen assigns the characters' sch izophrenic existence. M,1intaining contrasting Narures
Starting Conviction ratings. Brenda is finally decreed an and Demeanors helps draw the lines between identirics:
Avenger, so her Conviction racing is 4, increased to6 thanlcs every-day person versus potential killer. And yet the re arc
to the freebie points set aside for Con viction. those who cake chc hunt so for that it consumes all of their
Since Virtues and edges weren't chosen before the identities. Nothing else has meaning to these people, who
prelude, they can be now that creeds are known. As an develop the same Nature and Demeanor - and are watched
Avenger, Brenda's primary Virtue is Zeal. Karl gets three closely by their allies for signs of going too far and becoming
Virrue points to spend. He wants Brenda to be relatively a liability
focused, so he assigns two po ints to Zeal and one to Mercy to Even if your character strives to show separate faces to

I
reflect her Caregiver Nature. the world, the lines must sometimes blur. T he shadows and
Now rhat Virtues are chosen, Karkhoosesedges. Brenda's their agents iire everywhere, operating by night and day.
two points of Zeal are enough to purc hase only a level-one They can be Rt work, on the street, at the gym or even in the
edJ!e from any of the Ave nger, Defender or Judge paths home. T he truly wary never let down their guard and fre-
(three Zeal points would be required to acquire a level-two quently wear their h unte r face for fear of showing weakness
Edge). Because Gwen a lready assigned Brenda Cleave in the - which could lead to death.
prelude, she makes Karl keep that edge. (Karl could also Philosoph y and psychology aside, personaliry has an
acquire an mher level-one Zeal edge - from either the effect on Hunte r mechanics. Yourchardcter may regain her
Defense or Judgmen r path - wnh his remaining Zeal point drive and sense of purpose by acting in accordance with her
if he wanted to; sec Spend mg "Unused" Virtue Points, p. 130, Nature. Every time your character fulfills the requirement o f

I for variations on buying powers.)


Karl also has 1 Mercy, so he can buy a level-one power
from any o f the Redeemer, Martyr o r Innocent paths. Karl
decides t hat Brenda 1s m t his horrific mess because she
her Nature A rchetype (llee below), she is eligible to regain a
point ofspent W1llpower(see p.125). Your character regains
the point if the Stt)ryteller allows it.
A rchecn>cs allow you to build a sense of personality for
wants to tum Jeanette around, so Karl chooses the first your char-deter, and tu dd'lne a bit of whac makes her tick Ycc
Redeemer power. Archetypes are not riiiid; characters need not devote them-

i
- . ---
.........
.:~-

selves slavishly to their Nawres and Demean-


ors. Rather, your character hould act as you
reasonably or emotionally believe she":ould act
in a given s1ruat1on. You should come up with
your own Archetypes that more closely define
how your character responds to her world. After
all, every character is an inJividual, and cus-
romizcd Archetype$ are a logical outgrowth of a
wcll-roundeJ character.
Here are some basic character Archetypes,
suicablc for beginning play.
AJlOICy
T he Addict simply cnn't get enough of a good
thing. Unlike the Bon Vivant, who finds pleasure
where she can, the Addict turns a specific pleasure
inro an obsession, giving it up only for a stronger urge.
Ohviously, this may be o narcmic, but it can also be a
certain person, place or acciviry rhat has significance.
Gamblers, workaholics :mu sralkers are all good ex-
amples of the Addict Archetype.
- Regain Willpower when you are able to gorge
yourself on your chosen passion.
Ammer
The Architect wishes to be immortalized through a
legacy that will remain long after she passes away. The legacy
may be solid like a building or gadget o r it may be intangible
like a new idea or a prodigy. Pioneers, innovators and
enrrepreneurs tend to be th is Archerype.
- Regain Willpower whenever you do something
for which you know people will remember you.
Amocur
The Autocrat craves complete control
over a situation, for he believes chat h is lead-
ership is always In the gmup's best interests.
Whether the Aucocrat's iueas arc truly the
best is Inconsequential; Power for
power's sake Is your sole desire.

I
Dictators, corporate raiders and
people who rule byfear are Auto-
crat Archetypes.
- Regain Willpower
when you wrest control
ofa sinmrion from some-
one else nnd maincain
command afterward.
~---Jl:iliillmF-"
a
Bol!YIYMT overlooked. Altemacively. regain Willpower when you gee
The Bon Vivant knows that her time oo Earth is limited,
so she rrics to enjoy it while she can. The Bon Vivant aJways
seeks excess and 1nscanc gr.iuflcation, sometimes co the poinc
of neglecting duty or common sense. Dilerrantes, hedon isrs
and many reenagcrs are the Bon Vivant Archetype.
- Regain Willpower when you shirk a responsibility in
your way through muh h stubbornness.
CtWaSr
The Conformm 1s the backbone of any group- seldom
making any plans herself, but following th05C ofa competent
leader co their completion. Conformists aren't really sheep;
they can judge whose plans are worth carrying out. Besides,
'
order to have a good ume, which you feel more than compen
a situation with coo many chiefs and too few Indians leads co
sates for whatever consequences may result.
the decimation of the tribe. Groupies, high-school students
BQYO and anyone who finds comfort in the masses may be a
le doesn't matter how the Bravo gees his way, whether Conformist Archetype.
physically or verbally, as long as he gets it by knocking - Regain Willpower when a plan succeeds thanks co
someone else down. Bravos rake pleasure in displaying their the unique support you lend it.
power fi rsrhand ro people they don't respect. The Bravo is
not necessarily devoid of compassion, he just prefers the
COllUYIR
strong-arm method of getting things done. Commandos, The Conniver's time is much too precious co waste on
things that orhcr people happily do for him. He takes pride
chugs and cough-guy cops are all Bravo Archetypes.
in getting others to do what he wants, and he may use any
- Regain Willpower when you get your way by cowing
means necessary to accomplish rhis. Salesmen, con artists
an opponent (or an ally).
and the incell igenr-butlazy are all Conniver Archetypes.
CurGMI - Regn in Willpower whenever you get someone else to
The Caregiver Is a welcome harbor in a sea of evil. She do your dirty work.
takes pride m being a crutch for others m lean on in times of
rroublc. Caregivers arc not suckers, however, and will not Ctidctlll
The Curmudgeon refuses to hold any delusions about
help people whom they feel do not deserve cheiraid. Doctors,
social workers anJ parents are aJI examples of the Caregiver outcomes or id~. even if it cams him the tide ~pessimist."
Nothing ever works out the way it should, and Murphy's Law
Archetype.
is someumcs a lor more applicable than the laws of physics.
r - Regain Willpower when you aid someone who truly
needs it, especially at some cost to yourself.
And don't even get him srarted on people.... Curmudgeons
can be anyone, from crabby old ladies to disaffected youth.
CaruMr - Regain Willpower when someone does something
The Celebrant cakes joy in her cause. Whether the stupid or a plan fails, just like you knew it would. You may
character\ passion is battle, religious fervor, foiling her ri vals have to predict chis failure privately to the Storyteller.
or reading fi ne literature, it gives the Celebrant the strength
Dm:tTOI
co withstand ~dversity. G iven the chance, the Celebrant
indulges in her passion as deeply as possible. Unlike the To the Director, nothing is worse than chaos and disor
der. The Director seeks to be in charge, adopting a "my way
Fanatic (p. 100), the Celebrant pursues her passion not out
or the highway" ntritude on matters ofdecision-making. The
of dury, but out of enthusiasm. Crusaders, hippies, political
Director is most concerned with bringing order our of strife,
activists :tnd an enthusiasts are Ccl.ebrant Archetype~.

I
however, nnd need nor be truly "in control" of a group to
- Regain a point of Willpower whenever you pursue
guide it. Coaches, teachers and many political figures exem
your cause or convert another character to the same pas
plify the Director Archetype.
sion. Conversely, lose a point of temporary Willpower
whenever you arc denied your passion or it is completely - Regai n a point of Willpower when you influence a
group in chc completion of a difficult task.

'
unavailable co you.
CMJI DIWo
The Child Archetype can show two different faces. On Dreamers strive to use their ideas to rise above their

,
surroundings or limitations. They may share their views with
rhe one hand, he may be the epitome of The Uule Prince:
IJ innocent, questioning, untouched by the world's pettiness. others, but seldom have a plan for going from what is co what
On the other hand, he may be an immature, selfish crcarure
should be. Thus, Dreamers' loft., goals are ohen met with

I who demands a sort of dependence on others. Many Child


Archcrypes such as children and the idle rich show a bit of
each face.
- Regain Willpower when your unsullied perspective
skepticism, but it is these tests of societal boundaries that
bring about change in the end. Inventors, artists and philoso-
phers most closely embody chc Dreamer Archetype.
- Regain Willpower whenever you convince someone
to airer rheir course of action and follow your vision.
uncovers an answer that more world-weary people have

--~~-. -- ~
-
~ -"* ti
--- - . ---
...... -..~
fwric

'
PafitTICWIST
The Fanatic has a higher goal and his sense of dury A job worth doing is a job worth doing perfectly, and
requires him to follow it to the utmost. If someone, even the Perfect ionist accepts nothing less. She spends long
rhe defenseless, get in the way of this objective, the hours derailing her plans and is not satisfied unless they
Fanatic pushes chem down and walks over them if he must. are executed nawlessly. Perfectionists also tend to expecc
The end always justifies the means. Revolutionaries, crack this sort of care from others. Prima donnas, directors and
pors and extremists fall into chis mold. Olympic trainers are all Perfectionist Archetypes.
- C hoose a cause. Gain Willpower every time you - Regain Willpower when you achieve unmitigated
cake a major stride in support of it. success in something important.
CAum
A Gallant wants nothing more than the admiration of The Rebel has a need to undermi ne authority.
others. She's a showoff and performer, dramatizing a situ Whether his grievances against the system are legitimate
ation if she feel s it wins her an audie nce. Sometimes, the or simply an outgrowth of some wrong done to him in the
Gallant loses track of the goal in her histrionic pursuit of past is inconsequential. The Rebel consciously prefers to
it. Gallants arc ofren actors, single chi ldren and others challenge an authority figure or society's dictates, even
who base their self-esteem on the approval of others. if his choice may lead him down a more difficu lt road.
-Regain Willpower when you suitably impress some Teenagers, nonconfo rmists and criminals may all be
one (Storyteller's discretion). Rebel Archetypes.
- Regain Willpower whenever you oppose an au
GAMIUR
thority figure and let him know it , or when you earn
To the Gambler, life is a toss of the dice and there is
others' respect for opposing the status quo.
no greater thrill chan beating the odds. Gamblers some-
ti mes get themselves into dangerous situations simply for Roctl
the affirmation that comes from escaping it. Daredevils, The Rogue relies on no one but himself. His sense of
excreme-spon s fanatics and stock brokers are good e.x self-sufficiency is strong, and he tends to consider rhe
amples of the Gam bler Archetype. dependence of ochers co be weakness. A lthough he is noc
- Regain Willpower when you triumph against necessarily cold-hearted or cruel, he usually has the best
difficult odds, especially when you've stacked them interests of onl y one person in mind: himself. The Rogue
against yourself. may work with other hunters in orde r to survive, but doing
so rankles him and he seeks every opportunity co go off on
~
his own. Capitalists, slum-dwellers and smugglers all em
T he Pedagogue knows it all and desperately wants to body the Rogue Archetype.
inform others. Whether through a sense of purpose or a
- Regain Willpower when you profit by focusing on
genuine desire to help others, the Pedagogue ma kes sure
youm:lf only.
his message is heard - at length, if necessary. Pedagogue
Archetypes may range from well-meaning me{\tors to SllYMlll
verbose blowhards who love to hear themselves talk. No matter what happens, no matter the odds or
Instructors, the overeducated and "veterans of their field" opposition, the Survivor always manages to pull through.
are all examples of Pedagogue Archetypes. Whether alone or with a group, the Survivor's utter refusal
- Regain one point of Will power whenever you see to accept defeat often makes the difference between sue
or learn of someone who benefits from your wisdom. ccss and failure. Survivors are fru strated by others'
acceptance of"what fare has in store," or by any unwilling-
PooDlr ness to better a situation. Outcasts, street folk and idealises
Pendents have a sin, real or imagined, for which they may well be Survivor Archetypes.
wish ro atone. The Pen itent himself determines the sin.
- Regain one point of Willpower whenever you
Some Penitents have an ever-increasing list of wrongs
survive a threateni ng situat ion through tenacity, or
that they accumulate from day to day, all of which must be
when another persists in spite of adversity thanks co
ameliorated in d ifferent ways. Pen iten ts aren't necessaril y
your counsel.
religious, they simply feel they must scourge an evil within
them. Reformed criminals and persons with low self. flADITOIUST
esteem arc Penitent A rchetypes. The Traditionalist is wary of the risks that untested
-Gain Willpower when you perform an adequate act methods present. For her, there is safety in the tried and
of reparation that either removes a lesser sin or is a step true.Tradi tionalists te nd ro be followers of the status quo;
toward assuaging a greater one (Storyteller's discretion). if it works for everyone else, it works for her, too. Conser-
~~JIJl--Jll~-a-~
vat ives, authorit ies and gen erally an yone who benefits
from the System may be a T raditionalist Archetype.
- Regain W illpower wh enever your use of the proven
A specialty Is a particular subcategory of a Trait
II
in which a character 1s particularly adept. A docror
ways d iscredits more radical methods.
character with several dots in Medicine may special-
TllWm ize m hemawlogy. A character with a high Stamina
No ma tter h ow gr im the sit uatio n beco mes, the may be able to endure conure wi thout a whimper. A
Trickster is able to d redge up a bit of hu mor from it. thief proficient m Security might be adept at cracking
T r ic ksters cry co lighten the spirits of everyone a ro u nd safes. Only characters with scores of 4 or higher in a
rhem by using comment ary, wit o r ph ysical h u mo r. By. parricula r T rait may choose to specialize in them.
putting on a gleeful mask , the T rickst er hopes ro play C hoose a one or two-word label for your character's
rh e foo l fo r everyone, in cluding h imself. Political car- specialty and mark ir on your character sheer next co
too nists, comed ian s a n d class clowns oft en have the T rait in q uestion. T he Trait descriptions in this
Tri ckst er Arc h etypes. ch apte r I ist examples of specialties. Specialties apply
- Rr gai n W i II po wer when eve r you manage to lighten to only At tributes and Abili t ies.
a d ark situnr ion nnd give oth ers ho pe. If you make o die ro ll involving an activity in
which your cha racter has specialized, you may re-roll
any I 0 In o rder to gain even more successes, ignoring
any botches on the re-roll. Any 10 received on a re-
H un Le rs, t h eir prey and n earl y all other sencienr roll is rolled again unt il there are no further 10s. The
beings in rhc W orld of Darkness have Atrri bures. These results of buch mils are the extraordinary successes
T rails determine your ch aracter's raw pocencial in sev- that can be achieved through near -mastery of a par-
eral general categories. Mose people have scores between ticular field.
I (poor) and J (above average). with 2 represeming Example: Brandon enters tltt univtTSity library af-

'
ryp1ca l h uman potenual. Rare gifted in dividuals may in-hnun, aunnpting IO undersumd the odd glyphs and
have an Aunbute score o f 4 (excellenr) and a ti ny wards rliat Ju! found in the basement of the old plan-
percent of the population possesses scores of 5 (peak etarium. To dermnme success, the Swryteller has the
h u man capacity). T h ese last are the people who break player roll Brandon's lnrelltgenct (3) + Research (4,
Olympic records. cure civilization-th reaten ing d iseases specralcy: nmes) agc:unsr a diffimlty of8. The player gets
and enJ wars - or start chem . only tu10 successes, both IOs. He re-rolls them and gets a
9anda 10. Here-rolls chefrnal IOandgetsan8,fC1facocal
of five successes. Thanks to his specialt) (and co careful
Ph ysical T raits reflect the condition of your character's cross-referencmg), Brandon is able co discwer run only
body. These Traits are usua lly highest in action-oriented che dark meaning of the symbols, but their supposed origin
ch:iract ers, t hose wh o can both cake an d deliver corporn l and history.
ahuse or get th e he ll o ut of the way if th e need arises.

Snoon1
racher St. George weighed his options quickly: The wate
looked heavy, its hinges srnbbornly rusted from years of
neglect. He glanced down the umnel ahead, playing his fl.ash
lighc beam off the murky water. He supposed chere might be a
Specialtles1 Strong Back, Rock Grip, Unmovable,
Calves of Steel


Poor: You can lift 40 poun ds.
Ave rage: You can lift 100 pounds.
~

I
culvert at the end or a loose manhole chat he could force up. But
le was ju.st as likely that the umnd ended abrupdy in a flood Good: You can lift 250 pounds.
I gate, or even worse, continued co narrow until he was crawling
through the sewage like a rat - swimming in his own oomicas
Exceptional: You can lift 400 pounds.
Oumanding: You can lift 600 pounds.

I
those chin gs sralking him gnawed on his ass.
He p14I the end of the flashlight in his mouth , laced his Damm
"I'm noc afraid to die again l~
fingers through the gTillwork and yanked desperately.
The dead thing's defiance wa.s almost drowned out in che
Scrength 1~ you r character's bru te physical power. It is

I
raging gale. It tdged CO\l!ard tlte bowsprit of the tiny crafc, pea
the Jetermining factor m all tescs of muscles alone. A rm
wrestling, heavy lifting and smashing things a re all good
jacket Jlappmg madly like ilie cattered sail. Michelle foughc
down her nausea a.s she staggered acrosl the picching, rolling
examples o f tasks that require a Strength roll. The number
of points your ch aracter has m Strength is added co h is
deck. Her feet threatened to slide out from under her with
every seep and dump her onco the slick boards before the
d amage d ice pool in hand-to-h and combat.
monster. l'he unfam1liar weight of the fire ax in her hands
,..z~ ..~~-----.s~'9r

'
made finding her balance e'1en more difficult, but she wasn' t
about tO alk"ia~ hn-self of tha t bur<kn .
Your character's Dexcemy Auribuce indicares her fa-
miliarity with the movements of her body. le comprises her
~ed. balance and agility in large ph ysical actions, as well as
on the big secret. These Traits determine your character's
capacity co wm friends and influence people.
r..
"You're not wrong, and I don'tblameyoufordoing)'Ollrjob. n
'
I

Marshall's ioict was gtnck and placating, as 1f he were Cilbning a


her acumen with inc motions - those requiring hand-eye
frigh~ puppy. His friend Angela choked back a laugh.
coordinauon or subclc 1,rracc.
"The combined worch ofthe books in here exceeds 4.l million
Specialties: Swift, Graceful , Ligh tning Reflexes, dollars, yo11 know," the librarian groused. Over the course of his
Surgeon's Hands conversation with Marshall , the little rroU's mien had softened
Poor: After the fim d i.saster, your dad never played from truculent obstinacy w petulant wheedling. "The background
catch with you again. forms only take a few weeks to clear ... ."
Average: You seldom embarrass yourself at the Ten minu1es later, chey were discussing their muwal hatred
compa ny softball ga me. of paperwork. A few minutes after chat, they were sharing fl-y-
Good: Learning new sports comes easily for you. fishing tales.
Exceptional: You could profit from your talents as That afternoon , Marshall pored 011er an 18th-century folio,
a professiona l juggler, dancer or cat burglar. the book he wasn't supposed to see.
Outsranding: You have the fluid, natural grace C harisma comes into play when your character attempts
of a panther. to win over a not her or to getorhers to rrust him. C harisma does
not work through rrickcry or deceit - that's Manipulation's
STAM domai n. Rather, Chari~ma works as a srrdightforward means co
The oolurrn! on the expensive Gemtan speakers was as high
t as ii co1tld go. Despi1e the por~nding bass and the Maxi-Kup of
get others to share your charocccr's poinc of view. le may rake
longer ro win oLhers to your ~rde, but they won't hate you
Kenyan AA surging 1hrough his ystem, Marshall was hypnorized afterwa rd as they mighc wrth Manipulation.
by the rhythm '1f the lane divider as ir passed beneath his sedan.
Specialties: Eloquenr, S mooch Talker, Tnmworrhy,
He mbbtd his eyes hard. making fireworks bloSS-OT11 in tire red
Commanding Presence, Charming
darkness . He'd bcendnt'lngforol~aday-and-a-half now, with
only the bnefesc srops for gas, piss and coffee. He hared rhis Poor: You don't have many friends, but who needs
conure, buc rf he cned to board a plane 11.rith t11ha1 he had buried srupid ol' friends anywayr
under blankets m the trunk , u:eU, Lhn-e would be questions. The Average: You can be libble when you want robe.
sedan's high beams illuminated a sign: ~san Francisco 31 4. Good: People are drawn to you despite little or no
Stamina cover:. both your character's physical and men- spec ial effort on your pare.
tal fo rtitude. Hunters wich high Stamina can withstand Exceptional: Your disarming presence, even in a
brief encounter, 1s talked about for months afterward.
u hellish amounrs of pain, resist crippling amounts of fatigue
or illness, and - if the need arises-drink copious amounts Outstanding: Near-strangers would take bullets
of lllco hol and remain standi ng. With great S tamina comes for you. '
a tenacity chat allows your character to endure when others
have long before given in. Your character's Sramina deter-
MAlllPutATIOll
mines how many <lice are ro lled to soak injuries. "You made love tO my wife!" Roland's face and 110ice were
shauered glass. F.rick pre/X1red cl1e climax to the op"5 he'd been

I
Specialties: Tireless, Unyielding, Tough as Hell, Un-
mindfu l of Pain composing all evening. Hewas there co coax out the beast ihat they
said lived within Roland Van Owen. He needed to see for himself.
Poor: You hop into the car to visit friends down
the street. "Wedidn'onakelove. We fucked ," Erickspacthelastword,
giving it the em/Jhasis of a cinder block tossed into a duck pond,
Average: Golf carts are for sissies. "We used each other."
Good: You frequently pull all-nighters for work The rogue h1mter paused only for a second to emit an animal
with a minimum of complaining. roar (l( his wrmencor, then he charged with the same raw f erociry
Exceptio nal: You could run all day if you had to. that had rated the Bella Visw slums chat At4gtUt. The report from
Outstanding: You often run all day - for fun. Erick's piscol echoed m the cmy room. Roland's head and tire speru
casing hi1 the floorboards simulrant01uly. The souls of a doz_en
charred defenseJw were a~ in ck fecid night air.
Stalking rhe world's Mosr Dangerous Game is often Manipulation rs the fine arc of gemng others to do what
treacherous, even for the most able hunters. Social At- your character wants, whether it's in their best interests or
tributes come rn handy for prudent ones who hope to enlist not. The best manipulators can make others believe rbat a
ochers' help, ralk co "che enemy," lure unsuspecting prey into proposed task is indeed to cheir advantage. that there really
a more vulnera ble position, or to deal with outsiders not in is no becccr way. Ofcour~c. some people find that fast-talking

,J
~1111---.Jl~-s .. a
and badgering produce quicker results. A character using UDamn, girl," ht said in mock pain, uwhat's in ch.ere! A
Manipulation - as opposed to Charisma -doesn't wane to
make an ally, only to mold a pati.y co her will.
A huncerwho applies Manipulation frequently wins few
frien~. No one hkes to be used; failed or botched Manipu-
lation rolls routinely engender feelings of distrust.
Specialties: T empting, Evocative, Silver-Tongued,
bowling ball!" Sitt JU.S I laitghed.
Thar's urh.en rhe ugir/" shouied Michaelangelo what rhe weighc
in her purse was. And thar 1t uw loaded with hollow-point bullecs.
The Appe::ir:mce Am ibute measures more than simply
your character's look - it represents che intangibles about
her presence: the way your character holds herself in public,
'
Calculating for example, or the air of confidence that she emanates.
Poor: You've learned to tug at others' base desires, Almost everyone has been surprised by a seemingly unre-
but chat's all. markable individual whoseje ne 5a1$q11oi makes her irresistible.
Average: You can usually put one overon folks who Despite countless trite maxims and "ugly duckling"
already trust you. rehashes, people are generally disposed coward those they
find attractive, even If they think they should know better.
Good: You seldom have to dirty your hands with
unwCtntcc.l chores. The power of the first Impression is immense; a character
with low Appc~m1m:e may ~trugg lc to create a good one. In
Exceptional: People are your playthings, robe taken
fact, in soci<1I situations where first impressions are para-
from their boxes and thrown away at your whim.
mount, your ch:iracLcr's Social dice pool may be limited co
Outstanding: "As your new president ...." her Appearance score, even if che Attribute otherwise rolled
is Charism;.i or Manipulation.

I
AmAIAllCE Specialties: Seductive, Fresh-Faced, Aristocraric,
Michaelangelo was swked. Before thacthing wok him in last
Alluring
week, d)'nami1e-look1ng chicks JOuldn't euen calk whim. Now
the homm boory in the clitb had nabbed him - Him! - et>en with Poor: You arc the target of derision by people who
his chicken ltgs and beak ofa nose. Ifonly they could see him now, should have outgrown the habit.
leading this babe out the back door for a l.inle action. Being Average: You buy your own drinks at bars.
1mmonal was awesome! I le fussed her hand, causing her w giggle Good: You find it easier to make friends of the
and .twat him plo.)'{uUy with her purse. opposite sex.

i.

I
I
'
,, .. _ ....
,..z'll-~.:-- a~~ ..

'
Exceptional: Your bcaucy attracts a lot of attent ion l roUt you tlia1 rwice!"
- which may n ot always be a good thing. Houswn cwsed his eyes fO'r a moment, calculating. Then, he
Outstanding: You cause accidents at traffic ligh ts. reached Ot>er Victor's unconscious form to the bomb's keypatl and
hii "3," Wn "4," then" l . The countdown s<opped. He turned
ro Pike. "Binary, 'moron:
Mental Attributes describe the efficacy of the gray, The IncclliJ!ence Anribute measures severai aspects of
spongy cuff between you r character's ea rs. Not simply about whar makes a person appear smart in others' eyes: reasoning
you r ch aracter's ability to learn and think critically, these ability, memory, creative and critical thinking, and problem
Traits measure h ercapaclcyto interpret hersurroundingsand solving. lncel11gcncc is no ~ubstitute for experience, though.
react co them quickly. The wh iz kid with almost no common sense is a cliche.
PmwrKWt Likewise, there are lcids who can't find Europe on a blank
"/ guess he's not flying out wich us conight, after all- not map, but who can survive in the most dangerous neighbor-

t
unless he wants to unpl11g himself from those /Vs." hoods in rown.
I "Ult-uh. That chickenshit's going to San Francisco. Play Specialties: C reative, Puzzle Fiend , Book -Smart,
che message again.'' Eleph ant-like Memory
"Huh!" Poor: Ain't got no use fer learnin' no-how (IQ 80).
Before Eph could react, SpauUting reached forward and A verage: You do the newspaper crossword puzzle
/Ytessed the "rewind" butcon. Vicror's enfeebled wice croaked and word jumble every day (IQ 100).

1
abow dittiness and hospiral beds. Good: Every team wams you on their side for Trivial
"Now lisum - right before he hangs up - lisien ro the Pursui1 (IQ 120).
backgro1md noise." There was a short irough of scadc between ihe Exceptiona l: You can rise to the challenge of
message's final "Good lttck" and the ierminal click. Eph heUI her reading Ulysses (IQ 140).
brea1h. ) u.s1 before the click of the recefoer, sunk deep beneath the
Outstanding: Yoo consider James Joyce tolerable
waves of diswrtion, she heard ir: the clack of billiard balls.
bathroom reading (IQ 160).
This Arrribute represents your character's capacity to
cull important details from her surroundings., sometimes W
m
consciously, often intuitively. A hunter with h igh Perce~ Michael kn~w 1ha1 1f he kept running blindly 1hrough the
t ion is sensitive to spec1'k environmen tal stimuli, and may ~e. iliey'd ca1ch him e1.'Cl11ually. He couUI hear them ooer die
nor ice the razor concealed up t he "sweet" little girl's sleeve dull ihud ofthe drum and bass music /r'1171 upstairs. The basement
long before h is allies do. of the club was rhe color of a blood bluter, li1 only fry infrequent,
l S pecialties : Insightful, H igh -S t rung, Discerning, dangling bulbs. If his pum1ers happened IO come down ihis
Deratl-Onented corridor, there wouUt bt no wicmsses.
Poor: Something needs to bite you on the ass before
He glanced into a deep alcove as he passed fry. Two figures
you not ice It. wrirhed 1oge1her in the shadows. rheir mois1 whispers barel-y
audible. As 1he clank of heavy chains grew louder behind him,
A vernge: You can pick up on some small details.
Michael dropped co his knees just inside the alcove's entrance,
Good: Yo u have a ta le nt for sifting out the
facin g checou/>le. Oomi hide, his brain screamed, Gotta blend
important minu tiae of a situation. in. And with rhat, Michael untipped his pants and began to
Exce ptlonol: You' re in timately aware of your

I
blend in.
surroundings tlt all times. Intelligence refers to how deeply you r character's con-
Outstanding: You never needed to use a microscope sciousness ru ns; Wits measures how quickly it Aows. A
in Bio class. character wi th high W its can understand and adapt quickly
llrrtllGJICl to ch anges, whereas one wi th low Wits might struggle to
"1010101010 ... absorb everything. Characters with high Wits are also able to
"MO're tlian jU$t a ~ningless bunch of IOs on the back of resist panic, even In dire situations.
a business card. righ1 Vic1or!" Specialties: Unsurprlsable, Sharp-T ongued, Level-
As Ho1mon wracked hu brain, Pike rifled through the Headed, Adapcable
walkc a fourth timt. M You said the srop code wouUt be in here! Poor: You have rrouble geuing knoclc-lmoclc jokes.
You said he-" Average: You make pomtcdlysnidecommen ts while
"He cold mt it was there. Vicror wouldn't remember his
wife's~ if ir was cauooed on his arm/" Housum waued ihe
card at Pike, "This hill 10 bt it.
"I1can't be," Pike's 1.'0ice was r.en.se as he waz:ched the bomb's

watching bad movies.
Good: You know the perfect put-down for every
situation.
Exceptional: No one ever gets the jump on you.
I
display rick below "30." "It's gotui ~a t.hree-digic code, moron!

~-~ ~......-..
~~----~~ ........ a
knew his stuff when he was still alive, b111 tha1 grave smell is
Outstanding: Your body has trouble keeping up
with your mind. a dead giveaway.
Then I remembtr: Poor Eph had a cold.
Unlike the Percepnon Attribute, which represents
your character's knack for recognizing specific clues, the
Whereas Attributes arc the natural potentials your Ale rcness Talent measures how sensitive he is co his
character was born with, Abilities measure how he put!i physical surroundiniS A character with high Alercness
those potentia ls to use. Your character may have light can cake in every decail of a scene in an inseam and use
ning-fast reflexes, but can he transfer that nimbleness c~ Perception to sift o ur the important ones.
h is car when it fi~htails on an icy road? Even che smooth Alertnes.5 is different from Awareness in that the forme,r
makesyourcharactcrscnsicive co his physical surroundings. The
est c harmer can look like a putz ac a black-tie affair if he
lacter makes him sensitive co his supernatural surroundings.
doesn't know the correct formalities. Attributes can im-
Novice: "I chink we're in trouble here."
prove ch rough years of experience, training or study, while
Practiced: "These guys are pretty tough for a bunch
Abilities are much more flexible. When your character
of winos. We're in trouble."
:mrm pr~ rn <In any thing, you usually roll a dice pool
Competent: "Since when do bums have fur? We're
combining an Attribute and an appropr iate Ability.
in big trouble."
There are 36 Abilities separated evenly into three Expert: "These 'street people' have all got
separate categories: Talents, Skills and Knowledges. Some submachine guns under their coats. We're in really
Abilities (Expression, Crafts, Performance, Academics, big trouhlc."
Science) require you co choose a specialty (p. 101 ), even Master: "I'm more worried about the pack of
if your c haracter's rating is not 4 o r higher. For example, sl11v1:ring wolves about to come up through the
a charac ter with Performance may have a grounding in grate bchmd us. We're screwed."
singing, dancing a nd acting fro m h e r off-Broadway expe Posses ed by: Hunters, Detectives, The Paranoid, Securicy
rience - but her true talent (her specialty) lies in Personnel, Journalises
dramatic soliloquies Specialtie : A Specific Sense (Hearing, Smell, Taste, Sight,
Paint a picture of your c haracter's identity and past Touch), Concealed h ems, Wilderness, Urban Areas
when choosing Ab1l1t1es. The things a person knows o r is
able to do say a lot about her. Even a single dot in an ~Tlln'ICS
Abiht) can reveal a foscinaung aspect of her identity - Two figures leapt across the gulf between rhe buildin,gs, but
especially when the Ability seems co clash with the only one landed on the othc sule.
character's concept. A company CEO with points in "Parker," airnt a harsh whispn- fram below. "Parker, give
Streetwisd Maybe he rose co prominence from his begin me a hand! H 11rry! " The larger one, fa1 after quiet years behind
nings in the inner city and never lost touch wirh the old a desk, dangled from the lip of a ram gutter.
neighborhood. Perhaps he's in che thrall of a brutal coke The small one turned and looked down inw the abyss, then
addiction and doesn't trust anyone else to arrange his fix. across at 1he approachiJi ho11nd.!. They m<Wed gracelessly. Bw
A s lo ng as you remain in the realm of plausibility, use your
far from being amusing. their unnaturalness seemed only fright-
allotted points as a palette to create a memorable portra it.
eninir w him. Their jerky movements wholly belied a bizarre
agility , speed and crmning. They tore at the gravel of the far
rooftop as they loped wward liim. He gave one last look at his
T alents are cnpahilities for which your character simply

I
has a knack, regardless of training or instruction. The only parr:ner' s whitening fingers and began co fumble a fistful of rounds
way co Improve these Traits is through direct experience, into his revolver.
although pointers are occasionally useful. If you attempt an Athletics covers how well your character can run, jump,
action involving a Talent that your character doesn't pos swim, hurl, pursue and flee. Naturally, it includes adeptness
sess, you suffer no additional penalties (increased difficulcy,
I for example); everyone has some degree of aptitude in these
most instinctive of Traits.
at sports, bur nm basic moror skills covered by Amibutes
alone (such as power lifting orslcightofhand). Additionally,
Athletics doesn't intrude upon the realms ofotber Abilities

I Auml'SS
So when I walk into the house and find Ephie giving me a
Bronx cheer from 1he end of a piano wire, I know chey're
en1o:ying this. I s11ppress my feelings for my dead frierul in hopes
such as Brawl or Dodge.



Novice: unday-aftemoon tennis lessons as a kid.
Practiced: High-school athlete.
Competent: College-football hero.
of venting 1hem on her killers. Her face srill has color, so i1
l
' seems I've j1m missed the parry. By the look of the place, she Expert: Olympic hopeful.
p111 up a good fight. Master: The salary your skills could demand would
I smell 1he rotting ha.i141'd long before I see him. I feel outstrip the GNP of several developing nations.
him when l spin and sink my foot into his bloated gill . He

- - - - ---- ---- -
Possessed by: Athletes, Outdoors Enthusiasts, Fimess Alchough you mw t still expend Con viction for your
Nucs, Kids character co detect and recognize the supernatural {see p.
Specialties: Swim ming, C limbi ng, A crobatics, Dancing, 132), she doesn't necessarily need to use an edge co identify
S wingi ng che exacc nature o( a creature - say a shapechanger o r a
bloodsucker. Rather, sufficie nt successes in an Awareness
Awualss roll identify the c r~ture at the Storyteller's discretion.
There was only one ihing in the missing huncer's apanmem
Awareness may also allow your character ro imply sense thac
iha1 frightened Erick, and he co1ddn't say why. Ii uras the small,
bug-eyed creamre 1ha1 sac awp Sarin's moniwr and swred her environment IS supernaturally nskew o r tainted, without
benefit of an y concrete evidence.
unblinkingly at rhe far wall. It was about the siz:e of his clenched
fist and made of molded plastic, like someching Sarin might have Awarcne~ is different from Alermess in that che former
won at a carny. Nonerheless, ic filled Erick wich vague unease, as makes your character sensitive to his mystical surroundings.
if the sparrow-egg eyes flitted afcer him when he mmed away. The latter 1m1kes him sensitive to his physical surroundings.
Then Michelle called them all into 1he kiichen , and he forgot the A wareness und lnruition also differ in that Awareness im
liule figure. IL wtisn't im1i! it tllmed u/>in Erick's bag that he parts an inherent sense for the supernatural, whereas Intu i tion
remembered it. 1 offers 11 sim ple sense for C()rrcct choices and possibilities,
usually mu nda ne ra ther than mystical.
Y~1ur characte r Is able to sec che wo rld as she never could
before, and not just as a result of being imbued - other Novice: You instinctively mistrust some people, but
hunters can see rht truth, too. No, you r character is able to you're not sure why.
nocice unusual phcnomcn::i in her vic inity and perhaps even Practiced: You've seen some things chat no rational
de rccr the presence o f the supemarural - things chat even explanation could account for.
her peers miss. A few successes might instill che sense of Competent: You see che ethereal threads chat en
another presence in a room. A large number might allow your mesh rhe waki ng world.
character to pinpoint the specific nature of a monster, Expcn: You su~pect that there are realms beyond
provided she's encountered it before. This T aJent extends to your own, perhaps the homelands of the creatures
both animate and inanimate objects, and co phenomena that you hunt.
may be invisible to the unenlightened .
~--mrJI~--
a
measures your character's ability to utilize adequate cover

'
Master: You sec so much of the unexplainable,
you're worried that it might drive you mad. Maybe in a hurry.
it already has. Novice: Duck and cover!
Po sesscd by: Psychics, Gypsies, American Indians, Asylum Pracuced: You were always the last one out in
Inmates dodge ball. .
Specialties: Talismans, the Undead, Animals, Portents, Su- Competent: You've weathered food fights without
pernatural Powers, Auras a speck.
BIAr.t Expert: You seem to instinctively know where a
Fear ioreat Michelk's brain as iherevenant pinned her io the blow is aimed.
groundwirlt iis cold body. Fear cumed to panic when thecrearure's Master: You arc virtually untouchable.
hands wrapped around her rhroat and squeezed. Purple lighmini; P ossessed by: Martial Artists, Boxers, Criminals, Action-
seemed 10 flash before her eyes. The creawre's head moved coward Movie Heroes
hers, ics jaws opened wide as if to fcrrce some foul affection on her. Specialties: Firefights, Cover, Fistfights, Sidestepping
Through the hate, an old college memory resu1faced. She brought
lier right knee u/1 hard inw the creature's pelvis. At the same time, fMPATlN
site grahbed che monster's head wiclt both hands, her thumbs over
The self-dubbed "1..ord of the Manor" looked about wildly,
waving rJ1esuppased bomb back and f<rrth, and yelled , "I'Usmhis
its eyes, and drove her man kured nails deep inc.o the sockets. She
thin}{ off, 1promise yo11I"
closed her eyes co the vision, but her mind burned with a single
Marshall scmcinited the crea111re' s face carefully. With
perverse image: f>OOChed eggs.
fangs bared and eyes blating, 1he Lord of rhe Manor was a study
Conventional weapons never seem to be around when
in unmitigated hatred. And something else.
rhey'rc needed, o r they fail a l the most inopportune times.
\'(lithour shifring his gaze, Marshall opened his shotgun and
Some hunce rs believe that the most reliable way to inflict
dropped a phosphorous round into the chamber. "It's a bluff," he
harm 1s the o ldest way: tooth and nail. Points in Brawl can anno1mccd 10 htS companions poised behind their triggers.

'
stem from formal training or ~imply painful experience, but
Then aU hell brth loolt.
rhe best fighters arc the least inhibited when causing agony.
Your character has a gift for sharing other people's
Novice: Youtookasclf-defensecourseatthe YMCA. emo tions - and sometimes the motives the\' try to hide.
Practiced: You played rugby in college. This Talent can be a great asset during anempts to sense
Competent: You're either a black belt with a linle others' lies. No one is a lie dececwr, though. Depth of com
fighting experience or a seasoned street fighter. municntion with a person and information your character
Expert: People pick fights with you only once. has about a sub1cc1 can augment her ability to scrutinize. Or
w
, Master: You pick up pointers from Enter Dragon.
Possessed by: Police, Thugs, Slum-Dwellers, the Physically
they can kew your character's judgment horribly.
Novice: You watch a lot of calk shows.
Abused, Milimry Personnel Practiced: People come to you for support.
Specialties: A Specific Martial Arts Form, Dirty Fighting, Competent: Your insight into ochers' feelings is
Wrestling, Throws uncanny.
DoOII Experr: People's faces tell you what they really want.
A dm:en cars passed Angela every evening during her sunset Master: You read people like most folks read

I
jog, bt~t this one sounded diffeTem. There was pure malice in the i:rocery-srore labels.
growl of cht engine, and it rose with each of her foocfalls. Possessed by: Actors, Psychologists, Lnvestigators, Body
Don't do this to yourself again, girl. She stmined co guiirds, Parents, Social W orkers, Seducers
concentrate on the lonely road ahead. Kids in a Camaro. Just Specialties: Mocives, Emocions, Personalities, Confidence

I kids. Don't give them the satisfaction of seeing fear.


Bui when the engine's roar ent1eloped Angela, panic beiu
XJ'ESIOll
Dear Mr. AkCbaum,

I
down her pride and sen1 her dfoing into the drainage ditch. The Yo"r la1es1 ~ssage regarding the Chapel of the Five Wounds

,
car's ares pelted her with gravel as rhey bi1into the s.oft shoulder came as a sin-prise, e5pecially consrdermg all the e-mails that led
u here she had been a moment earlier. The dri11er tried to cur w up to it, plus the odd photos )'OU sent~- l'mgl.ad to hear that the
wheel. but the rear tires had already left the asphalt, and w Viper eerie noises and liglus that you bla~d earlier on 1mnaL1ual beings
urenlintoaroll. ukuplow, itcaniedapathinrotheroadsU!e~ld
hai-e a more logical explanation. l found your larest e-mail so

'
and kicked up clots of dirt. intriguing, infact, rhat 1eagerl1 accept yoor inviuuion to view the
Dodge is your character's capacity to gee the hell out of neighboring chapel and hear your clarification firsthand. l have
the way. All manner o f objects aimed at her can be dodged, chosen the latest cmin, ru you requested, and will be arriving at the
from bullets to fists to subway trains. This Talent also
I srationat 10:30 PM thU Thursdoy. You needn't worry; l haven't

- - - - -- - - --
,..z... -~1:--s Jl9r

shoum tlu! phows w an)'<>ru! and will be bringing them as JOU

'
llrrUITat
asked. See JOU soon!
Yours Tmly, "That's w~e rJiey live ," Houswn said, pointing across the
Prof. Plu/1p uvy Cra/ft cnpty square w tlu! duaying church: Th Chapel of the Five
Depr. of Mcraphysics, Comeau University Wounds. "Keep your lu!ad doum!"
plcraffi@wh1Sptrer .drknes .gu .edu Gonnan dU4.kd ~k bdtirwl Liu: rwfs rotrins balustrade.
Houston contimw:f.
Your character's opinions capture peoples' interests,
MT~ spotw:l a junkie outside one night. T~ took him
regardless of whether such opinions are misinformed, biased
inside and ... I wasn't CT<J-0 enough co go lookin' far the bod-y.
o r even meaningless. He's able convey his points clearly, or
Gangbangm from ~ Reapers visi1 sometimes. No one else.
shroud them in clever subclety- whatever works best for his
Always af1er dark , ofcourse. That's where 1he supply of Hum is
purposes. Expression allows your character co reach people

if
comingfrom, l'dbetmysoul. There'rntleastfourofthem. Place's
through ;rny medium: visual, auditory o r otherwise. Charac-
a regular hornets' nest. "
ters with high Expression are often skllled storytellers or
gifted writers.
Houswn's attencion was drawn co a flickering streedight.
Two member.~ of the Wolfpack, initiaies by the color of their
Novice: You were the best Joseph the church bandanncis, swod under it drinking malt liquor. They threw down
Christina$ pageant ever had.
their boules and began to stagger 101vard the loathsome structure.
Practiced: Your conversational skills are enviable. "Here come a cou/>le of kids wirh rocks now."
Competent: You could write for a living. Unbelievers call it "unconscious logic." True believers
Expe rt: Your words might be discussed and lauded call ic a "sixrh senbc." Although they can n ever explain why,
by millions. some people always seem to be great guessers, whether on
Masce r: You have a gift that could guide the exams, with s!gniflcanr others or in the stock market. Your
thinking of a generat ion, if applied properly. character is one o( chose people. He's escaped more than one
Possessed by: Actors, Politicians, Writers, Teachers, Revo- predicament by rely ing on n olhing more than gut feeling.
lutionaries, Editorialists Storyt ellers may use these "gut feelings" to help players
Specialties: Acti ng, Poetry, Speeches, Letters, Fiction , further a scory.
De hares

,.
Whereas Awareness impan.s an inhercru sense for the
supcmarural. lnru1uon offers a simple sense for correct choices
hrrl!llATIOll and possibilities, usually mundane rather than my-stical.
"TN! local anel~cic's stiU in efftct, so you won't feel this. Novice: Multiple-choice exams are a breeze.
But just imagine how it will huri. Think how the agony will creep
up on you once 1he drug wears off." Peleus had learned a rhing ar Practiced: You've come to crust that lircle voice in
your head t hat says, "Buy," "Sell!"
rwo about psychological pain in 1hat Cambodian de.arh camp.
He'd never had a chance co pass on his knowledge until now. Competent: You're often prepared for unpleasam
He srnipped the last unbroken finger on the Renfield's left situations thanks to your "bad feelings."
.t hand. The punk didn't flinch, of course, but Peleus knew he was
scared. His eyes were 11/aces and the gag in his mouch was soaked
Expert: Your knack for knowing without know!
edge is uncnnny .
with .mot. He probably would've wlked three fingers ago, but Master: You would've been condemned to death in
Peletis wanced w he sure. "Now if you don't teU me where 1he old Salem.

I
'Lizard King' is /1iding, /'II move on to your right hand-and I'm P ossessed by: Srock Brokers, Oomblers, Fortune Tellers,
all out of pain killer." Mothers, Enrrcprc neurs, In vestigators, Bodyguards
Your characrer has the ability to control others through Specialties: lnsighr, Gambling, B:id Feellngs, Inspirational
fear. The power may stem from something as inrangible as Flashes, Hidden Motives
force of pcrsonaliry or from something as real as white-hot
sceel and manacles. Your charac te r knows the best approach
l.rwm
Farher Si. George climbed into the van. "Guy gave me the
for each situation and may have no qualms about using it.
signal. Tlu!y've lefr the chapel. l lere's rhe plan: Vicll)T, you're
Novice: Obnoxious jock poinr-man. Go"'"" rnto the catacombs, lay the charges by the
Practiced: Effccuve bouncer srruc.s. Houswnand Pilu!, w.kesomeamllery. You'rehisdefensiue
Competent: All the men call you ''Sir." line. If ihings get ugly, give me a beep and set the deronall)T.
Expert: You can discourage muggers with a frown. "Spaulding, you and your lmle friend Me are my running

' Moster: You can cow gangsters with a laugh.


Possessed by: Law Enforccmem, Military Personnel, Gang-
sters, Executives, Security
Special ties: Veiled Threats, A ir of Authority, Torture,
Fear Inspiration
backs. \Ve'relookingforartifacts. We'relookingforbooks. \Ve're
looking for chemu1ry ms, drugs and money. Gonnan, you and
Guy play safety. A leaf blows w wrong way, you get gas -
anything -give me a beep. Anyone gets scared, just think of
what w water supply'd taste like spiked with all tluu Hum. ~
,._.,~a ...... ..s.. ~~

Your character h~ theabilicy co motivate people through Marshall didn't question che cop's skepticism. A/re two
force of personality. You may lead by example, fear, excellent
planning skills or simply through sheer confidence. Regard-
le~ of how your charocter docs It, he seldom needs co deceive
people Into following him. This Talent is often paired with
C harisma rather than Manipulatio n.
Novice: C lass vice president
slupltss nights of hard dricing, he looked like crap. Crap with a
lot of ha1 meral m his car.
"It uw a life-or-death siuuu:ion. And with that opening
line, Marshall launched inw a iaie that had sm:ed him from so
many nckeu m the past. II began with an arant wasp, an open
window and a lifelong allergy. II ended tdth the "eWlence~: a
'
haplelS creature killed months ago and a borrowed insulin needle.
Procticed: Scout leader
And, ofcourse, che closing ~ne thatalwaysgotalaugh: "l named
Competent: C EO
him 'Crash.'"
Expert: S tate senator
The cop didn't ltmgh. "Lemme see that wasp. " She ran a
Mast er: You could be the next leader o( the finger along its tvings. "Beuer re-name him 'Dusty.'" Marshall
free world. blanched. "S1e1> out of 1he car, please."
P ossessed by: Politicians, Royalty, Executives, Military This Talent represents your character's capacity to lie,
Officers. Police. Popular Kids get away with it and sense when others lie. Your character is
Specialties: Commands, Planning, O ratory, Friendliness, able to conceal his own motives, rend other people's, then
Experience play upon them to his own ends. N ot only is he skilled at
SnrnWISl telling others what they want ro hear, he has few reservations
To 1he casual observers on the promenade - the lovers, about doing so. C haracters talented in Subterfuge are mas-
joggers and insomniacs - ir looked like a concerned son offering ters of intrigue and seduction; they're often slipperier than
ro sho11/dcr rhe weight of his father's backpack. To freq1renrers. ir the lies they tell.
looked like a dmg deal. Both assumptions were simultaneously Novice: You get away with lies people would have
correc1and far from the mark. believed anyway.
"Chris1, 1his u,oe1gh.s a ion!" Marshall faltered under ck Pracrrccd: You Juggled multiple girlfriends or boy
1111expected u,.tt1gh1. friends (or both) at college.
"E\-plosrt-e ops wtigh a helluva lot more'n leadbellies, and Competent: You could make a living from lying.
them .45s don'1 exactly squirt W<JLer. ~The fat man heaved one Expert: Polygraph machines whimper in your
la.sr ume. "If I'd had anocher co11pla da:ys, I could'a got :ya chem presence.
Cassuls, but .... HtU, it am't my bl4Siness, Marsh, but where ya Master: "We find the defendant, Jeffrey Dahmer,
going in such a hurry. anywo.:y?" not guih:y."
"San Francisco."
.. < B Pos essed by: Lawyers, Polit icians, Con Men,Televangelists,
''HUil. e sure w wears~ flowers in 1er hair." H T
" /will . Thanks." Marshallsaluted, rhumbacrosspalm, then ust1ers, ecnagers
dashed back w his idling car. Specialties: Seduction, Feigned Innocence, Alibis, Fast-
The srrccts prove bountiful to those who speak ~ Talking

I vernacular or carry che coin of the realm. Your character is


able to blend in with the local scene, locate contraband, pick
up gossip and stay out of trouble - most of the time. Customs
SKH.lS
Skills are equal parts craining and instinct. They are
developed through experience, practice and instruction. A

I
change from city to city; she may be at a disadvantage outside
person with knowledge of proper procedure is at an advan-

t her home town.




Novice: You're n ot an instant target for muggers
and panhandlers.
Pracriced: You've got a rep .
tage over one without such training. Rolls involving Skills
chat your character doesn't have are at + l difficulty.

AKDI
I Competent: You arc tolerated and accepted - if The sun had set. /r was almost time for Hee Haw, and the
man from Albuquerque had well overstayed his visit. Coop uw
l not loved - by the gangs.
Expen: You find it easy to tap the pulse of the city.
M:mer: You are the pulse of the c ity.
abom ro pour him one more bourbon and kt him know it was for
the road, when the hounds starrcd up.
"Sounds like the:y smell something in the com," said the dcy
Possessed by: Gangbangers, Ho meless People, Cops, Re- lxry. trying w be of some 1ue. "Raccoons, maybe!"

I
poners, Crimin als "Naw." Coop gatoe a lislCI to the baying and yammering.

'
Specialties: A Specific Metropolis, Fencing, Smuggling. "Naw, 'taint ' coons." He poured hnnselfa stiffone and wssed it bade.
Communication, Rumors, Gangs "You UKD'llla reach in thtu gun cabmet an' fetch me thtu box-a shells!
St.TINI No, the other box-mar~d 'Sproal.' There she is."
"Yo11're rellin' ~that at 90 ml les an hour you had no idea
how fo.Jt ;you wtre going?"

'
,
,._&~ ..~~--..Amt
Coop stood up and tmd to shak out che arrhriris.
MThis won't ta~ b111 a minutt. You better stay in htte.
Hee Haw's on Channel 8, if you're innere.sted."
Animals aren' t keen on anyone couched by the
supernatural, and they can't always teU good guys
fro m bad. They may be uneasy in t he presence of
hunters who make constant contact with the enemy,
o r in the presence of hunters who are contacted
frequently by the Messengers. Animal Ken allows
your character to empat hize with, if no t understand,
an animal's behavior. She can use this Skill to train
domesricaced a nima ls, calm unsettled ones and some- '
times even understand what they try to communicate.
Novice: "What's that Lassie? Did Jimmy
fall down the well again?"
Practiced: You know which animals are
fooled by playi ng dead and which don't
mind cold dinners.
Competent: You could train a police at
tack dog.
Expert: You could train a lion.
Master: You were raised by apes.
Possessed by: F:mncrs, Animal T rainers, Pee Owners,

I
Parle Rang<'r<>, I .onely Old Ladit."S Who Own Cats
Specialties: Specific Kand of Animal, Attack
Traanmg, Guard Training, Retrieval Training,
: :unicacion, Calming ""

Thty were pinned. The goliaihs masquerdding


as dockworkers had 1hem against a cra1e. The Luger
iha1 one tuwcker held looked like a t<YJ in his hammy
miu, b111 Erick supposed that its bullets were real
enough. He knew tha1 moving for his own piece would
be suicide. Meanwhile, French seemed compleiely un-
armed.
~ Then, as if by force of will, twin .38s appeared in
French's hands. The exchange was deafening

I
hm mercifully brief; French targeted 1he monsrer
witli the gun first. In the silence !hat followed,
Erick saw the guns whisk hack into the sleeves of
che French's rrench coa1, propelled along spring-
loaded forearm braces. Erick was astonished.
"\Vhere'd you s:et those ~!"
French was nonchalant. "Made 'em.
You ei.>er set Taxi Driver?M
Crafts allows you r characcer to
make and repair things with his hands
(although it doesn't cover electronic
dC\1ces; that's the purview of Tech-
nology, p. 114). Your character can
fix car , build a house, kn it clorhing,
even design mechan ical devices. He
may also be skilled ac creating works

1.
~~~ ....~~..a_.
of an, like pottery or sculpture. You must always choose a prey in the ghecio. She'd objected. to the flames - vehe-
field of C rafts in which your c haracter specializes, al-
though he is h an dy enough to have general capabilicy in.
several areas.



Novice: You sewed your own Wll llet at summer camp.
Pracnced: You're a handyman around the house.
Competent: You seldom need tocaU che repairman.
mently. She hadn 't squealed yet, but she would- if he didn't
make her squeal first.
He copped a rise, saw htt and gave it gas. The great tliing
about the Viper was 1hac he wouldn't even have w lea~'I? second
gear. Maybe he'd srdesu.1pe her msread. Knock her inw the fields,
finish the Job wi1.h his bare hands. Of course, he'd auend ro thar
'
gorgeous ass first . The 1ach climbed w six, then se\11?11. The thick
Expe rt: Yo ur des igns for clothing o r art arc
birch wasn't even rumingaround. Piece of cake, just shimmy the
emulated around the country.
wheel aaand ....
Master: You've swamped the patent office with
Your charncter knows h ow to drive a car. With high
your ideas.
levels in this S kill, he can pull off tricky maneuvers at
Possessed by: Artisans, Repairmen, Inventors, Farmers,
dangerously high speed~. This Skill also imparts an aware-
Designers ness o f cars' li m its and how t o push them. T his
S p~cialties: Auto Mechanics, Appraisal, Paintings, understonding cnn be very useful when a BMW full of
Ciidgccs, Traps gun-ro ting b loodsuckers decides co chase your c haracte r's
ut ility van. A dditi ona l d ots also offer expertise in a
Do.iol.IY IONS brond range of vehicles - motorcycles or 18-wheelers,
It was the end of the second rubber, which meant it was tir111! fo r example.
for Mrs. Conklin to begin talking about her daughter, the class If your character doesn't h ave this Skill, he can still
treasurer and prom princess. Mrs. Mackinaw sighed and dealt the drive, but only an automa tic. Any Drive rolls made are based
cards into four eltm piles. on the appropriate Attribute only, at+ I difficulry. Ofcourse,
"Marcy is so serioits about her classwork Tighe now thae I you may not want your character to know how to drive at all.
hardly see her! Why, jwe the other day she had me pick up model
N ovice: You can d rive any type of car, automatic or
roclc~e engmt< and ftl~< f nr your hitSband' s Physics class, Joyce."
stick shift.
Mn. Miller barked a laugh and stabbed om her cigarette.
"Muse be a helluva proJeCI. They're leamin' about wave motion Pracuccd: You flght rush-hour rrafficonadailybasis.
ngh1 now." Competent: Taxi driver or professional trucker.
.. //uh ." Mrs. Conklin wok a sip of her iea. "Huh." She Expert: Stock-car racer.
looked ai her cards ...WeU, one no-trump w you, Anne." Master: You're as comfortable driving a car on two
Demolition s is the ftn e art of making things go wheels as you arc on four.
boom . With this Skill, your ch aracter knows h ow co Possessed by: Race-Car Drivers, Truckers, Punk Kids, Com-
make, identify, disa rm an d use a variety o f explosive muters, C hauffeurs
devices. She nlso kno ws where to place explosives inside Specialties: Off-Road, Motorcycles, Reverse, Heavy Traffic,
a large struc ture for maximum effect, and how to direct Tums, Tailing, Getaways, Ramming

I
explosive power through techniques like tamping. Of
co urse, the most effective bombs require materials th a t l TlQUrTTI '-
are both expensive and illegal. Demolitions gives your The "Baron" - Marshall Posing as a gentleman-fop-was
c h aracter the kn ow- how to com bin e components, n ot a smash. The way he leaped to the first zesty mazourka elicited
th e abil ity LO acquire t h em. gasps , along with an in11i1ation to the host's table. His commenr

t


Novice: You mix a mean Molotov cocktail.
Practiced: Pipe bombs
Competent: Car bombs
on the pi not nolr - "I tentl to fa11or wines mcule from tempera-
mental grapeb" -
tablemates.
met with unanimous assent from his

French - posing as "the Baron's" security - watched


I Expcn: High -yield explosives
Master: You deal strictly in megatons.
from afar. He co11ldn'r help bllt notice chat only Marshall
r.ouched his drink. French hared this work; wo much chance of

I P ossessed by: Bomb Squads, Rad icals, Construction Work-


e~. ~1ldiers
Specialties: T imers, Triggers, Disarming, Everyday Chemi
being caughr - and then 1he simple proximity 10 things he
shoidd righ1fidly kill where they sa1! Yet a simple word from
rhese bloodsuckers could ger Marshall an alldience with the
pope - or perhaps rhe group's blasphemow leader. Their joint

I
cal , Pl,1cement, Elcccronics
plan had gone well 10 far, but was "1he Baron" charming
Dmt mough r.o gain a private audience with the Lord of the Manor!
Ptleus leaned on the wheel. He'd be coming up on That was the real tesr.
Angela any minute now. She jogged along the same farm rood
Your ch aracter 1s knowledgeable in che formal be-
a11he same ume every day . Shame to flauen that gorgeous ass
haviors of society. This S kill typically extends on ly t o

.-.
on the blacktop. Bue she'd seen him and Van Owen flushing

~-~w~~
!.i ~:
. - -- - - -
.._... 2 _~llL----A191r

the environment with which he is most familiar, but the There was the vip of a suppressed shor and the sifhouetce's
truly polished are learned in che p rotocols of several head seemed 10 emp1, leaving a blossom of amber on the alley
culrures. High scores in chis field can make your charac- wall. Yasmine tore her.~elf from the scope and turned w Erick ,
ter respccte<l and remembered in situatio ns whe re who looked up from his rifle. /
formality is paramou nt. "You said ir was a 1Tanq dart/" she hissed angrily.j{rick
Novice: You took ballroom dancing classes at the appeared unmoved.
community center. "1 lied. Don'c worry - he won't sray down."
Practiced: You've been to a few charitable dinners. T orches and pitchforks arc weapons of che past. A
modem -day hunter who uses traditional weapons against
Competent: Perhaps you served a stint as a sommelier
the supcrm1cu ra l - and lives - quickly learns to adopt more
or a maitre d'.
modern means of subduing prey. T his Skill covers a broad

I
Expert: You are a true diplomat, comfortable in any range of weapons from derri ngers co machine guns, and
formal setting. includes knowledge of how co clean, repair, unjam (Wies +
Mascer: You are either royalty or a peISOn who Firearms), and recognize them - plus. how to kill others
caters to royalty. with them. Firearms does not, however, include heavy
Possessed by: High Society, Diplomats, World Travelers, artillery like mortar rockets or antitank guns.
Politicians. !:inobs Novice: You ubscribe to Anns and Armaments.
Specialties: Business, European Custo ms, Asian Customs, Prncciccd: Many a clay pigeon has met its end
Seduction, Networking, Sycophancy thanks co your skillful trigge r finger.
f llWIS Compctenr: An avid hunter of wildlife orothecwisc.
"You rlunk that's crupy? Watch this." Expert: Your friends call you "Crack-shot."
Yasmine co111dn'1 look away. For the las1 few minutes, she Master: You've fired more bullets than any single
had warched 1hrouiih rick's infrared scope as 1wo figures left rhe brigade ever will.
nightclub: one a normal mrasma of reds and oranges, the other a Possessed by: Law Enforcement, Surv ivalists, Military Per-
curious greenish-yellow silho11ene. Even stranger was the rush of sonnel, Gun Nuts
ochre 1ha1 flooded rhe latter when the cwo began w kiss in the Specialties: Solid-Slug Guns, Scatcerguns, Sprays, Snip-
shadow of an alley. ing, Called Shots
~s-- JI~--
a .. the stage. Your character is adept in a performing art and

'
fitUI
possesses not only the know-how but the stage presence to
Gorman dropped his weapon and dutchedat his eye, which
enrapture an audience. You must specialize in one field,
thr~d scark1. The crearure laughed - a cold, rasping sound
although people skilled m one performing an form usually
- !hen pushed pa.s1 him and sprin1ed up die stam. Guy and rhe
have some acquaintJncc with the others.
otliers amved soon after.
"Gorman! God, man! What did tluit bitch do w you!n Guy Novice: Garage band
reached forward to remcxie Gorman's handfrom his face. Gorman Practiced: Club c1rcu1t
flinched away. Compecem: Record label
"Nothing! l'mfine .... She's headed for the bell tower.n Expert: Billboard
"Thanks.Jim." Guy started for the stairs, Uien turned and Masrer: Hall of Fame
poin1ed at Gornum's feet, "Since when did you learn to use Possessed by: Musicians, Actors, Dancers, Some Talk-
'chucks!" Show Hoses, College Kids
Gonnan 's only response was to feel for his iveapon lying inert Specialties: Various Instruments, Singing, Acting, Dancing,
on the floor. 0 11ce the others' footsteps faded up the stairs, he Srnge PrPsence, Comedy
staggered off, his pride now stinging worse titan his eye. He searched
for a c1main with which to wipe his own blood from the nunchaku. SltllfTY
Somerimcs it's besr to fight monsters without waking up "Hello, chis is Rich Gagnon. I'm not home right now, so
the entire neighborhood. That's when hand-to-hand weap- please leave a message and J'Ucall you back. Thanks."
ons come inm play. Melee is the Skill to use all manner of BEEP
such arms, from the classic wooden stake ro marciaJ-arts .. H ello, Richard, it's Alise.air. Christian and I foundawothy
implements ro Improvised weapons such as broken hordes fellow skulking around this afternoon. so we subdued him with a
and folding chairs. baseball bat. I le'stied up m the basement. \Vhen he wakes, we're
Novice: You can show off with a sword and not going IO po~ him w11h sticks and find 011t all about his mares.
Chrisrian's w<.uching lum righ1 now.... Chrislian! Chrislian!
cut yourself.
Bugger all. He l1~ly s1epped out w smoke. Wait, there's rhe
Pracuced: Even when your rifle runs our of ammo, basemenc door now. Anyway, do visit quickly. Cheers.
you're fur from helpless.
CUCK

J
Competent: You prefer the grace of a rapier to the
This Skill measures both your character's ability to
tactlessness of a gun.
secure an area or person, as well ru. his ability to bypass others'
Ex pen: You could be on the Olympic fencing team. precauuons. It entails the know-how to break into and our of
Master: You display an undeniable skill that has building , hoc-wire cars and even crack safes. Conversely, it
vimially been lo t in the modem age. allows your character to set up his own safeguards or recog-
Possessed by: Gang Members, Martial Artists, Police, As- nize the weak points in a defense system.
sassins, Duelisrs Novice: You can cic and untie complex knots.
Specialties: Knives, Swords, Stakes, Improvised Weapons, Practiced: You c\n hoc-wire vehicles.
Aimed Strikes, Parries, Disarms Competent: YouI arc familiar with most simple
PmORM~Mtl security systems.
He was alone at the bar, away from the other poseurs in his Expert: You know almost every way to protect (or

I
lame-ass band. Curtain call. She straighrened her Rancid T -shirt get at) a person or area.
and gaue her bouffant one more pat. Marcy Conklin wasn't Masrer: Nothing is safe from you.
worried about her shitkicker accent - she'd honed ir in her Possessed by: Burglars, Security Consultants, Law En
school's prod1mio11s of Li'I Abner and Streetcar last year. Scill, forcemenr, Sui Ike r~

I chis audknce of 01\l was gonna be the toughest ever, and she
needed no kss than a four-scar reuiew. She approached and began
Specialties: Hoc-Wiring, Electrical Systems, Escape, Com-
bination Locks, Tumbiers

I
lO gttSh ouer him , giving him a dopey grin that made her wam w
pu~. "Well, Jesus! What a show!" Sram
He pretended unconvincingly to sip his beer as he lisrened, Geuing owr die KOU was a bree~e. and rhe guards were so
!hen invued her ID some "party" after the gig. I've got a better bored they fol''td the dmraction almost wo q1tickly. But Erick
nearly km hu grip on iM rear balcony when he saw Gorman
one, pal.
standing chert, loolang down at him. Gonnan .'OTe his hospital

'
"Well, ac11utlly," she drawled. inu'<lrdly fighting her rewl-
whites and he/4 a IOU bag full of personal belongings in one hand,
s1on, "I U'anna talk IO )'O" m pril!ale. In m'van 0111 back."
She imagined him licking his fangs as he said, "Let's go." a scalpel in the ocher. The mstmment's blade uw so caked wich
someching that u refkcwd none of the perimerer lights.
Whereas Expression is the capacity to put words to
"Dammit, Gorman," Erick hissed as he was helped up. ul
paper, voice or email, Performance is rhe ability to take it co

....
ro/4 you wt' d be coming through the westgau. What are you doing

---~;.--~~- ~
--- - . - -- - - - -
...1111111~
a . .~~----. -~
.

here? And what che hell is chat rotor for!" nam~

' "They rold ~ there'd be a change of plans. As for this ...."


He held up che surgical tool. "Lasc-minure business."
Your character knows how co avoid derection, regardless
of whether he's h1dmg or on the move. This Skill also gives
him the capacity to hadow ocher people unnoticccl or co
conceal items on his person or nearby. This T raic is ofcen
"When I was a kid In Vmnont, Grandpa and I would go ouc
into che woods e~~ winter with a bunch of buckets. I'd pick out
che trees . \Ve'd dm'f holes in !hem, insen taps and hang the
bucktcs underneath. \Ve'd come back lacer and check em.
Sometimes chere was norlung or the sap was bad: tOOtery or just
off. Sometimes "'"~'d gtt a half-bucket of che puresr silver )"-OU've
pitted against an opponent's Perception to determine whether ever cas1ed. Those were 1he ones I prayed for, the ones that made
your charac1er is successful or noc. '-__ all the hiking and shfoering worthwhile."
Novice: You are a hide-and-seek expert. French opened the rus1ed wire box. He removed a tiny
Practiced: You could tail an unsuspecting person cassette from 1he recorder, inserred a new one, arul adjusted ilte
through a shopping mall. alligator clips on [he multicolored [elephone wires. As they were
Compcrent: You'd make a great car burglar. leaving the alley, headdressed Marshall again: "I've changed since
Expert: You can hide on a flat plain in broad daylight. rhen, but y'know, che fun never really does."
Master: Your prey never secs you until your knife is Your character Is a true child of the modern age. He
in his back. understands how electronic devices work 11nd has a famil-
iarity with the wide range available to him. Additionally,
Possessed by: Thieves, Policemen, Military Special Forces,
he possesses the know-how co repair or alter such devices.
Reporters. Assassins
Technology does not apply co mechanical devices or physi
Specialties: Object Concealment, Urban Camouflage, Wil- cal art; th:ir's the realm of C rafts. Likewise, computer
derness, Tailing Prey, Theft technology - hardware and software - is the purview of
SlmAt the Computer Knowledge (p. 11 5).
The sun wa.s rising when Michelle awoke. It looked like a Novice: You can program a VCR.
boiling cat,fdron , fat and red. It burned like one, roo. Another Practiced: You know how rn ftx fuses and build
scorching s11mmer da'J in che Caribbean. Red in rhe morning, simple crystal radios.
sailors rake warning. She picktd herself11p offthe deck co survey Competent: With tools and ri me, you could build
che boat. Between che punish~nt from las cnighc' s scorm and che a fairly complex device like a television or a
dead thing's rage. shewa.s surprised the craf1 was sriUafloat. But motion detector.
it wa.s. She rhought she could patch rht sails enough co catch che Expert: You can alteralmostanyexistingele\tronic
next storm's head winds , perhaps weather it out in a ca'J . She equ1pmen1 to make it do new and interesting t\tings-

'
co111d see onl1 waves, bw they'd pushed ow of Si. George's two
Master: If modem technology could only keep up
da1s ago, so she wasn'1 too far from 1he Amill.es. After raking
with you, yt)u'd be performing digital miracles.
bearings from Lhe few obstinate scars left in the sky, Michelle
Possessed by: Engineers, Inventors, Repairmen, Spies
nosed the boat north.
Specialties: Surveillance, Invention, Vehicles, Security,
Although hunters find th11t most of their prey sticks to
cities, a mark sometimes leads them deep into the unknown. Customizations
Your ch:mictcr has the pracrlcal experience and instincts to
survive in a frienulcss environment and can live there for
Knowledges are solely the mind's domain and, as such, are

I
days or even months if she has to. If your character tries to
avoid detecrion in the wilderness, you can roll only as many generally paired with Mental Attributes. Although formal
Jice in Stealth as she ha~ in Survival. schooling is one way to pick up a Knowledge, there is seldom
a better instructor than raw experience. Although some rolls
Novice: Infrequent camping trips with the kids.
involving general information may require only the Intelli-
Practiced: Eagle &::out gence Attribute, most Knowledges are too specific for the
Competent: You could gather enough food in the populace at large to fake. Thus, if your character has no points
woods m survive indefinitely. in a given Knowledge, he can'c make a roll imolving it. If you
Expert: You could elude an FBI search team don't have Medicine, you can't perform surgery.
for months.
Ma tcr: African Bushman At.AllOllCS
MHere's so~rhmg mtem1ing." Angela looked up from her
Possessed by: Boy &::our-. Hunters (of animals), Survivalists,
Hermits, Commando , Sailors
Specialties: Woodlands, Desert, Ocean, Tracking, Food-
Gathenng, Shelter-Building, Hiding
battered q1umo. "Yo1t remember rick celling me how he woke up
las1night and wen1 outside IO '-'"'4lch che western sky! And how all
his neighbors u'tfe out at 3 a.m., doing the same thing! It also
happened in anc1en1 Rome ngh1be{ore Nero's big frre . The whole
I
.. ......-..
city 11ut woke 1tP and went swrgavng."

~-...- -..~ .__


' !:
~~-----~~..&....
Marshall's eyes~. '"Die Nacht der Blicke tum papers. This Knowledge can be very useful when he wants
Himmel'! ~Night of Upwmed Faces'! It's an earl)' Goethe
poem, from when he uw at Strasbourg, written the year a
smallpox epidemic nearl:y wiped Olll the ciry. 'For while the
burs:hers scanned the sum/ Death slept among the beggars.'"
"Maybe it's an omen fqr San Francisco - arwther earth-
quake, maybe!"
to bypass red tape, ensure something damaging gets "mis
filed" or needs access to restricted information. This
Knowledge also measures your character's familiarity with
the myriad gears of the government and represents his
general organizational sense.
Student: You keep a daily planner.

'
Suddenl:y, Marshall starud as if pinche.d. The warer- College: Minor functionary.
projecr tkathst" Masters: You know who to go to for the right favors.
This Knowledge covers your character's general ground- Doctorate: You can keep track of an impressive
ing in the "humanities" such as history, philosophy, literarure volume of paperwork.
and arr. It allows him to know any kind of gencrnl informa-
Scholar: You could push a bill through Congress.
rion in rhese areas without having to resort to research. You
must always choose a specialty for this Knowledge, regard- Possessed by: Lawyers, Politicians, Bureaucrats, Journalists
less of rating. Specialties: Forgery, Stalling Tactics, Bribery, System By.
passing, Police Paperwork, Negotiation
If your characrer wishes to draw upon a piece of
information from his scholastic background, the Scory- Cwun11
rellcr may ask you to make an Intelligence + Academics You think I'm a hotshot? You shoulda mer the girl who showed
roll, difficulty contingent on the obscurity of the material. me rhe ropes: the 17-yearolddaughterof my college thesis advisor.
Knowing the ancient capitols of Europe mighc be a 5; The old man used roswyou1la1eat1hefaculr:yclub, so I'd come over
undcrstnnding che mysteries surrounding Francisco Goya's and we'd hang 0111. She'd show me ho.1110 find my way around a
final seclusion would rate an 8. The Storyreller may deem "firewall," and me ... well ... I'dbreak the law. Regularly. She used
rhar anything with a difficulty higher than 8 musr be ro j1m bop mro sysrems and mess with shit. )use like now, when I
researched. The exception to this is any information per- knock chat )QCk-off vampire's landing ume back from fOUT a .m . ro
caming to your character's specialty, which can be rolled six. Wouldn'1ya lo1.'t robe cm chat flight?
for no mauer what the difficulty. Thi Knowledge represents a general grounding in all
Student: You watch a lot of Jeopardy. aspects of computer use, from day-to-day operation to
College: You majored in something with little programming. Muluple points in this T rair give your char-
earning potential. acter the know-how co break mto other computers or
Masters: Your articles appear in trade journals. protect her own from intrusion. This Knowledge also im
Doctorate: Tenured professor. parts familiariry with computer components and lets you
make si mple repairs.
Scholar: You are one of th e leading authorities in
your field. St5 ent: You email your friends often.
Possessed by: Trivitt Buffs, Instructors, Writers, Dilettantes Colic I.': Yn11'rr familiar with mostappli~tionsand
some <l- ta procc~sing.
Specialties: MeJieval Europe, the Catholic Church, Sourh-
easr Ash1, Modernist Writers, Zen iBuddhism Masters: You can design your own programs.
Doctorate: You innovate new horizons in silicon.
8tCAUCRACV Scholar: Gates, that hack!
"Wow! Can I look at it!"

I
Possessed by: Students, Programmers, Office Workers, Geeks,
French /mlled the paper from Pike's gra.~p. "Knock it off.
The ink's still wet. You've never seen one of these before!" Engineers
French sou~d genuinel:y surprised. Specialties: Hacking. Software Design, Security, Internet,
Viruses, Data Retrieval
Pi~ sim/Jly shrugged off rhe ins11lt. "Not a real search
warran1 , no. Thai rhing's better chan a lockpick - the furry fllWlfl
haswrd's go11a k1 u.s m! Don'r they keep pretty right wacch on Hanson was on the~ with his broker before Pike could
those! I mean , how much did ii cosr your respond: "And opuon puts a1 currenr exercise prices on the

I
HN01 as m11ch as the phony badges. n French added a final,
flouruhed Slgl'lllture w the borwm of the document. "Some scuff
isn'r as regulated as you'd think. YoujllSr have wknow the right
people - u.-ell, rhe nght peopk's salaries. n
Poliucsmight get you a direct line co the governor, but
he's closely monitored and his favors can extend only so
far. Bureaucracy gives your character a pipeline to the
follou.1ng secunues: Gnffith MQ}or, Standard Trust, Praxis
Chemicals and Pacific Western. All of them, that's right. Just a
feeling 1ho1.-e. Yeah. Bye."

large.
"Feeling?" P1~didn't understand the jargon, but it rounded

"Yes ... chac all of Unocom's adopted children will be left 10


the wolws - once rhe) disc0\'1!1' their parent company's CEO has
,
unseen (i[[(e people beneath h11n, the ones who push the culwp)ed i11w ash . Tlwnk )'OU again, Peter.
"I prefer 'Pi~ ."'

f E " ' ... ,.,. --


,-
........ 2 -~.:-- ....,_
Your character has :rn eye for making money, whether

' ic's thro ugh playing the scock market o r appraising fenced
items. She can size up t he asse ts and liabilities of any
vencure and maximize the efficiency of operating costs.
This Knowledge is not just for stuffed-shi rrs, though:
Plency of successful pimps and drug dealers possess this
know-how.
"Hey, you there! Up against the wall and spread 'em!n
Rook threatens Bishop. Spaulding found himsdf being
backed up againsc the manor's perimeter wall by 1uio thugs
wearing 1mifomu thw loolu!d smaner than therr owncs. He
considered using Peina's revolver, then reconsidered.
''As a junior parinc of Sunderland, Vichy and Prall, I muse
Student: Yo u watched your dad run his business.
infonn you of articles under 1he 1962 Stark Amendmen1." Hey,
College: Yuu have some practical experience or a
if these guys are trained security, Spaulding tried 10 reassure
few years of bu~iness classes under your belt.
himself, rhen I'm a hotshot atcomey. "Um these provisos,
Masters: Yo u can evaluate the wealc points of any hired security may no t conduce a search and seiz.ure wirhom a
failing business. sworn officer present." He gavt this time to sink in as he plotted
Docmratc: You r financial savvy would allow you to 1he resr of his bl11ff. "If you persist in your course, I will iake you
prosper on Wall Street. to coim and I will prosecute you myself!" Knight defends
Scholar: Everything you touch turns to gold. Just Bishop. Please.
don't forget what happened to Midas. The larger one reached for his gun, then 1hought better of it.
Possessed by: Executives, the Disgustingly Rich, Accoun "Take off," he growled.
tants, Smugglers, Entrepreneurs, the Self-Employed, Stock Laws arc a fact oflife - as is breaking t hem, at least for
Brokers hunrers in an unsympathetic world. This Knowledge con
Specialties: Stock Markets, Accounting, Appraisal, Busi fers understanding of what your character can and cannot
ness Management, Economic Trends do, and what she can get away with. Ir gives her the know
how to file suit, avoid lawsuits andgetherselfout ofjail (the
llMsT ICATIOll
legal way).
De1ec1ive D"Poe could think ofa million places he wanied to
be righ1 now. Sianding on thefron1lawn of a crime scene wasn't Student: You know how ro stand up to The Man.
one of Wm. Scgeanc Amiss walked down from the hDu.se and College: A lcid fresh out of law school or an
pulled him asuk. experienced cop
"Someone was looking for something. They hung some Masters: A lawyer with a few years behind'im
woman from a crossbeam and cumed the place upside down." Doctorate: You went straight from your scha<fl's law
"They find wha1 1hey were looking for?" review to a successful pracrice.
"I don' 1 thinkso. The back cloor was kicked our and the walls Scholar: Your command of the law is exceeded only
have fist-holes in them. The'J must've left pissed." by your ability to utilize it.
"Any idea what they wanced?" , Possessed by: Lawyers, Legislators, Law Enforcement,
"Hce's my g11ess," Amiss held up an e11idence bag with the C riminals
key to a safe inside. The letters 'WW' were written in felt-rip on Specialties: Civil Rights, C riminal Law, Police Procedure,
the head. "It was on -get this - ihe key rack. The only thing Lawsuits, Trials, Loopholes, Corporate Law
rhat looked like ii hadn't been messed with."
DuPoe grinned. "Buncha illiterates," he muttered. l l!QllSTICS
A cruiser had already fmlled up by the time chey arrived. An

I
This Ability combines learning in formal investiga
rive procedure wirh plain common sense. A character old cop blocked rheir way inco 1he demolished restaurant. Yasmine
skilled in Investigation is a whiz at forensics and following could see the cop's parmer trying in halting Mandarin to calm a
-as well as covering up - leads. Your character may also hysterical Chinese cook. She 1umed and saw Takahashi across the
be familiar with historically clever ways to perform tasks street. ialking co aJapanese vendor at a wooden udon cart fesrooned
such as killing people o r hiding items. with red paper lanterns. Afr.er a flurry of Doo moos and bowing,
Tak rushed lxick, grabbed her ann and puUed her aside. "Okami
Student: Pulp novels
oroko," he muu.ered. '"Shapeclumgers' This \llay."
College: NYPD Bltte "So what's the rusht ~ Tak's impaiient stride was nearly
Masters: Joe Friday kuping Yasmine airborne.
Doctorate: Philip Marlowe "He said, 'Kodomo ga yuukaisareta.' 'Child.' He says
Scholar: Sherlock Holmes they stole a child:
Possessed by: Law Enforcement, Mystery Buffs, Criminals Your characte r posse ses a command of more languages,
Specialties: Shadowmg, Forensics, Moti ves, Searching ancient or modem, than just his native tongue. Not simply
._..~----~~ ......... a
the capacity to understand additional languages, this Knowl- ck bulb of a blood,prcssure cuff fasr.ened just above the gash on
edge allows him to recognize accents, decipher word puzzles
and perhars get the gist of related vernaculars (Hindi and
Rom, for example}.
Linguistics is not required, nor does a "language choice"
have to be declared to know, understand and use hunters'
system of symbol communication; that capability comes
Marcy's ann. T~ creature's blade had cut deeply. Sarin dug
furiously through a cabinet
Michelle wlurled 10 face Sarin. Hysteria tinged her voice:
Her blood prmure'~ dmpping lik a rock, Sarin! Just stick her
with something!"
"Dammu, lisr.en to me!" Sarin's voice magnified Michelle's
'
intuitively to all hu nteri. upon the imbuing. However, if fear r.enfol.J. "S~ 's go1ta haw a po1,va1eru antivenin! The wrong
cemun symbols exist or develop that are known only by 1hing'll kill her fasier 1han 1he poison!" His search became more
certain groups of hunters, perhaps by creed, a "language francic as vials rolled across the floor.
choice" might be dedicnccd to learn those exclusive icons. This Knowledge encails familiarity with the workings of
Your charactt: r could also need a willing teacher to master the human body. Your characte r can diagnose and treat
those symho ls. diseases, diagnose the seri ousness of injury to himself and
Student: O ne extra language. others, and administer first aid, among other things. He may
College: Two extra languages. also possess 11 working knuwl~~~ uf hospital equipment,
Masters: Four extra languages. procedures and prmocol.
Docwrmc: Eight extra languages. Student: You wo rked as a lifeguard for a summer.
Scholar: 16 extra languages. College: Premed student or paramedic
Possessed by: Travelers, Scholars, Cryptologists, Diplomats Masters: You rook the Hippocratic Oath.
Specialties: Ciphers, Hieroglyphs, Slang, Polite Speech Doctorate: Surj?con
Scholar: You have the potential to be one of the
bit great names In modem medicine.
Marcy sat on ck t4e of ck coc, shiuering, whispering ck
F word cold as she roded back and forth. Michelle saz
~xt to her, mechanically pumping

..
I
t
I I
I
'
- - - - - ------ --- - - c
Possessed by: Medical Staff, Paramedics, Lifeguards, Par- "And fill m w bascnmc."
ents, Survivalists TM balding asswor loo~d 11p, but only for a moment. He
Specialties: Natural Remedies, First Aid, Diseases, Poison, suppo~ that mm who could afford 10 make campaign conrribu-
Pharmaceuttcals, Preventio n tions Ii~ Roman-Smyw's u.<eTe allowed wir eccmlricities.
"Fim rhing," he said.
Ocw.r
Your character possesses a familiarity with political

I
M'funa walked out of iM terminal and into New York.
The people of his village had wept, and he'd had to sell ihe workings on a number of levels. He knows who to go co for
certain favors, how they got their positions, and who answers
plantain farm to pay for passage from Freetown. But Djati had
to whom.
appeared before him as he slept, and his bones were ca.st. To
postpone the journey as long as M had was rehit, but to refuse Politics differs fro m Bureaucracy in that t he former
was pure raji ni. grants your character some access to the powers-that-be
He hated the iron city. Its facelessness showed a spiritu- themselves, whether local, national or international, de-

t al icy long since withered. Perhaps Djati understood that his pending o n rating and specialty. Bureaucracy deals wirh
the little peorle who keep the political machine running,
good skills were needed /1ere. As he pondered, a man heavy
but who don't possess much persona l power.
with coarse braided S/Jirits brushed by . The jojoi sticks in
M 'funa's scitchel called co the man, but he did not stop. M'funa Novice: You march in protests .
knew wicked SJlirirs chewed at the man's soul. His thoughts Practiccc.I: You've had a few run-ins with The System .

) turned ro che sacred bo ritual as he foUowed the man through


the herd of unmindfid people.
This KnowlcJi;c gives your c ha racte r access to centu-
ries worrh of rumor, hearsay and dark myth. It's up to him
to separate me re speculation from ha rd facts. If he can,
this Trait bolsters his fight wi th a wealth of insight. H igh
levels of Occult provide your character with scattered


Competent: Your "contributions" go to all the
righc places.
Expert: You're able to spin gold from tangled
political webs.
Master: Your numbe r is scribbled somewhere in the
Oval Office.
Possessed by: Politicians, Lawyers, Night-Creatures,
in~ighcs into worlds beyond human comprehension - Activists, Lobb)ists
and the c reatures t ha t draw upon them. Intelligence + Specialrie : City, State, Federal, Bribery, Radical
Occult can be rolled to know information about the
world's monsters in general, but scarce or rare information l.oolCI
- at least in human circles - has a h igh difficulty. TM Gi~<mni: Powerful. Pa.ssionau. Deadly. Plaguea b, a
St udent: A subscriber co The Weekly World News curse as old as wir line. "Thrilling" - DonlUlJJanelli,
College: You've read $0me very scary books and Newsweek; "A Mu.st-Read" - Radford Rose, Tim~k
found a ring of truth in them. Review. Soon 10 be a Paramount motion picture!
Masters: There's something e lse out there, and you McGowan could see the dustjac~t now. The Giovanni
have your o wn educated guesses. family had w be the best-kept secret 01u of Italy, one never
before deiailed in prini. Its smuggling, rackets and heavy-
Doctorate: You kno w various legends about
handed business deals were the swff of book advances . But the
monsters, their strengths and t heir weaknesses.
enigmaiic disap/>earances, several per generation across all
Scholnr: You are the S ir James Frazer of the branches of cliefamity tree - t hat was the cream in the cannoli.

I
new century. The family's /1/sroric secrecy was impenetrable. They
Possessed by: Wiccans, the Superstitious, Animists, made rhe Kennedys look like the Brady Bimch. But the best
Fortune Tellers news so far had been ihe interest L11cre1ia Giovanni expressed
Specialties: Curses, Folklore, Rituals, l nfemalism, Hidden in his project, invicing him LO her estate for an interview. At
Wo rlds, White Magic la.st , all ofhis cross-referencing and study was about to pay off.
l'ourlCS Your character may noc have all rhe information in
State Assessor Friedmann shook his heiui. "Well, 1 netieT the world, bur he knows places that damn near do.
looked at the figures before, but l guess w l 814 firehouse doesn 'c Research is a measure of how well your character finds his
aCITact as many tiisicors as I'd ihought." way around a srorchou e of knowledge, be it a library,
"Noc enough w T11C1t a reneu.oal of funding," Hanson said, archive or the Internet. Mo re rhan JUSt the know-how co
adamant. "Cctainly not with Pangloss Cosmetics ready w pur- dig up material in one place, this Trait indicates the
chase and begin consrmction tliere immediactl1. lrwuuld doubt- capability to perform inter-library searches and access
less be a badly neekd feather m ihe mayor's cap rmuard his restricted archives.
employment pledge. How's his approval rtUing lately, anyway!" Researc h differs from Academics m that information
"The same. I don't f<lre~e any trouble slriking ii from che must be sought with the former. It might simply be known
registry, so technically we could rate it as soon as next monch." wit h the latter.
~*3. .-...,~~. . a...w
Student: You can find the best porn on the web. way. Whereas the latter two define your character's po-
College: You're aware thac Dewey Decimal isn't
related to Huey o r Louie.
tential and whac she can do, the former determines her
history in terms of memonc people and possessions. Be
I
Masters: You not only know where co look, you sure to explain why you put points into a given Back-
know the best libraries in which to look. ground and make sure it suits your character concept. A
Doctorate: After many years in such surroundings, srreer punk with 4 Resources? Nor impossible, but a story
you'vccometothmkofarch ivcsasyoursecondhome. 1s required to make 1r plausible. Make your character's
Background Traits a natural extension of her concept.
Sch olar: If someone wrote ic, you can find it.
You may occasionally have to make rolls with Back-
Possessed by: Writers, Librarians, Archivists, Bureaucrats,
ground Traits to obtain goocb, services or information. For
Students, Rcse<1rchers
example, the Storyteller may rule that you have to make an
Specialties: Specific Topic, Internet, Rare Book Collections,
In telligence+ Exposure roll to understand that the bat with
Genealogies, Government Archives, Police Documents
rhe glinting red eyes isn't after mos4uicoes.
Sclaltl
"The iests fwm the rnrs are in," Dr. Viels said as lie Aurs
handed Angela the daia sheet. "It's just as I thought. This new A stodgy executive-t-ype with iron-gray hair and a pince-net
designer narcotic's more addictive than nicotine. And the ona chain stood before Pike's cell , Looking in with thinly veiled
pleasure swdies show even greater results than Olds and disdain, "Mr. Peter Flask?"
Milner's classic s111dy: Rats would rather starve rhan give up "Pike."
Hum. Which isn't surprising, given its affinity for the nigra- He simpered. "Pike. l'm)ames L. Pratt, seniorpartner of
striaial pathway m the bram . F1mhennore. the way it antago- Sunderland, Vichy and Pratt. I'm here ro inform you that the
nites seroionin 1'p1ake in the hypothalamus and medial fore- firm is willing to />ick up your case, coimesy of a benefactor."
brain s1,ppresses all judgment capabilities in subjectS, similar to Pike was skeptical. These guys were serious legal guns .
Kluver-Bucy Syndrome . This is one scary narcotic." He'd read abo1,c them during r.he Millhaven Slayings Trial .
"They say Hum's the newdt.ue-mpedn,g," Angela offered. Who did he know chac ccmld affvrd this ~Get u1t1 ofJail Free"
"Yeah , but rh.at's not what frighuns me. It's the drug's card! Hanson, of coune. Of Pike's acquaintances, only the
warer-solubility aspecr coupled with the ease with which it can proprietor of Roman-Smythe Mimitions had 1he cash for this
be mtUk. That scares me silly. I'm brushing my teerh with kind of rescue. But I lanson, rhe consummate businessman,
bo1ded waur from now on. never did fa1.'0'fs, only made investments. And what sort of
Your chamc ter pos esscs a general knowledge of the return was he expecting from this venmre!
physical sciences such as ch emistry, biology, ph ysics and Your character h as friends in high and low places and
geology, o n both a practical and theoretical Level. You can occasionally call upon them in times of need. Depend-
must specialize in one field, but your character retains a ing on the number of dots assigned co this Background,
basic kn owledge of the others. This Knowledge also your character might have a childhood friend in Homi-
gives her the ca pacity to run experiments and analyze cide or perhaps he saved rhe governor's life back in Nam.
scientific data. Allies can't a lways help di rectly, but they may have their
Student: You stayed awake in third-period Chemistry. own res()urccs that they can call upon. Unlike contacts
College: Yo u <lid your undergrad thesis on (see below), :i i lies don't ne~ to be coaxed or manipulated
something unpronounceable. into helping your chRractcr~ bur they are probably un-
Mnsters: You could work in a research company. aware of his srruggle against rhe supernatura l.
Doctorntc: Your papers a.re frequently seen in Like any friends, allil!s do not enjoy being used. Your
respectable journals. character may have to interact with chem outside of
simply asking rhem for help. Additionall y, granting favors
Scholar: One of the leading minds of your time
is a two-way street: A friend in the FBI may call upon your
Possessed by: Scientists, Drug Manufacturers, Engineers,
character unexpectedly for assistance. Paying the piper
Students. Instructors
can put a real dent in his pcrsonol agenda, but can be the
Specialties: Chemistry, Physics, Astronomy, Bio logy, stuff of which adventures are made.
Geology, Archeology
One ally of moderate influence and power
\ ~
I
Two allie , borh of moderate power
Three allies, o ne of whom is quite mfluential
S.okground. fill ou you< ohano<m .Imo"" <0m Four allies. one of whom is very influential
plctely as do Attributes and Abilities, but in a different Five allies, one of whom is extremely influential

.
""
- - - - - -- - -
........ a~ _._...
~~------~~

'
hand, he knows where co get it, whether legally or ille-
Gorman crawled to where Father St. George la:y. They gally. Legal possession of firearms probably means the
luul predicted an ugl:y fight , but no one guessed that the govemmenc has a record o( every weapon you r character
bloodsuckers wot11d have access to heavy weapons. Or that owns; illegal ownership may mean a prison sentence if he's
they'd bt loaded wiih Talons. l leexamined the aging priest for caught. More dots In thts Background increases the vol-
life signs - he'd seen St. George takt a few in the chest from ume, firepowe r o r rarity o( the collection. The S co ryteller
the inwal bt1rsc. has final say on what items may be available, and should
"I'm fine, dammit ." The griu:kd war vet brushed Gorman establish the contents o( a stash before play begins.
away and got 10 his Jue painfully.
1~
You might own o r have inherited a modest
"Father!" Gonnan wa.s astounded. "You're alive!" collection of riOes, shotguns and a few handguns.
The priest grinned and thumped a fist to his trench coat Equipmenc could include army-surplus rucksacks,
rations or first-aid kits.

I
and ihe body armor 1111demeach. "There's faith and there's
blind ft1i1h, son." He dug out a cigarecce and lit it. "Never get You own a subsmncial collection of firearms:
'e m mixed up ." pistols and long guns, possibly including vi ntage
Your c haracte r may never have been a boy scout, but sem iautomatic mllirnry rifles (Civil War, WWI or
"be prepared" has a lways been h is motto. He always knew WWII ). Equipment could include high-power
evil wi1s a r wo rk, he just didn't know what form it would binoculars, urban ca mo fatigues or a police scanner.
ta ke. Government agents, UFOs or demons straight from You're :i seri ous collector, owning various pistols,
hell : he was ready for anyth ing. So when he was Called, he shotguns and even scmiauco assault rifles. The gear
hroughr rhe har<l ~tuff to bear. They used to call your in your bnsemenc could easily outfit a group of
character "gun nut," "survivalist" o r just plain "paranoid." "rough-it" campers, and you r supplies could include
N ow chey call him "savior." n1ghtvision goggles, body ar mor or military-
Yo ur characte r may not have much money, but over surplus radios.
You're a f'lxrure a t local gun shows and you make
your neighhors nervous. Your sizable colleccion
includeb full y-auco matic weapons (including

-
submachine guns) and m1ghc contain exotic types

I
such as sniper rifles or rare antiques. Equipment One bystander
could include police-issue sap gloves, electron ic
eavesdropping devices or light.weight tact ic.al




Two bystanders
Three bystanders
I
radios used by special forces. Four b)sranders
People hlce you give the ATF nightmares. Your
Five bystanders
lari,JC collccuon includes hea\1' weapons- vintage
machine gun , mortars and grenades. They're old CciyACTS
but ~rv1ceable. Modem equipment might include Food at the shelrer gotten an, better!" Sarin oossed a
SWAT-team body armor, military-grade OPS smaU paper bag into the ragged man's lap.
navigalion hardware or even surplus military vehicles. "Cream of rat's ass soup, as usual." Arnie thms1 a
BmAllOS mittened paw into 1he greasy sack and pulled out a wax-paper
Dear Mom and Dad, bundle, "Hey, a steak bomb! Sarin, ,ou're a saint!" The lines
By the time you read chis, I'll be gone. I've left with Sarin. in 1he homeless man's face became trenches as he tried to fit
He's noi rea/1;1 ti Columbia med swdenc like I wld you. He's one end of the sandwich inro his mouth.
accu.ally doing someihing 1hat benefits humankind much more "Any newsl"
than medicine, but it's something he will never receive thanks Arnie finisl1ed his firs t bice, belched and wiped his mouth.
for . So he needs suf>port. I-le needs me with him and I love him. "Some-a the broihers at the mission is talkin' how the Reapers
I've wirhdrawn all clie money from m)' bank account, because been movin' down into Fountain Park. That's Wolfpack
I don't know when or if I'll be back. Please don't try ro find me, territory. We all scayin' 011tra rhere for now - gang war's
because you won'r be able w. Please don't think I'm leaving com in' .... Oh yeah, Jackson says chree guys come 'round
because of you or anyrhing ihar )'Ou did . This is just somerhing describin' a fella sounds like you, askin' where he lives. They
tha1 l mu.sr do, m memory of Marcy. Ma)be l can cell you all isn'1100 savory lookin', so he sends 'em intO West Moroone.
abou1 ir someday. I'll 1ry >call Jou from rhe road. I love you See if chey come 0111 agin. '"
and I'm sorry. They wiU."
Michelle Your character has developed a steady base of people
Allies are you r character's associates. Contacts are who can provide him w1rh a stream of information and
her eyes and ears. Yet both groups must be kept in the services. These contacts are rarely friends, more often
dark about your character's real life and agenda; chey people who kno w your character and may offer help if
wouldn't understand if she to ld them the auth, and they properly bn bed, coerced or manipulated. There are two
might even unwitii gly reveal her to the enemy. How types of contacts: majo r and minor.
ever, bystanders ar your characcer's compan ions in her Major conrnccs have some degree of standing within
lonely vigil. Like e r, they were exposed to che Message their respective fields and, with the right offer, can
when it was delivered, but unlike her they failed to act at provide helpful In fo rmat ion regarding those areas. Minor
rhc scene. They haven't forgotten what they witnessed, contiicts arc Informants spread throughout the city. Mi-
rhough. They've seen the evil, too. Some are prepared to n or conrncrs can be used as eyes and ears, but they aren't
make ame nds for pnst indecision or fear, and they want as informative ns major contac ts. Newsstand vendors,
to hel p your c hnrac rcr direcrly. Och ers can be goaded bouncers, h:irtc ndcrs, security guards, police dispatchers
into offering l\ld, but they never want to face that kind and paramedics are a ll good examples of minor contacts.
1

I
of h o rro r :lga in. If your c haracter wflnts to gee in touch with minor con
Although most bystanders are sympachetic to your tacts, roll Contacts rnting (difficulty 7) with each success
characcer's cause, chey have various reasons for helping representing a minor contact found. They still require the
her. Some scan<l with h er out of love, for a debt unpaid proper incentive to help, though.
or for the resources she can provide. Their camaraderie Neither rypc of concacc-major nor minor-recog
is nor unflagging, though, and poor treatment dri vt:s ni?es your chanu..1cr a~ a hunter, and would probably be
them away. Addi11o nall y, bystanders may seek aid chat frightened away if th ey d id.
they know your characcer can provide. Generally, by- One major contact and a handful of minor ones.
standers are not as po werful as hunters in head-on battles Two major contacts and a few minor ones scattered
w1th the supernatural. They have no second sight or about the area.
edges and sh ould n ot be expected to panicipate, except Three major contacts and minor ones in every dub
in dire circumstan ces. H elp from bystanders cypically
takes the form of aid your character could expect from
her own family.
or police prccincc.
Four maior contacts and minor contacts spread
f
rhrou!(hout the city.
Five major contacts, and you seldom go anywhere
without seeing a minor one.

'ti'
,..z,.-~m:-- ..a ._Amir
imlllY

'
&1Gstc
Spa11lding watched his siknt companion as she stared Ir was the point in rhe act that Marcy ~spised: the love
transfixed ar the nighmalker's b11ming remains. He knew she scene. The nme when the boundaries between hunrer and prey
was only with them for the ride, that she would get off sooner blurred. It was foul , bw necessary. Like anyone else, bloodsuck-
or later to fulfill other, secret agendas. Thar didn'c sadden him. ers were at their mosr vulnerable during in1ima1e momentS. As
Quite frankly , she scared him shitless. He'd seen her fight the the creature moved co her neck, Marcy's heart jackhammered,
bloodsucker like he was j1uc anocher kid on the playground. She spurred by a mixture of fear, angL>r and anticipacion.
wasn't afraid of anychmg - "Willing co kiss Death on che lips She'd been biuen be/ore she was Called. back in her smpid
and then knee him in the crotch," ro quote Eph. goth phase when she 11Sed co hie clubs armed wi1h a fake ID ,
The stranger never wld him how she always managed LO black lace and a sick dose of nihilism. The fact that she was scill
emerge untouched from eutry fight - she couldn't. .. or breathing prot1ed that these monsters don't always drink their
wouldn't. The woman seemed to be mute and ref1ued to stand victims dry, and nor every bite creates another vampire.
still long enough to explain herself in writing. She had a keen Surprisingly, it didn't even hurt; it actually felt kinda good,
intelli~ence, too; it stunned Spaulding sometimes. He never back before the Call. This time it hurt. She prayed Sarin and
wld Ephie before she was killed, but once, inside the chapel, he Mic/1elle were sneaking ouer to the van at that moment.
saw the barest flicker of the scrange woman's aura. Something Your character had a run-in with the supernatural
quiet and green and powerful. Yeah, she scared him. before she was imbued. Maybe she saw a pack of wild dogs
Everyone has her role in shaping the future, but tear through rhe shopping mall or was part of a cult based
people with Destiny seem to have an enormous part to o n something more tangible than deluded faith. She never
play. Perhaps your character has been selected from among understood rhe encounter fully and shm ar out, rational-
all o ther imbued for some purpose. Maybe only she has ized 1t desperately or simply dismissed it. Now that she has
insight into the way che monsters really are. Your charac- been chosen , your character understands her past experi
ter may be awa re of her importance in rime's procession, ence for what it was. This informaraon gives her insights
or she may be ignoram of the face until someone points it into t he supernatural from time to time. But be fore-
ouc. Nonechcless, she carries her destiny like a standard warned that a liccle knowledge can be a dangerous thing.
and may be respected, feared or envied by those who Some perceptions a re deceptive. Your character may know
recognize her significance. A "blessed one" may be watched just enough abouc t he supernatural to get into trouble, but

,
closely and criticized when she do~em to follow not enough to survive it.
what is believed to be her true pach. Ochers may even try Detail the past event or circumstances. When your
co ucili2e your character's higher calling ro cheir own ends. character identifies a supernatural creature, the Story-
Destinies are enigmas, though, and no one has a clear idea teller may make a Wits + Exposure roll o n your behalf to
of what awaits your c haracter. sec i( your character can draw upon her previous experi
Yet Face is not unwavering. Destined people have ence in regard to this new encounter. As far as your
been known to die before fulfilling their roles. Such character can tell, not all monsters are the same, so some
deaths arc seldom inglorious and never unimportant. abominations may still be baffling to her. The Storyteller
-~
For each dot your character possesses in chis Baclc- should always make Exposure rolls in secret and feed
ground, you can make one re-roll per game session. lf a potentially lethal misinformation after botches.
single roll fails or does not ach ieve rhc successes that you You frequently went dancing ~1t some notorious spots.

I
hoped for, you can roll again. Only one re-roll is allowed You can now explain that unexplainable encounter
for any given ;icrion. Re-rolls are even a llowed for Con vie you had as a kid in the spooky old mansion.
rion-invested edge rolls, perhaps avoiding the loss of any You've seen miraculous coincidences occur that are
risked Conviction points. starting to seem less and less coincidental.
The Storyteller must decide what your character's One of your patients always used to arrange after-
dcsuny is and he can work it into his chronicle. He may or dark meetings. You realize that your initial diagnosis
may not make you privy co your character's fate. for the cause of his neurose~ was all wrong.
You have a certain funny feeling about your future. You lived inacommunicy-perhapsGypsyorNative
You are bound Lo make an indelible impact on the American - chat rook the supernatural for granted.
lives of many others. You now understand something of whar you've seen
Your destiny is powerful, perhaps as a respected and heard.
innovator or leader.
Your destiny is one o( Arthurian legend.
F
It wa.s inevitable. "Hey, aren't you the guy who saued that
The course of the world may be revolutionized by kid from the wild-dog act.ackl"
your fate. Jamal smiled feebly. The story had splashed the papers,
thanks in part to Yasmine spilling his name in che ambulance.
~& .... J~liliila ..s
Ir had !>ten a grim wuk of news, so rhe media inflared rhe glanced, turned crimson and crumpled them in his fist. "Haus
resctte. Preferring to regain his anonymity, he'd turned down
all the interviews, b11t ii was impossibk 10 swim agains11he fide
of edi1orial.s and radio talk shows. Now he had w shake this
guy, roo.
"You're one brave sonuvabi1ch! This city's gor one
helluva dog problem . I say wm a giant fire hose on 'em."
The man's voice btcamc corupira1orial as he added, "Filled
ton ," he sighed, "I wish you'd co~ back inro rlte fold. "
The "penitenr" snorted a laugh.
Your character is able to direct political and social
processes and some authorities including the police by any
of several means, such as wealth, political office, prestige
or manipulauon. This Background is a measure of tbe
'
weight he can throw around in his community, particu-
wi1h molrcn silver." Jamal stopped edging away, his patron- larl y through the justice and executive systems.
iting smile abandoned. There a rc times when you may have to roll Influence
"Thac's right," rhe man said, winking. "Think :you're the in lieu of another Abilicy, such as Bureaucracy or Politics,
only 'dogcaccher' in wwn!" especially when deal ing with che public mindset. Natu-
Your c haracte r is recognized and widely respected by rally, ir is much more difficult to effect changes on a
people for something. Fame often walks hand in ha nd na tional level tha n on a local one.
with fort une, as man y fa mo us write rs, athletes and actors Moderately influential; a factor in local politics
can attest. le does n't alwa ys, though; without accompa- Well-connected; a force in city politics
nyi ng poinLs in Resources, yo ur ch aracter's fame ma y be
Posiclon of influence; a factor in regional politics
the fleeting kind usually brought on by the media. Fa me
certainly has i1~ benefits. People want to be see n with Broad personal power; a force in state politics
your character, he may wield significanc influence, and Vastly influential; a factor in national politics
he might receive prestigious invitations and privileges. Marn
Fame can also be a nuisance, especially for hunters Old Zebulon - with his pain-in-the-ass intuition - was
who want to stalk their prey unseen. Yet enemies may dying. Hu face had taken on the ashen color of the monsters
not be able to elimlndtc your character outright; they he'd slain, and the doc1ors s1opped ducussing his condition lry
may not want to reckon with the attent ion and inquiries his btdside. He rnsrsred that 11 was a passing iiTUS.
his death would bring. At the St oryteller's discretion , Mr. Nelson's biology class: Frog-dissection Day.
Fame may also reduce the difficulties of Social rolls S paulding made his flm Incision and found a black jelly,
against parucularly impressionable people. clinging and noxious, covering his frog's insides. Mr.
You're a regular at a certain club or the host of a Nelson came over and gnnned. "Looks like yours had
cable-access show. cancer, Spauld."
You 're a local celebrity among a certai n set, maybe "They killed Eph," Spaulding mttitered to rlte shnmken
a collegesports phenomenon or a morniog-TV- figure on the bed. uHung her by heT neck."
show host. People recognize your face. Zebulon was 11.nfated. "Then you'd best leave town.
You're know n co almost everyone in the area, They'll be lookin~ for you nexr. WheTe's that damn quiet
perhaps ~gu re in a popularized trial. woman-" Zeb winced, his face becoming an apple doll's.
Your name is known across the nation - almost "Wh y don't you take yo1<r medicine?"
everyone has heard it. "Don't nm l dope. Dulls the brain . Use what 1caught you
Your name turns up at least once on any given
and find that mwe. She's in for trouble, but you're safest with
her for now. Call me from L.A."

I
ev~ning of television.
Slaying otherworldly creatures is a skill learned
llftllJICE through hard knocks, if at all. Some lucky hunters learn
It was q11iet in the old cathedral. AU the parishioners had what they know with guidance. Your character has a
raised rheir heads and lefr, save one. The bishop waited 11nril teacher, whether in the cricks of descroying zombies or in
all the alu1r boys were gone, then walked over w rhe penitent life overall.
and laid a Rtnrle hand on his shouldc. A h igh Mentor rating suggests a fellow bunter, per-
The bishop's whisper did nor match rhe softness of his haps one of the fi r r, who teaches you r character to
hand. "What is ir now, Hottstonr" survive, too. A low Mentor ra tings indicates a "mundane"
The knulingfigure didn't look 1tp. "Arthur Cohen's trial teacher, someone learned In the world, even if it's not the
is coming up. Judge Sorben is a good Catholic - comes here same terrible one your character knows. The latter may be

I every week. right! I want you w throw die diocese behind


Cohen m s14pport of vigilantism. Publicly. Tell rhe orher
orders, roo."
"Unthinkable!" The bishop's voice lowered ro a whisper
again. "It'll cos1 yo11 four." Houston reached inw his C.{){ltand
an excellent teacher of combat skills or common sense,
but can be difficult co call upon in touchy situations. Some
mentors maintain an aloof ceachcr-srudent relationship.
ochers become friends and even lovers. No mentor, how-
eve r, has an inexhaustible amount of pa ti t:nce. A mencor
handed oveT four of the remaining 12 Polaroids. The bishop
who feels burdened by an ungraceful or troublesome appren You are contacted now and again, perhaps three or
cice soon seeks a more worthy charge. four rimes since you were imbued.
Your mentor is able to train you in one or two You are conracted a few rimes a season or so,
general Abilities and offer some advice. apparently with dire messages only.
. Yo ur mento r is moderately influential and
connected, and often provides helpful advice.
You receive messages a few times every month .
You are contacted at least once every week, with
Your mentor is probably another hunter. information of seemingly various import.
Your mentor is a gifted hunter wi th considerable You are contacted so frequently that you take pre
experiences, insight and connections. cautions against mishaps by refusing to swim or
Your mentor is a relatively legendary hunter; she drive alone, for example.
may even be known and feared by the enemy. ~
Pm1111 Security at the Roman-Smythe estate had tripled recently ,
''Look man, I know what I saw and l know it wasn't the and che old alarms were replaced with lasers and electronic
drugs." barricades. The symm1 per[ormd well, repelling a wave of
"Demons in doctor suits? A dream in which you rid this would-be intruders . Yet the stranger in Hanson Roman
hospital of the plague?" Smythe's bedroom apparently had entered unhindered.
"Yeah, but an earlier one told me to lock my window last "We'ue been watching you," the figure announced. His
month, and that was the night the strangler got into the ward. cuswmfit suit tuas a sharp contrast to Hanson's baggy night-
Remember that!" clmhes. "The way you maneuvered the others into ashing
" It was also the night of the tropical storm. You probably Clearwater nearly doubled your holdings, didn' Lit? Pure genius,
remember N1me Jacobs telling you thac. Look , I think they're really. You're />ractically one of us already. AU that remains is
giving you too many BZDs. I hear that happens sometimes. My the initiation." He smiled toothily. "Merely a formality."
session with Dr. 1loward is tomOTTow, you wane me to ask him "Don' t... don't I get a choicel" Hanson fel1 numb.
for yo11? You st.arr with that stuff again, they'll never let you " I s11ppose ... not w be clichli, but since you know about
out. You want to see Rachel again, right?" us, I'd have to kill you otherwise. It's our law." The stranger
"Yeah . You know , theysaid somethingabo1ttyou , too . " dropped in10 the Chippendale lry the window. "Need time to
"Way coo many BZDs .... Hey! The Ping-Pong cable's decide! I'll wait."
free again!" H(ll1$on shuddered in his canopy bed. Panic blotted his
mind. That's when the intrnder added casuaCly, "On second
The Messengers keep visiting your character, even
thought, I've changed my mind: Yo11 have no choice. Consider
after his imbuing. An o therwor1Qly_h_a nd concinues to
it a violent takeover."
shake him and confront him with warnings or horrific
visions. The signs are often short and enigmatic, arriving Resources describes your character's standard of liv-
with litrlt' warning. Your c:h<1rncrer m<1y fee l someth ing ing rather than his liquid asscrs. Almost everyone has at
akin to what epileptics experience just bt'fore an episode least a point o r two in this Tra it - o therwise your
- a brief haziness o r unfamiliar sme ll - then it hits. character has a small apartment, a beat-up car and can
Contact is seldom ple::isant; it's disorienting, nauseating afford o nly basic hunting tools, such as an illegal gu n and
or infuriating. Any messages arc shrouded in a miasma of some ammo. Alternatively, a c haracter without a Re-
images and emotions that don't immediately make sense. sources rating is practically penniless:" bum on the street
Otherworldly voices and bizarre dreams are obvious or still living with his parents. Decail whence any income
choices. O ther, more eerie messages include billboard derives; neglect or wanto n spending can quickly reduce it
lines that scramble into cryptic warnings or A TM ma to nothing. Your character can liquidate possessions for
c hines t ha t urge or advise you r character. mo re cash, bur the faste r he wants co do this, the less
money he gets. Many hunters reduce their assets to almost
Before he understands what's happening, your char
nothing in the wake of being imbued, when money can
acter may be presumed sick o r insane, whether by himself
become meaningless compared co destroying evil personi-
or by others. Even if he understands the meaning of the
fied o r protecting loved ones.
messages, he may attribute t hem to deities, aliens o r
psychic powers. Most characr.ers with Patro ns tend to keep Nore char Resources may provide cash for weapons
the nature of thei r messages to themselves. After all, they and paramilitary equipment, but your character probably
burned Joan of Arc for less. doesn ' r start with any, nor does she necessarily kn ow how
to acquire such items.
Storytellers may use this Background as an opportu
nicy to offer clues ro players and co foreshadow events to You live in a condo or apartment in a clean pare
come. The Storyteller m<1y also decide the reason your of town. You have the money for a few splurges,
character is contacted relatively frequently.
--~~a-
such as a computer o r a nice car. Alcematively,


you might live in squalor and support a number
o( prople or a re able to afford a variety of
weapons a nd gear.
You have a "real" job and your first home. You
may ha\'e one nice car or rwo old ones. Supporting
a fam ily and mainta ining the hu nt puts a real
'
strain on you r finances. Alte rnatively, you live in
a c h eap apart ment but can afford good
equipment for the mission.
Yo u own some property and perhaps a second
nice car. You can afford to take frequent overseas
vacations nnd build a stock portfolio. You can
support a family and pay for the tools of your
secret trade.
Yo u own an envi<iblc house or perhaps
severa l small pieces of property. You can
affo rd a membership at a prestigious
councry club, even though you don't


golf much. Fellow hunte rs look to you to
ourfit the group.
You arc a mul timill iona ire. There's
a lmost nothing (and no) one o ut of yo ur
Rolex-clad arm's reach. Be careful: Such
wealth ofte n e ngenders dangerous e nvy.
You can afford almost a ny weapon o r
I
armament 1 pro vided yo u can get your
hands on it.

Will power measures your character's inner drive


and competence at overcoming unfa vorable odds.
Unlike other T rni ts, Will power has bo th a perma
ne nt "raring" nnd a te mpo rary "pool." The rating
is rolled o r res ted, whereas the pool is "spent."
Whe n you spend a point of your character's
Wi ll powe r, cross off t he point fro m his Will-
po wer pool (the squares), no t the Willpower
raring (the circles). The rating stays con-
stant - if you need to roll Will power for
I
some reason, base the roll on the perma-
nent rattng. T he pool is used up d uring
the sto ry.
Your character's Willpower pool
likely fluct uates a great deal during
the course of a story o r ch ronicle. It
decreases by one point every time you
use a W illpower point to e nable your
cha racter to do something extraordi-
nary, like mainta in self-control o r
gain an auto matic success. Eventu-
ally, yo ur character has no Willpower
,_.......
a ~lll--11-.,_

left and can no longer exert the effort he once could. A allow you to spend a Willpower point and avoid perform-
characte r with no Willpower pool is e xhausted mentally, ing this reactive maneuver. It should be noted that the
physically and spiritually, and has great difficulty doing instinct may return at the Storyteller's d iscretion; you
i anyrltmg, as he can no longer muster the mettle co under- may need to pend mulu ple Willpower poinrs over the
take an action or cause. Willpower po in cs can be regained course of a few rums to sn1y on taslc. Sometimes the urge
Jl
I
during the course o ( a story (see below), though you are
advised to be carcful and frugal wi th your character's
may be overcome by the force of your character's will; ac
other times, your character has no choice but to follow bis

I1 Willpower pool.
The Willpower Trait is measured on a I to 10 scale
rather than a I to 5 scale. A starting hunter character is
assumcJ to have a Willpower rating of 3, unless it's
instinct (i.e., yo ur ch aracter ru ns out of Willpower points
or you no longer wish to expend them).
A Willpower point may be spent to prevent a
derangement from manifesti ng, with the Sroryceller's
1~
inc reased with freebie points. permission. Eventually, if enough Willpower points are
Spineless spent (as dccermineJ by the Storyteller), che derange-






Weak
Unassertive
Diffident
Certain
Confident
Determined
ment may be overcome and eliminated, as enough den ial
of the derangeme nt remedies che aberration .
Ry spending a Will power point, wound penalties
can be ignored for one cum. This allows your character to
override pain and injury in order co take one last-ditch
heroic (or vi llainous) action. However, Willpower may
not be spenr in this ma nner for an Incapacitated character.
'
Controlled Willpower cannm be spent toward using edges in
Iron-willed any way, whether it he getti ng a n automatic success on an
Unshakable edge roll or making an a trnclc roll with a weapon created
SnJIKWll.lrOMI through a n edge (such as with C leave). Modifyi ng edge
rolls is strictly the province of Conviction (seep. 132).
Will power is o ne of the most active and important
Trai ts in H unter : The Reckoni ng. Because there are so lrcAIKWWOMJ
many ways to expend, regain and use Willpower, ic fluc-

,
Willpower may be recovered as well as spent. The
tuates more than any othe r T raic (besides Conviction) in following situations earn you r character back a point or
the game. Willpower is a very versatile Trait, so make sure more of Willpower, though her Willpower pool may
you undcr~ca nJ how to use it. never exceed her Willpower rating. The only way co
You may spend one of your character's Willpower increase your character's Willpower rating is through
points co gain an automatic success on a single action. experience-point expenditure.
The action roll is made normally. A single die that Generally, your character's W illpower pool may be
indicates a failure Is set aside and considered an automatic replenished whenever she fulfills a goal or has an oppor-
success. co he combined with a ny other successes achieved tunity to restore her self-confidence. Ultimately, specific
in the roll. If all the dice rolled are successes, another is instances of Wi ll power restoration a rc up to the Story-
added to the total for the Wi llpower point spent. teller. For this reason, Storytellers are advised to be
Only one poinr of Wi ll power may be used in a single prudent in allowing c h:m1c tcrs to regain Wi ll power; it is
turn in this manner, but the success is guaranteed a nd may a powerfu l and vcr~atlle Trnit, and permitting players to
not be canceled, e ven by botches. By using Willpower in rely on it coo much undermines much of the challenge of
rhis way, ic is possible to succeed at a given action simply a story.
by concentrating. For extended rolls, these extra suc- Characters' Willpower pools replenish fully at the
cesses may make the critical diffe re nce between end of a given story (and that's swry, not session). The
accomplishment and failure. Storyteller may restrict this by requi rinl! that the charac-
Note: You muse declare that you are spending a ters achieve (or parually achieve) a goal or otherwise
Willpt)wer point ~fore you make an actual roll for your boost their self-esteem. For example, if the story ends in
character's acu on; you can't cancel a botch retroactively a stalemate for the characters, who didn 'r destroy a pow-
by spending a Willpower point at the last minute. Also, erful monster but <lid manage to obstruct its immediate
the Storyteller may declare that a Willpower point may plans, allow them to replenish their Willpower pools.
not be spent on a given action. (Storyteller' Opuon) Characters regain one Will-
Sometimes, the Storyteller may rule that your power point each day upon wa king. This approach is easy
character takes some action automatically based on in- on the bookkeeping and allows a steady stream of Will-
stinct or urge - for example, stepping h;ick from ;i chasm power replenishment.
or taking cover from an explosion. T he Storyteller may

...-a...-...... ~[c-~~.-..-.-
_1:....,_____________________________________________....____~CQ!!!!ma
(Storyteller's Option ) If a ch aracte r attains some moment they're reborn to the moment they become '
extraord inary goal or fu lfills an outstanding objective, statistics of the ongoing war. The three groups, known for
the Storyteller may reward her with a point of WilJpower game purposes as Virtues, are Zeal, Vision and Mercy.
pool. For example, 1f a hunter manages to keep a gang of They arc all different talc.cs on how monsters should be
vampires from breaking into his home and killing his dealt with: tooth for a tooth, eye for an eye; with a mind
family, the character may regain a point of Willpower co an ultimate end to the war and with questions such as
(and perhaps more). "what are you" and "what are we?"; or with judicious
(Storyteller's Opt ion ) If a character behaves in a compassion for creatures that may suffer as much in this'
manner that fulfi lls her Nature Arc hetype, the Story- reality as the downtrodden suffer in any world.
telle r may reward the character with one to three A nascent hunrer's very personality the refore de-
Willpower points (as stated in the Arc hetype descrip- cides his identity and purpose ngai nst the supernatural.
tions). For example, if a Director c haracter creates a whether to destroy it, understand it or to save wha t can be
plan of atrnc k ng11 inst a sk inchanger, and the plan comes recouped. The Virtues decide who hunters are and be-
off wi tho ut u hi tc h , chat c haracter may be given a point come. O ne of these dedications is your character's primary
of W illpower. Virtue. Yo u get three Virtue points to spend a t character
Storytellers are encouraged to c reate their own sys- creation. Your c haracter's ra ring in her primary Vi rtue
tems or modify ones presented he re to suit their tro upe's cannor be exceeded by a rating in any other Virtue
style of play. Indeed, the manne r in which a Storytelle r throughout her exis1cncc. I( her primary Virtue is Me rcy,
allows, or refuses to allow, W illpower replenishment can her riitings in Zeal and Vision can never exceed her
de termine the overall mood of a chronicle. A word of Mercy rating (they can equal Mercy, but never be higher).
caution: G ive W illpower rewards judiciously, as Will-
power can destroy a story if the S toryteller lets the T rait Til rim Y1nn
fo ll ro abuse. Each of the three Vircue.s means something different
for each hunter; no two pcor lc can agree on how far the
hunc should be taken. what plan should be implemcnccd
to fight the unknown, or which beings are worth sparing
During your c haracter's normal life, she had values, and which arc nor. Hunters take up the cause for thei r
principles and beliefs, whether about right and wrong, own rcaso~ and often die on their own terms. Yet the
good and evil or Heaven and Hell. Her values were prob- three Vinues - the lenses thac focus huncer perce ption
ably shade~ of gmy between the black-and-white contrasts - can be gencrahicJ. You should decide your own
o( any subject: "There might be a God, but a place where character's reasons for waging war on the superna tural
souls go after <leach? I don't know ...." Yo ur character's and wha t she hopes to achieve from it. The answers you
ideas and principles were probably fairly typical, shared by arrive at reflect he r primary Virtue.
ochers, even if not locally or to her knowledge.
k v
/ All that c hanged when yo ur c haracter was in the
T his Virtue assumes that there is something worth
-Wrong place at the wrong time - almost coincidentally
saving in all beings. It values respccr and courtesy above
when evil manifested. S uddenly, she was imbued. A ll of
all. Nothing can be r:i kcn un less an effo rt to give is made
her previous r crccptlons a nd ideals we re insta ntl y invali-
in excha nge. Solutions ro problems lie in the middle
da ted. Everych ing she'd ta ken for gran ted was shown co be
ground, nor in opposed camps.
fa lse, the world proved never to have been the place it
seemed. The slarc was wiped clean, and she was forced co The Me rciful look upon the monsters plaguing the
start all over again. world a nd scnrch for ones who make up for the wrongs of
the rest. If the c reatures derive from people gone wrong,
Ye r even in this nightma rish new reality, your
perhaps those people can be saved. This perspective
character's ideals and beliefs have a fundamental impact
doesn't make the Merciful naive, however; the remorse-
on who she ls, whethershe realizes it ornot. Your character's
less mu:.l be put down 10 save the defenseless, to protect
reac tion to the walking horrors around her determines the
any punry that might stall exm. Indeed, when charged co
direction of her new existence. ln the moment of the
imbuing, the Heralds, for lack of a better term, seem to
measure her uttlit)' an a war against the supernatural.
Although hunters aren't aware of any classification
of their kind, three approximate identity cypes emerge
amonj? the imbued. based on their previous philosophies.
...
procecr the free and unspoiled, the Merciful become more
dogged and dangerou) than even the most extreme Zealot.

This Virtue is founded on questions and the search


for answe rs. Life is complex and baffling. How can
Members of these groups share rough ly similar approaches anyone claim to understand anything if they don't ask
to and Ideas about monsters and the hunt, from the all the quest ions and look for all the answers? Rash
aa
actions or decisions can cause more harm than
good. Thoughtfulness and freedom are key to
unity and cohesion.
Vision applies to the hunt in refusing to
acknuwldg1:: accepted Lruths and in scrutinizing
assumptions. Monstrosities might seem to con-
trol the world, but is it worthwhile to destroy
every one of them on the streets when the ones in
power just create more? What's the plan 1What's
the goal of the hunt? Running in circles covers
no ground. How can people be free of supernatu-
ral tyranny once and for all?
ml
This Virtue is the fundamental belief in a
cause for its own sake, whether it be a religion,
a right, a movement or simply a refusal to
accept the srntus quo. Right and wrong draw
definite lines, with narrow or no shades of
gray. There is an ideal answer to whatever
problems arise, and it should be sought after,
fought fo r if necessary.
Zeal applies to the hunt in simple intoler-
ance of the supernatural. The world is clearly at
the mercy of obscene creatures chat corrupt every
thing they touch. Their hand should be severed
and their lives should be snuffed out. Half-mea
sures mean half-freedom or half-justice. What can

I
be worth having that isn't worth dying for?

Vant1sAPl)Cmos
Your character's role in the hunt doesn't stop at
her Virtues. Virtues are like department titles at the
workplace. Your huncer also has a personal job title.
ln Hunter: The Reckoni ng a character's job is her
creed: Her purpose or the role she performs in the
hunt (see Chapter 3 for more on creeds). Each of
the creeds adheres to a Virtue, which is called
its primary Virtue. Zeal's creeds are Avenger,
Judge and Defender. Mercy's creeds are Re-
deemer, Martyr and Innocent. Vision has
only one creed of which hunters are aware:
Visionary. Thus, Zeal is the primary Virtue
of Avengers, Judges and Defenders. Mercy
is the primary Virtue of Redeemers, Mar
tyrs and lnnocems. Vision is the primary
Virtue of Visionaries.
Your character largely carries out the hum
according to the tenets of her primary Virtue, but with
the direction and guidance of her creed. .A character
with a primary Virtue of Zeal believes in the destruc-
tion of the supernatural. However, if she's a Judge, she
accomplishes that goal through strategy, cool calcula-
tion and temperance. A Defender adherent of Zeal
seeks to destroy the supernatural through counterstrikes,

Lt'' , I I
feints and simple wearing down of the enemy, all the
while procccung che enemy's true target. An Avenger, on Y1nn AP1im '
che other hand, believes in destruction through direct Your character's edges are the powers bestowed upon
and bold acuon. The Avenger isn't stupid, simply deci- her at the moment of bemg imbut.-d. For a complete list of
sive and scrai&hcforward. edges, see Chapter 5. The edges available are a direct result
During character creation, you can choose whac kind of your character's creed and Virtue points, and how chose
of creed co wh 1ch you r character belongs before establish- points arc allocated.
ing her Vircues, yet the two are interconnected. Creed is Edges belong to paths according to creed. The powers
a direct result of you r character's primary Virtue, and her listed under the Innocence creed form the Innocence path.
primary Virtue must be compatible with her creed. As far The powers listed under the Judgment creed make up rhe
as huncers' unidcncificd crcacors seem co care, che imbued Judgmenc path. Your characcer's primary path is chac of her
sec their o wn course against chc night and are simply creed. The primary paLh of a Martyr-creed character is the
empowered to fo llow it. C ha racters do noc possess Vircues Martyr path. Your characrc r's progress along this path regu-
o r creeds - or edges - until they're imbued. lates what ocher powers she's a llowed to have.

Mutrru: V1rt1s
Your character has a creed a nd primary Virtue, hue
she can also have scores in any of the Virtues, regardless
of which is her primary. (Your character's primary Virtue
rating sim ply cannot be exceeded by her ocher Virtue
racings.) Scores in multiple Virtues represent an under-
Edges must be acquired In Increasing order on a path.
You cannot buy che level-one Defender power and t hen
jump co the level three; each edge along a path is the
prerequisite for the one Immediately higher.
Virtues determine what edges you can acquire. You can
choose an edge from any creed's path for which your charac-
ter has an appropriate Virtue. Thus, a character with a
I
~

standing of the va rious goals of che hum - not only co Mercy racing can have powers from any of the Redeemer,
destroy, for example, but to rationalize with and perhaps Marcyr or Innocent paths. A character with a racing in Zeal
even spare some supernaturals. There is rarely one solu- can have edges from any of the Avenger, Judge o r Defender
tion lU any )ituat1on in the World of Darkness. Hunters paths. It doe n't marter whether these o ther paths are your
with a broad perspective understand this and can ch oose character's primary path, or 1f chese other Virtues are your
the best solution co the problem at hand. Your character character's primary Virtue.
can blow up the building in which a zombie holds hos- The only supulauon tochoosingedges from pathsorher
tages; she gets the walking corruption, but defenseless than your character's pnmary parh IS chis: Edge racings in
people are killed in the process. Alce matively, cricking other paths cannot exceed your highest-rated primary edge.
the zombie or even considering its demands in hopes of Thus, a Visionary with the level-three Visionary edge can
putting che tormented soul to rest might resolve the have powers belonging co ocher paths. Those other edges
situation harmlessly. simply cannot be rated four or higher. A Defender wirh rhe
The capacity co possess ratings i n any of the Virtues level-two edge in his primary parh cannot have any orher
almost seems to suggest that the Hera lds want some power raced three or higher.
imbued co have a broad foundation. Such hunters don't Your character can even have edges from other paths
necessarily become ovurdy powerfu l, but they do prove belonging ro the same Virtue as that of his primary parh. A
capable and versatile. Your h unter's Virtues are used co
Defender can have Avenger and Judge edges, all of which "
acquire her edges. A stro ng foundation in multiple Vir- belong to Zeal. However, those orher powers still cannot
tues offo rs a hunre r access to various edges, not just those exceed your ch:m1cter's highest rared Defender edge.
of a single Virtue o r creed. For example, a Redeemer can
Edges arc purchased with Virtue points. An edge costs
have points in Zeal and Vision - and therefore have
its level in Virtue points. Thus, a level-one edge costs one
edges from the paths of Zeal o r Vision c reeds. A d iversi-
point of the appropriate Vi rtue. A level-two edge costs two
fied character thus brings more weapons tO the hunt,
Virtue points. Geumg both the level-one and two edges in
which offers her more options than a highly specialized,
rhe same path therefore costs a coral of three Virtue points.
narrow-minded ally has. Thus, these versatile, moderate
Havmg the lcvel-four edge and all those beneath it in a path
hunters seem to contrast with their focused and perhaps
costs a total of 10 Virtue points. Remember thac you must
intense a llies. Bur, o( course, the qucscion is, to what end
possess one edge in a path before you can purchase the next
1s this difference fostered~
higher ra ted.
Reme mber, aU of your character's Virtues can be
Your character's Virtue points can be dedicated co only
increased during play (sec Conviction, p. I 39), bur her
one edge each.You can't use hlS l Mercy to get rhe level-one
primary Virtue score can never be exceeded by those of
powers from Redeemer, Marryr and Innocent. That Virtue
her other Virtues.
point buys only one edge from one of rhose paths. The same
.... ... .......,_
2 ~ ~~

is true for dedicating multiple Virtue points to acquire Rather chan need the normal 3 Mercy for that power, he now
higher rated edges. If your character has the level-one needs 4 Mercy.
Avenger edge and you decide to acquire the level-two power The Judge in the example above has now "spent" his
as well, the extra Virtue points needed are dedicated to that three unused Zeal points. They can't be counted coward
new edge; they can't be used to buy any other Zeal powers. getting his level-four Judgment edge. Since Vicrues only go
The Edge Costs Chart specifies power costs. to 10, the Judge can never get that level-four power. How-
Note that your character's Virtue ratings don't diminish ever, he has two new lower-level edges for his trouble.
when edges are chosen. A hunter wirh 3 Mercy isn't reduced To indicate that a Virtue point has been spent on an
co 2 Mercy when he gets the level-one Redeemer edge. edge, put a check mark in the "Spent" column of your
Virtues simply record a limit to the edge levels that your character sheet, next to the Virtue point in question. This
character can possess. column is an easy means to keeping a record of how you have
SromK"UlllSm"Y1n1 P011Ts dedicated your character's Virtue points.
You can also take a different approach co acquiring Spending unused Virtue points provides your character
edges with your character'~ Virtue points, pending Story- with a broad btlsc of edges with which co face rhe unknown.
teller approval. You don't have to save up Virtue points to Access co these various edges may save his life. However,
buy the next highest edge in a ptlth. You can spend Virtue dedicating "unused" Virtue points also keeps your character
points as your character gets them to acquire lower level from attaining the most potent edges in a single path. It's a
edges in various paths. trade-off: versatility versus focus. Your character can con
tinue to assign "unused" Virtue points co low-level edges that
If your Redeemer has 2 Mercy and the level-one Re-
he doesn't already have as long as his character's highest
deemer Edge, he doesn't have enough points to get the
raced edge m his primary path is not exceeded by the level of
level-two Redeemer Edge (or any levcl-rwo Mercy Edge, for
any other power. Thar's the limll co which you can broaden
that marrer). However, he can spend his second "unused"
your character's scope under any circumstance.
Mercy point to acquire a level-one power from a different
Mercy path, from either Innocent or Martyr. GAIKV1n.8Nt>ttm
A Judge with 9 Zeal h::is the level-three Judgment edge,
You get three Virtue points to assign at character
but doesn't have enough points co gain che level-four (he
creation. More may be acquired during play ch rough risking

,
needs a coral of 10 Zeal to have rhat edge). However, he has
Conviction (sec p. 136). Virtue ratings cannot be increased
never picked up any low-level edges from the ocher two Zeal
with experience points (p. 140}. Virtues represent your
pachs, and his player decides to do so now. He has three
character's goals in the hunt, which he strives for only
"unused" Zeal points (his first six have been dedicated to his
through the act of hunting itself. Increasing Virtues there-
levels one through three Judgment edges}. His player spends
fore happens simply by doing, not through any specific
one Zeal on che level-one Avenger edge, and two more on
study, practice or education. Those kinds of efforts are the
the level-two Avenger edge.
realms of experience points, which may be spent co increase
Buying lower level Edges with "unused" Virtue points your character's more mundane Traits such as Attributes
comes am price (isn't there a l way~ricc/). The points must and Abilities.
now be labeled a$ "spent." Th~annot count toward your
Because edges are purchased with Virtues, new edges do
character's Virtue total when you try to gain the next edge
not manifest in your character unless her Virtues increase
along a path. T he Redeemer in the example above has
sufficiently. Sec Convicrion and Chapter S for information
"spent" his unused second Mercy point. That means it isn't
on how new edges are gained.
counted when he seeks to gain the level-two Redeemer edge.

&cECosrsCwr
Level of Edge Virtue Point Cost per Level Total Virtue Points Required
One One One
Two Two Three
Three Three Six
Four Four Ten
Five Five N/A

[; ~--~~
~ s a

TII CQltStQW!ClS(f HOI YITW For those with nothing else to fight for or any other
A character who stalks the horrors of the world and reason to exist, the limits to imbued potential await in the
lives to tell the talc is very skilled, very lucky or very unknown. H~lwcvcr, the ramifications of testing these limits
powerful - or all three. A hunter devoted co a specific are much more immediate. At 7 Zeal, Vision or Mercy, and
Virruc - one who strictly pun.ues only one agenda such as for each point gained thereafter, your character gains a
dcsrroying rhe supcm,uural (Zeal) - eventually attains a derangement automatically (sec p. 203 ).
high V trtuc rntmg anJ .ill the commensurate edges. She may The Srorytcllcrn~1gns rh1s4u1rk. mania or obsession. It
ulrima1dy achieve the limits of wh<it a human being is should suit your character's identity and the high-rated
capable of in the crusade against the night (a Virtue raring Vimw in question. Your character begins to abandon his
of I 0). Hunting bcc,1mcs her obsession, rhe only meaning co own identity in preference for the hunt itself, becoming
her existence. The hunter literally becomes the hunt itself. almost machinelike in his pursuit of the enemy and his own
Such people fire ru rh less, headstrong, determined, deadly- limits. Loved ones arc cast aside. former values are disre-
and perhaps Ill) lunger even hu1mm. garded. Trnditional concerns such as employment, shelter
Internet rumor has it that onlya few people are suspected

I
and even food seem Inconsequential. You should definitely
to have achieved rh is stare in imbued culture's apparently rolcplay your character's derangement and gradual change
young cxiMencc. From what's known or told, these exceed- of identity.
ingly rare individuals have sought to push the envelope of Derangements can be alleviated through roleplaying
what rhey arc capahlc. Various stories give accounts of their and Willpower expenditure, at rhe Storyteller's discretion,
fates: Snmr h11n11r, ~urro~dly :.et our to masrer all aspeccs of bur only if some ~uff1ciently traumatizing or moving event
the hunt (in game terms, to fulfill all three Virtues rather than occurs that alter your character's course - something that
ju'' one). Others S.I) thc:.c 1mbucJ have gone in search of who snap him ou1 uf 1hc hunt mcnraltty. Derangements may
/
or "hJt crc,nc~ hunter.. St ill other tales claim that a solitary even be J1agnoscJ anJ tn~atcd b) professionals, but persist as
extremist searches for a means to power that he senses exists long~ 1he hunter conunucs his crusade. Sometimes, aban-
hor b hey1md h1~ reach .... doning the! hunr completely i~ the only conscious means by
Your chamcter i.;, blessed- or cursed - should he ever which co rctJtn pcrwnal 1denut) and sanity. Yet retirement
ach ieve the pinnacle of hunter perfection: a Vinue raring of has its own moral price: How long can an imbued watch
10. Mo:.r die ~imply rrymg co make it nighc to night, monstros1ttcs rrey upon the defenseless while he srands idler
protecttng family :mJ frren~ rc1ther than pursuing any Noce that hunter who achieve such abstract heights
selfish, elusive maMery.
' and who go to such lengths in the war are often misunder-

!
-....a ... ~ ~~----a ---.r
~

stood by lessers. Absolute devotees begin to perceive

' agendas chat lowly hunre rs cannot comprehend. Releas


ing poison gas to get at corporate shapechangers might
seem reasonable to the extremist Judge who seeks "the
greater good." A Visionary who begins to recognize pat
terns m the c rusade that are inconceivable to o thers may
demand that his plans be followed, despite the cost in lives
Conviction makes it possible for hunters to wage
their war. Whereas normal people withou t the Trait
would be driven mad with fear by monsters or would be
completely vulnerable to the supernatural, Conviction
gives hunters a fighting chance. Spending o ne Convic-
tion potnt bestows the following benefits on your character
and resources. A Martyr who measures sacrifice as the
for the dura tio n of the scene.
ultimate release fro m the ~upernatural may take it upon
himself to "sacrifice" the unwilling. These extremists' No te that if no Conviction is spent for your charac
objectives can si mply overstep any limics chat most hunt ter, he receives none of these benefits and is considered a
c rs understand. norma l person for the purposes of supernatural effects.
That means his mind, emotions and body can be con
In a wo rld where the populace at large has no idea of
trolled by monsters with such powers. That also means
the truch, where the authori ties arc controlled by the
he's oblivious to, stupefied by o r terrified by monsters'
enemy, and whcn: hunters bear their burden a lone, the
appearn nce. The typical result is running in terror, ratio-
imbued must pol ice themselves. Chosen who go too far or
nalizing away the scene to make some mundane sense of
who lose perspective can become the targecs of cheir own
it, o r putting events completely out of mind as if they
kind. More than o ne rogue or extremist has been brought
never happened.
down by his fellows.
Also, spending Conviction to get the following ben-
efits docs nor interfere with your character's o ne
opportunity per scene to risk Con11iction in an edge-related
Your character's inner strength and drive for the hunt roll (seep. 136).
1s measured in terms of Conviction. This Trait is rared Pe rception: Your character is able to perceive super
fro m I to 10 and rises and falls qu1ddy as u is risked, spent narural entities that might not o therwise be visible to
and regained. All of the imbued have Conviction; it is him. Hunter call chis ability second sight. Some mon
imparted to them along with Virtues and edges when they strosities arc easy to spot. Shapechangers in horrid
man-beast forms arc clearly not human. Shambling corpses

,
are c hosen.
Normal people and supernatural creatures do not out to feed on the emotions of hapless victims stand out
possess Conviction. Indeed, the Trait can be used only in clear as day - or night. Convic tion isn't necessary to
relation to hunters' edges, to "fuel" those powers with a recognize the mon~ters that any person could see. How-
character's reserves; to resist influence and control by ever, a Conviction point allows your character co detect
c reat ures' powers; and co heighten hunter senses ro the the presence of monsters hidden in his vicinity, where he
presence of the supernatura l. Your hunter character pos can see naturally. For example, a creature using powers or
sesses Willpowc::r, too, but that Trait cannot be applied to magic to dis!luis1: itself or hide In plain sight becomes
gain automatic successes or to accomplish any feat wherein visible to your character.
hun ter edges arc concerned. Such effects are the exclusive Second sight Is also invaluable to the imbued in that
functions of Conviction. By contrast, Willpower applies It allows them to recognize all supernatural creatures as
when hunters perform "mundane" act ions such as jumping nor human or nor living in some way. The entries, below,

I
bcrwccn buildings, lifting heavy objects or staying awake. expand upon this hunter vision, and d1:cail the powers
Convictio n has no effec t over chose efforts that the hu that come with second sight.
man body can accomplish all on its o wn. Spirits o r ghosts present in the material world
Your character has a sta rting Conviction rating based appear physical to your character. They may be obviously
on his creed. This amount may be increased duri~ char dead - burned, broken, decayed, wo unded o r dismem
acter creation through the expenditure of freebie points. bcred, or rhey may look like perfectly ordinary people, but
a hunter knows they nrc not natural. The recently dead
fMICTOICfWm are often difficult to distinguish from the living, espe-
When hunters make contact with the supemarural and cially if chey bear no obvious death marks and wear modem
use che1r edges, Conviction tends to rise and fall quickly. Keep clothes. Yet huncers with second sight recognize an un-
a careful record of your character's current Conviction score. healthy pallor, detect the scent of the grave or feel a cold
It could mean the difference between h is Life and death. breeze. Although these signs indicate the supernatu ral,
Spending a Conviction point or risking points in an they don'c automaucally reveal the true nature of the
edge roll, as explained below, is considered a reflexive action c reature. Edges that specifically identify the supernatural
) (see p. 167). may be required to actually recognize a restless spirit for
what it is.

L !
~~-.a--Jll~-a-.,~

cli=RnCTllC
- WITl
-Camcr
-QI--==============.."' make no overtures and draw no attention to itself. '
pending a point of Conviction in a scene helps Character$ without acuve second sight probably don't
protect your character from the powers, deceptions see o r cnse the presence unless the Storyteller calls for
and control of monsters. However, ic's costly and rt>accion rolls. Who knows what the spirit can Learn
exhausting for a hunter to expend Conviction every about or Jo ro the hunters. just because players want to
time he enters a new locale or the scene changes. Noc save their Conviction for when they think it's neces-
even cripplinii paranoia can sustain your character's sary.
Conviction supply when points are spent constantly. If some hunters recognize supernatural danger
Because storic~abouthunterswhoruninfear from (their reaction rolls succeed) and others don't (their
che supernatural would be no fun to tell, the Story- rolls foil), che Storyteller decide.s if Conviction can be
teller has the option of allowing characters tO use spent for all. Alert hunters may warn allies. However,
Conviction to reac1 co monsters rather than always supernatural activities may be coo isolated, subtle or
spending a point at the beginning of each scene. That quick for "slow" hunters to respond. The result may be
is, you don't h::ivc to spend Conviction for your char- some imbueJ who can sec and deal wi th the enemy,
acter to perceive or resist monsters in a scene until the while others act like norma l humans in monstrous
moment of exposure. A glimmering shadow warns presence - they probably ru n in fear, stand slack-
your hunter of danger. The lingering smell of the grave jawed or become subject to hysteria. Such is the price
suggescs the presence of the walking dead. Bizarre, of rrying ro preserve Conviction points at the expense
errant thoughts signal mental intrusion by creatures of safety.
that can manipul:ne minds. The Storyteller relates the (f "reactive" Conviction is used in a game, all
signs of trouble, if any. Whatever the warning or players should know in advance. Characters are still
signal, you r character may react by using his second free 10 activate second ~ight and related defenses at will
sight and defenses co rrotect himself. For you, that (player$ spend one Conviction each, normally). but
means spend mg a point of Conviction when trouble is rcacuve rolls do offer some kind of backup.
apparent, not knee-jerk with each new room or hour.
To spend Convictio n in ti me to respond to signs
of the supcmatural, roll Intelligence, Perception or
Wits + primary Virtue rating, difficulty 6. The Story Spirits or beings that possess or hide within human
teller decides which Attribute applies to the roll based hosts appear as images superimposed upon their human
on the timul~ that warns of trouble - an educated victims. Seeing a possessor doesn't immediately allow the
guess (lncclligence), physical indications (Perception) hunter co h:irm chc intruder, but he knows it's there.
or a simple "danger sense" (Wies). The Storyteller may Beings that masquerade as humans or thar assume
also replace your character's primary Virt ue rating human appearance or fonn register as nat human. The crue
(super)nacurc of the creature is not revealed - that's the
with Alertness, Awareness or Intuition, again depend-
purview of e<lgcssuch o.~ Discern, Witness and Uluminate- but
ing on what form warning signs take.
the being comes across as inhuman. Perhaps your hunter gets a
The Storyteller even has th e option of making a chill in the creature's presence, the "person" shimmersstrangely,
reaction roll resisted against a creature's Stealth or a shadow is cast across it In broi1d daylight, or a horrific visage
against a roll for any power the creature uses in your momentarily obscures its otherwise human face.
character's presence. A subtle attempt to influence This sense for the inhuman applies even to those crea-
your characte r's mind might go completely unnoticed. tures that look like ordinary people in every conceivable
In some cases. the Storyteller may make "Conviction way. A witch or warlock might be completely mortal and
reaction rolls" on your behalf, in anticipation of a ostensibly indistinguishable from everyday people, yec a
failure or botch, in which case your hunter never huncer with active second sight knows the person is wrong.
realizes that a monster is at work or affects him. A ~ki11cl1a11ge1 in human form appears unremarkable, but
stands ou1 as 1mckan to hunters with second sight.
Allowing characters to activate second sight reac-
However, second sight does not explain or reveal how
tively to warning signs, rather than proactively as a these human-seeming beings are "wrong." Edges chat distin
constant defense, is up to the Storyteller. It allows guish among upcmatural beings for what they really are
players to reserve precious Conviction for when it's required to know more about a subject.
really needed. and can add an elementoffearandchill Your character is also immune to illusory powers. He
to stories. Approving Convicrion reactions also allows can sec through artificial hallucinations. C reatures artempt-
the Storyteller to introduce crearures without warning ing co hide m plain sight arc completely obvious. If a creature
characters; a ghost might lurk about the imbued but creates a false image, sound, smell, taste or tactile surface -
something that has no substance or is not genuine - it is
clearly unreal to your character.
..... ... ..Jl9r
2 ~ ~~--

Drrm111&fmowlloous
ScconJ sight does not indicate another imbued as
anything or her than human, unless the imbued plays his
hand. No auras, flashes of power or strange images
appcarro an imbued looking upon oneofhis own, unless
the subjeccacuvates an edge. Likewise, no power-not
even Discern, W1rncss or Illuminate - reveals "inac-
rive" humcrs as such; they look perfectly no rmal co any
chrucn with these powers. Perhaps the only means by
which they might sense each other's presence, thar is
when nor demonstrarlng edges, is through the Aware-
ness Ability (sec p. 106), and even that is at S toryteller
discretion, based on the circumstances.
Mose hunters Insist on their humanity, despite
their fantastic capabilities, and point to their "anonym-
ity" m the sight a~ proof of It. They arc not supernatural
creatures, only blessed (or condemned) by some higher
power, a mucation or by evolution, whatever is appro-
priate to rheir beliefs about hunterorigins. Other imbued
have trouble with such stark contrasts between them-
selves and their supernatural counterparts, and wo nder
where the line 1s really drawn.
The lack of any means co recognire fellow hunters
mea ns that the imbued must be proactive in searching
for and idenrifying each ocher. They muse make o,er-
rures w achieve contact o r they overlook each other
amid the defenseless.

Self-Control: Supernaturally imposed fear does not


affecr your chamcrcr when you spend a point of Conviction.
Horr ific scenes t1f cwisrcd man and creature, polrergeist
act ivity or inexplicable imagery might be frightening, but
they do no drive your character away involuntarily or deter
his actions in an y way.
S imilarl y, yllur character remembers his experiences
with horrific creatures when his mind might otherwise shut
out memories for sanity's sake. He carries on, but that doesn't
mean the lingering images are any lessdisturbingor haunting.

I
Your c hurnctcr is immune to any form ofsupernatural
I; mind or emotion control. His will cannot be overridden.
Efforts ro contro l your character's body through force
of will a lone or to possess it In any way fail automatically.
lowmmlhmm
The protection offered hunters by Conviction allows
them co wage their war against the supernatural, to remain
above monsters' control and influence. Conviction can't be
spent to protect a character all the time, though; points
simply run out, and the hunter is left exhausted. Hunters,
like all people, also have co sleep, and they're just as vulner-
able as everyone else when they do. If a hunter is ever
exposed co supernatural mind, emot ion o r body control
while his defenses arc J own, he 1s subject co those powers as
i any h uma n (u nless the Storyteller allows some kind of
instinctual spending of Conviction-see the Reacting with
Conviction sidebar).

-.. -~
A
Most influence powers have shorttenn effccrs; the crea
ture conrrols or uses the vulnerable hunter's mind or body for
a moment or a few minutes. The effecc ends quickly. Other
mind or body-influence powers have longcerm effects -
they last for hours, days or even weeks. A defenseless hunter
affectc<l by one o( these powers could suffer supernatural
influence for some time. However, if a Conviction poinc is
spent for the character during that period, one of cwo things
SrlmrllllPm:IQm
Spending a point o( Conviction to give a hunter
second sight and protection against mental, emotional
and bod1ly influence is a pretty potent defense against
the supernatural. When hunters go up against lowly
vampires, newly nsen 1omb1es, recently dead ghosts or
'
can happen, as chosen by the Storyccller: Either che protec novice warlocks, that protection is fair and gives the
tion offered b) Conviction breaks longterm supernatural imbued a fighting chance. However, should an initiace
control, and the hunter has complete self.control thereafter; hunter be able to stand up to an ancient vampire - a
or the character has complete self-control for che duration of veritable force of supcmaturc - and automatically
the scene in which Conviction is spcnc. When chac scene resist its mindconrro l :mcmpts jusr because a point of
ends, chc monster's mind or body influence resumes.
Conviction is spent/ Probably noc.
Imagine a ghosr chat climbs into a hunter's body while
she sleeps, and that subtly manipulates her w:iking :ictions. Such scenarios arc the very reason the Storyteller
Perhaps the ghosr can t!vcn hide its presence for some t ime. has contro l over how effective second sight and its
However, when a Conviction point is spent for the charac related prorection really is. Sure, second sight should
rer roactivate her defenses forwharever reason, the Storyteller reveal monsters as inhuman. Sure, hunters' resilience
decides rhar the ghost Is suddenly ejected from the unwi tting should protect them agai nst ghosts' possession or emo-
host. Imagine her horror! tion-control attempts. But should che imbued always be
Now im11gine a bloodsucker that implants a suggestion immune. even against an agesold foe! That's for che
in 11n unwitting hunter's mind (no Conviction has been Storyteller co decide. He has che authority to test rhe
spent ro protect 1he character in that scene). The victim is efficacy of second sight and hunter self-control. lf a
commanded to leak information abou t fellow hunters via lowly hunter foces a mighry zombie master, the Story
email, over a period ofseveral days. During char cime, a point relier can call for a primaT)' Virtue roll. That is, the
o( Conviction 1s spent for che character to activate second
player rolls his character's primary Virtue rating against
sight and protecuon against another monster. The Srory
a difficulty set by the Storyteller ( 6 for a rather powerful
teller decides that the infusion o( energy keeps che character
from revealing secrets for that scene. However, he resumes enemy; perha~8fora manic one). The Storycellermay
selling ouc his friends afterward. even make th1~ roll on players' behalfif he doesn 'c wam
The Storyteller also has che opt ion of alerting hunters to alert characters to trouble in case rolls fail or botch.
to an y unwitting supernatural influence when a Conviction If the roll succeeds. the hunter is able to perceive
point is spent. The sudden rcali:ation allows a character to the inhumanity of the creature in question. His mental
get help o r seek to free himself, even if outside control will and bodily protections also function; the benefits of
resume when che currenl Conviction point "wears off." spending a point of Conviction apply as normal.
Consider the mole in the example above. He's been Spendin~ Willpower should nor provide an auto
blindly revealing information about his hunter allies when matic success in Vi rtue rolls. Willpower is che province
a point of Conviction is spent for him to deal with an
of the character's mortal, human side, not his
unrelated creature. The Storyteller decides in the moment
otherworldly, imbued aspect.
of clmity that the hunter recognizes his indiscretions of the
past few days. Horrified, he realizes he's under supernatural If a Virtue rol l fails, the hunter does not have what

I
contro l but can't shake the cnthrollment. Conviction can it rakes to perceive the ancient evil as a danger. The
keep being spcnr m protect him, but the character's pool potent crenture cnn hide in plain sight, right before the
dries up cventm1lly. He muy also tum to fellow hunters for hunter's eyes. It may also imposc its will upon his thoughrs,
help, but will still seek to leak informatio n when hisConvic emotions and body. The hunter is che equivalent of a
rion runs o ur. Perhaps hunrcr allies have to lock up the normal, mortal human before that supernatural foe.
character for his - and their - own good. Maybe they go Afte r a failed roll, il's up to the Scorytellercodecide
in search of the charac ter's tormentor, and must leave the
vicrimhed hunter behind as a pocemial liability. whether subsequent prim,1ry Virtue rolls can be made to
see a fonn1dable opponent or to resist its control.
The Storyteller has complete freedom to decide how
supernatural control or influence powers- especially long Perhaps such a villain's initial effon co affect a bunter
rerm ones - interact with hunter's Conviction defenses. lilccw1se fail . Now char the imbued is aware of chc
You should certainly obey the guidelines of the opposing danger he's in, the Storyteller allows another Virtue roll
effects. but should err o n the side of your story whenever in (maybe at a higher difficulty tha n before). Or failing a
douht. If a cool turn of events - and a traumatic revelation Vinue roll says 1t all for a hunter's chance of defying
- comes from a cl~h of, say, mind control and Conviction that 11wcsome enemy; the creature can have its way with
use, run with it as long as the players have fun with the game. the character for the remainder of the scene.

t
Ammw;rnca
Note that failing a primary Virtue roll to resist a Conviction can also be spent point by point to activate
single daunting opponent doesn't make the bunter
or power certain edges, usually potent ones. Chapter 5
vulnerable to all monsters in the same scene, just the
describes the edges that make such demands. This expendi-
powerful one. Furthermore, the Discern, Witness and ture docs not count as your character's one opporruniry per
Illuminate edges could allow a hunter to see a power-
scene to risk Conviction ln an edge-related roll (see below).
ful monster- even when second sigh t does not-but Indeed, your character might activate an edge that requires
the hunter is still exposed to its mental, emotional and a Conviction expenditure. and he might risk funherConvic
bodily influence.
tion poin ts in a die roll made with that same edge.
If a hunter'&Virtue roll against a fierce creature
botches, any number of effects could take place. The RIWl:CO!MtTIOll
characte r is essentia lly helpless against rhe Conviction points can be gambled to achieve increased
abomination's powers. Reduce the d ifficulties of the success when using edges. Your character literally invests his
creature's actions against the character. Increase the wherewithal for the hunt into an edge. The effort can reap
characrer's c<lgc Jifficulties against all supernatural fantastic rewards as his hunter power becomes amazingly
beings for rhe remainder of the scene. Or deny the potent and his desire to continue on against the unknown is
character any investiture of Conviction points into bolstered. However, investing Conviction can also exhaust
any edges used against the imposing creature (if any your character if his effort fai ls, leaving him drained and
can be used against it at all). vulnerable. The results are even more devastating on a
Failing or botching a Virtue roll against an an- botched roll.
cient creature applies ro that scene only. A hunter All hunters appear to possess this capaciry; the chance
isn'r vulnerable to thar creature for all time thereafter to put everyrhing into one focused "punch." Hunters specu-
(unless a botch is really severe ... ). Nexr scene, if a late about where lhisabiliry comes from and why they're able
successful Vinue roll is made, a hunter could perceive co do ir. Ultimately. they're lefr :i~ baffled by it as rhey are by
and protect himself against the being as he could any tl 11: imbuing 1CM:lf. Hunters simply realize instinctively that

other, lesser monster. they ha\'e potential energy co spare in the fight against the
One of the repercussions of primary Virtue roUs is supemaruml. The wise and deliberate learn when to reserve
that some hunters in a group arc able to contend with that power - and when to unleash it.
apmentenemy, whereas others cannot. Allies can tell Once per scene, you can invest any or all of your
a "blind" hunter where the enemy figure is. but he may character's current Conviction points into a single roll
noc be able to see it or sec it as anything but human, related to an edge. These points cannot be divided up into
and he is completely prone to any control powers it separate rolls; they can be applied to only one. Each point
possesses. Imbued can therefore be turned against risked adds one die to your edge dice pool. The resultant pool
imbued. Helpless hunters may have to be protected by increases your characcer's chance for success in the accion.
their allies. Such is the fore l)f the chosen who plunge Your Avenger might use Cleave against a disembodied
into the depths o( the World of Darkness to meet its spirit, and you can invest Conviction points to add extra
most heinous denizens. The Storyteller may even dice to a single ;mack roll. The Conviction dice are simply
want players and characters co learn that some evils added to his normal OexrerlLy + Melee pool for the attack.
are more than even the imbued can face. Any successes gained arc in tum applied to damage. Your
Are there any other instances in whkh second Redeemer could cry ouL"No!" as a speeding car bears down
sight and self.control can fail a hunter? That depends on her, and she averts c:itastrophe. You can invest Convic-
on d1e dra ma that the Storyteller wants co create. tion points to add dice ro your Bluster roll - Wits+ Mercy
When characters go hunting for the first time, the - and escape harm by causing the vehicle to careen around
Storyteller may require primary Virtue roUs for char- your character. Or you can invest Conviction points in a
acters co perceive or resist an)' kind of monster. First Ward roll, increasing the number ofdice rolled codetermine
forays a~1nst the supernatural arc dangerous due to if your Defender can keep monsters at bay. RoUs made with
hunters' lack of experience. The Scorytellercould also edge arc explained under the power descriptions them-
call for such a roll under traumatizing circumstances. selves in Chapter 5.
If a hunter is suddenly confronted by his daughter-
cumcJ-blood ucker, he may not be able to resist her
----
The Storyteller has fmal say about what kinds of rolls
apply to edges and what kmds do not. As a rule of thumb, any
powers. Dramatic impact should dictate when even roll made to perform a mundane action - something a
these innate hunter defenses and abilities could fail. normal person could do - is not eligible for Conviction
bonus dice. Conviction cannot help your character swim for
I( shore, but it can help her escape the notice of a monster
through the Hide edge, for example.

,
~~g ..... _.M~. . zm--
a
Note that investing Conviction does not award an selves determines whether bonus Conviction is gained. Even
automatic success as spending Willpower does. There are no
automatic successes where bizarre powers and fighting crea-
tures of the mghtare concerned. Rather, risking Conviction
improves your ch:1rncrcr's ch:1nces of success through the
simple odds of rolling more dice. A very good roll can be far
more rewa rding than any auto matic success gained through
a well-roleplayed cum of events, in which Conviction is
gambled on a cdiic roll, may award )'OU bonus points.You may
pcrition for extra Conviction after a gamble, and must explain
why you should ect it, but the Storyteller has final say.
No more rban three points should ever be awarded for
any successful Conviction mvcstment. Indeed, a character
'
Willpower would be. A very bad roll can be disastrous. should put aside his own life for the cause, another person or
Ulumatcly, your hunte r is on his o wn, whether his action being, o r should change che course of his very existence to
has the desired result or not. win three roincs.
SuccmFutCAMM!S FAIUDCAllBUS
Success or failure in a bolste red edge roll determines If a boosted edge dice pool fails- no successes are ro lled
whether your character gains or loses Conviction. If t he - your character loses all of the Conviction points that you
boosted dice pool resu lts In a success, no mat ter how mar- invested ln the roll. Record his d iminished Conviction
ginal or resound ing, your character retains any of the score. He loses spiri t for the fight, and the reserves with
Conviction you invested. and he gains an extra point. which be may continue on against the supernatural dwindle.
Record his new Conviction score on your sheet. Your It's dangerous to risk all t>f your character's Conviction
character's commitment to the hun t is tested and he proves points in a single roll. If it foils, he literally has no "fire" left
worthy. His confidence to continue figh ting is affirmed and to deploy against the enemy. Li kewise, he has no Conviction
he has more energy to do so. left with which ro perceive monSLrosities, to prntect his own
If Conviction points arc invested in a resisted roll will or to accivace some edges (as accomplished by spending
against a n enemy, you r character must win the comest co Conviction point~. ab<.we). A bunter with 0 Conviction is
regain his Conviction and to win an extra point. Generally practically a normal human, vulnerable to whatever the
speaking. use of an edge must have a result or impact to gain night holds.
Conviction points from the effort. Achieving successes in
an edge ro ll, but accomplishing nothing with the effon - CmmortttGAllBUS
such as mvcsung Conv1cuon in a Witness roll, but perceiv- Borching an edge roll m which Conviction has been
ing nmhingsupcmatural in a locale-gamers noConviccion invested is disastrous. Superficially, rhe effect seems innocu-
poincs. The effort is considered a failure. (Storytellers, the ous enough; no critical errors, blunders or mishaps occur when
need to accomplish somechin& with an invested roll keeps a Convict1on-invc~ted roll botches (unless the Storyteller
wants them to). The hunter internalizes the catastrophe,

'
players from abusing Conviction constantly, trying to in -
crease it gratuitously.) instead. Your character l~s all of his current Con viction.
The fuel for his resilience and powers is lost temporarily, as
Depending on the drama or gravity of a situation in
described above for risking and losing all Conviction.
which a Conviccion gamble succeeds, the Storyteller has the
oprion of awarding more than one Conviction po im. If your T he instantaneous loss of all Conviction is devastating.
Innocent character dares use Hide to enter a vampire lord's It's a step backwnn.l a long your character's path as a hunter.
lair and spy on t he oncient creature, the Storyteller may In rolepl;1ying rcrms, his goa I in the war may suddenly seem
award you two or three bonus po ints for a successful Convic- hollow, obscure or fut ile. His efforts and accomplishments
thus for seem for naught - after all, don't the creatures just

' I
clon invesrmenr. If your Redeemer desperately needs proof
of a monster's buried humanity - before encroaching Zeal- keep coming?Jusr as you give meaning to the scores on your
I ots destroy the creature - the Storyteller may award you sheer during charnctercreation, complete loss of Conviction
I_
two or three points when Convictio n is risked in a successful should h twe me:ming, too. Your character doesn't jusc pick
Insinuate roll. O r your Visionary character might have himself up, bru~h himself off and keep fighting; he suffers a

' tcmativdy convinced his fellow bunters that he lmo-w-s the


key to defeating a rombic master, and it means running
unanntd through a gau ntlet of shamblers. Your character
must anuc1parc every d anger chat could arise to maintain his
a llies' trust, so he tri~gers Foresee. Under these circum-
stances, rhc Storyteller might award cwo or three points
setback that must be overcome if he is co continue or survive
(see Regaining Convic tion. below).
Smrytellcrs should encourage players co roleplay such a
downturn. Being utterly human- powerless and defenseless
- is a bleak reminder of how far a hunter has fallen when
monstrous being close in.
upon a successful Conviction gamble. ilGUKA11lOS1CCclMcr1111
Awarding exrra Conv1ct1on points is not based on the Them t common way to regain Conviction is to invest
number of successes achieved on an invested edge roll. The it in an edge roll a nd succeed at the action - the points
mil may be marginal (one success) or remarkable (four or risked are kept and one or mo re is gained. Conviction can be
more successes). Inc significance of circumscances them-

~-- . - '"
--- - - - - -----
.. -~-~~-
&

i
I
beginning of the next story (or even game session if the
Col!YtcTQIAJICOIWDIT IOMl Sucussrs l1 FAlllCS
Storyteller is generous). The Storyteller may limit this in
Noce thar succeeding, failing or botching an
crense if your character has been sufficiently traumatized or
edge mil in which no Conviction is risked has no
demora lized recently o n the hunt. A crippling setback can
extraordinary consequences. The action takes effect, paralyze your character for some time. A long period of
does no t or hlunders normally. No Conviction points inactivity agRinst the supermirural can also limit your
are gained or lost if you haven't risked Conviction in
character's srnrcing Conviction before a new story.

I
an edge dice pool.
Altematively, the Swryreller may raise your character's
Conviction rating to his starting level at the beginning of a
risked only once per scene. though, so there are limits to new scene rather than story. This increase represencs a drastic
what points can be recouped or increased in this way. change in your character's spirit and drive, so ir should be
Convict ion is meant to be reserved for desperate times, justified in tenns o( events. Perhaps your character accom-
as a hold-out weapon or defense againsc the supernatural. plishes a significant (eat in keepmg wirh his hunter agenda or
Don't risk it in an edge roll every scene, whether monsters primary Virtue - and he docs so by mundane means, without
are around or not, JUSt because you want to gain more the use of edges. Maybe having very low or no Conviction
Convicu on. That's JUSt a cheap way to power-up your reminds your character o( human fragility, and that empathy
character. The Storyteller is free to deny any Conviction reinvigorates his passion for rhe hunt. O r, although heavy
investment that he (eels is gratuitous or unjustified. handed, perhaps the Heralds are not yet ready to sacrifice their
Besides, there are other, better, in-character means of soldier, and the)' bolster his Conviction.
increasing Convicuo n: (Note: Dunng character c reauo n, you may have spent
Your character's starting Conviction is listed in his freebie points to raise you r character's starting Conviction
creed descripuon. If his Convic tion roting ever drops below above normal for his creed. His score does not revert to that
that level in a story, it returns to starting level at the inflated rate when a new story or scene begins, it returns to
~~L . . . ..,.~~. .s_.

'
the normal starting level for his creed. Conviction acquired tence. After all, Conviction can mean the difference be
with freebie points is a one-time purchase.) tween life and death for hunters.
If your character performs an amaiing feat against a The Storyteller can also be absolutely sringy with Con
night-creature or uses an edge in an inventive way, he may viction if characrers win it hand over fist through their own
regain a point of Conviction ar the Storyteller's discretion. actions. The general rule is: Help players have fun and respect
Cleave can be used co swing away at nightstalkers all night, the needs of the story. Don't ruin rhe players' good time by
bur using it to set drapes ablaze and drive the creatures off is spoiling or shirking them, and don't abandon the mood or
potentially far more meritorious. Such awards should not be theme of the story by being too generous or too frugal.
granted ro a character more than o nce in a game session. Mn..:Otrr
Your character's Virtues indicate his goals in the hunt Conviction is rated l to IO. What happens when your
- whether to destroy the surcmatural, to learn th~ hunt's character reaches 10 Conviction? He become stronger. You
ulrimate purposeortounderstand the enemy. Your character's may cash those Conviction points in for an excra Virtue point
creed gives him direction and context in rhe hunt - the

I
of your choice. Whether Zeal, Vision or Mercy, it doesn't
approach he should take to fulfill the dictates of his Virtues; matter. However, you must observe the limit set by your
perhaps to defend, redeem or envision all-new possibilities. chamctcr's primary Virtue: His other Virtue ratings cannot
Your character may gain a Conviction point when he exceed his primary Virtue score (although they can match it).
exemplifies or fulfills his creed in a dramatic way. It'sone thing This extra Virtue point is gained immediately, not at the
to be a violent Avenger. It's another to personally challenge end of the current story. You can add the point to any Virtue,

I
five zombies at one time and live to cell the tale. A Martyr can but you should make the choice in kecpmgw1ch your character's
alwayspuchimsclfin harm's way, but when he risks his very life identity, self-chosen mission, the events that led up to the
ro find the decency within a monster, he goes above and bonus ouimply in relation co the current story. Gaining a new
beyond the call of ducy. The Storytel lerdccides if a worthy fear Virtue point is like assigning any T ra1t co your persona during
is performed, but he should not award more than one point to character creation; his scores should have meaning.
a character this way per game session. Your character might be low on Mercy, and you've been
Your character may gain a point of Conviction if she eyeing the level-two Martyr edge, but he maxes out Conviction
convinces a hunter of another creed to pursue the purpose of and gains an extra Virtue point while in a rage against
her own. The other hunter(s) must be set on a different course shapcchanging murderers. Does it really make sense chat he
of action, but your character convinces him of the superiority gains Mercy?A staunch Defender can :1hvays use more points
of her personal agenda under those circumstances. A Vision- in Zeal, buc if he maxes out Convicnon while trying to learn a
ary might convince an Avenger and Judge to spare the enemy bloodsucker's origin, he might gain a point of Vision, instead.
to understand what its ultimate intent is. An Innocent might The Storyteller might even restrict which Virtue in
convince a Redeemer that a mind le~ apparition isn't huning creases. If the mood ofhisstory is self-sacrifice. and Storyteller
anyone and doesn't need to be "saved" from anything. Other characters have been gi,ing of themselves all story long, he
hunters usually have co defy or ignore the renetS of their own might require th<1t you take: a point of Mercy, not Zeal.
creeds to follow your character for her co gain Conviction in It's also possible to hold onco your character's 10 Con-
this way. The Storyteller decides when this happens and viction, opting to not cash it in right away. He might need
shouldn't award more than one point to a character by this all the Conviction he can get in an impending confronta
means in the same game session. tlon with a zombie lord. Once at I0, your character gains no

I
(Optional) The Storyteller may take one or more more Conviction; any that would normally be won through
Conviction points awa1 from your ch:iractcr ifshe decides that risked rolls or exemplary actions are wasted. However, you
your hunter srrays drastically from his creed. A Visionary have potential access co a large number of extra dice when
whose firsc resort is consistently violence, rather than getting making edge rolls. The danger is failing such a roll and l05ing
to che root of a problem, isn't ve;.., insightful. An Innocent any Conviction risked, or botching and l05ing all 10 of your
r who stands idly by while the defenseless or pure are corrupted
pays only lip service to sanctity. Such abuses are worthy of
characrer's current Conviction. In either case, your charac
ter gains no extra Virtue point. That's rhc risk you take for
punishment, and loss of Conviction points makes an in riding the high of your character's enthusiasm for the hunt.
game statement. He may crash and burn just as emphatically.
The Storyteller ultimately should use her story as the You can also spend any Convict ion while your character
barometer for the rate at which Conviction is regained (or has a rating of 10, perhaps to activate a specific edge or to
caken away). If character~ gee thdr asses kicked repeatedly, urilire second sight. Your character's Conviction score drops
despite planning and prudenr action, maybe they deserve appropriately, so you can't trade in and can't gain more
more Conviction. Likewise, if the dice are simply against the Virtues till his Conviction score returns to 10, at which time
I characters and Conviction is lose fast and furious, extra
points might be regained simply by virtue of their P'!rsb
you can cash it in.

I f

,..z.-~~----s~'91r

When you turn in your 10 Conviction, your character effectively semi-conscious by his injuries and can only observe
returns to his starting Conviction rating, based on his creed. his surroundings or whisper to another character.
If you spent freebie points ro increase starting Conviction Remember that wound penalties apply to hunters' con
during character creation, your character does not resume scious actions only. Purely reflexive, unconscious activities
chat inflared level nnw. He has the standard starring Convic- - soaking, Willpower rolls or using Conviction -and their
tion rating for his creed. Your character then begins to gain dice pools, if any, arc unaffected. The Storyteller ultimately
or lose Conviction all over again and may max our once more decides whether a roll is governed by injury penalties in
if he's lucky- and survives. certain cases - the damage dice pool from a punch may be
Gaining Virtue points means your character may be reduced, but the damage pool from a firearm might not be.
eligible for new edges. He must have enough Virtue points to
afford a new power: I for a level-one edge, a cotaI of3 to achieve
a level-two, a total of 6 for a level-three or a total of 10 for a
The period following the imbuing is rife with horrific

i
level-four power. Or, you can simply spend the poinr to acquire
a low-level edge from any of the crec.J. paths under the Virtue revelations, burdensome awareness and soul-wrenching re
in question. Your character might now have 2 Zeal - not vulsion. Your character must come to grips with how things
enough to afford a level-two Zeal edge, but enough to acquire really are, the dangers that lurk around every corner, and
another level-one edge from the Avenger, Defender or Judge with her own freakish identity. If she can contend with all of
paths that your charncter doesn't already have. (Be sure to rhis trauma, she may have what it takes to become a hunter.
earmark that new Zeal point as "spent"; it cannot be counted Probably the most hum bling lesson she learns in her initial

1
toward your character's Virtue score when he wants to gain his foray is that she know:. and can do so very little. If she wants
next highest edge. Ifyou Inter want a level-two Zeal edge, your to survive this world and protect the things she cares for, she
character must hove 4 Zeal, not 3.) must study, Learn and improve -expand upon the capabili
Manifesting new edges in-game is discussed in Chapters ties she already has and start from scratch with others.
5 ond8. Knowing how to drive is one rhing: learning how to load and
fire heavy weaponry b another.
Such development is measured with experience points,
fbl.TH a reward system for lessons learned and abilities honed. The
The Health Trait is often called upon in the life of your Storyteller awards experience points to your character at the
hunter. Io their struggle against unknown forces, the imbued end of each chapter or story. You may either spend these
are injured and lose health levels, then regain them when they points immediately to increase or acquire Traits, or save
heal. The Health Trnit comprises seven different levels of them up for large expenditures. Keep a record of your
injury, from Bruised to Incapacitated, with different dice-pool character's current experience score on her character sheet.
penalties applicable to each. If your character is Injured, Experience points may be spem to increase existing
subcract one die from his pools. If your character is Crippled, Anributcsand Abilities, and toga in new Abilities. Theco.sts
subrract five dice from his pools. If these penalties leave a for these Traits arc on p. 141, but keep in mind that no T rair
character with no dice in a given dice pool, he cannot perform can be increased by more than one point in the aftermath of
rhat action. However, your hunter may summon up his re a single story. Drastic changes take time.
serves: you may spend a point of Willpower to ignore wound Your character has Backgrounds from the start, from
penalties for one action. A character at Incapacitated is left before being imbued. They m;iy not be increased with expe

lbnCtur
Health Level Dice Pool Penalty Movement Penalty
Bruised Slightly battered; your character suffers no movement or dice-pool penalt1es.
Hurt l Superficially hurt; your character suffers no movement penalties.
Injured -1 Hurt; your character's movement is impaired slightly (halve maximum running speed).
Wounded -2 Significantly hurt; your character may not run, though he may still walk or jog.
Maulccl -2 Badly hurt; your character may hobble no more than three yards per tum.
Crippled -5 Extremely hun; your character may crawl no more than one yard per tum .
Incapacitated Direly hurt; possibly unconscious; your character may do nothing and may t~e no
actions. If unconscious, only certain reflexives such as soak may be attempted..
Dead What more is there to say? What will your next character be like?

. 1 ~
~-----~~ ........
rience points. They may, however, change through the
a
One Point- Aucomatic: Eachcharacrergen;onepointat
course of the chronicle as your character makes and loses the end of each chapter, sunply from experiencing the events.
friend , vies for power o r acquires new assets. The Storyteller One Po int - Leam inl! Curve: Ask the player what his
should always take into account h ow a character's Back- character learned in the course of the session's events. If
grounds may change over time, based on what happens from you agree with the answer, award the character one expe-
story ro story. rience point.
V1rcues, Conviction and edges ca.n not be increased, One Poin t - Roleplaying: The player carried out the
improved upon or learned wi th experience points, either. role of her character well, no t o nly entertainingly but appro-
They are the mystifying province of the hunt irself, a condi- priately. The player performed a che character would have
tion of being imbued that is beyond even hunters' direct will. in those circumstances. Truly inspired roleplaying migh t
The Storyteller always arbitrates how many experience merit cwo experience points, but this should be a glorious
points arc awarded and which Traits may be raised' or pur exception , not the rule.
chased. The Traits you improve sho uld be based on the story O ne Point - Heroism: Hunters often face life-threat
just rold and your character's behav ior in it. If your character ening sirut1tinns ;md risk their li ves to let to tal strangers
interrogated a reporcer, you could improve or acquire lntimi escape certain cle;1ch. If a character acts heroically an<l
dation. If your character has been working out or performed an manages to surv ive, he shC>uld be rewarded. Beware of Martyr
impressive feat of srrength , her Stre ngth Attribute could be characters who take advan tage of this rule; stupidity and
increased. However, a char-acter who shoots first and asks suicidal behavior should not be mistaken for heroism.
questions later probably shouldn't ex pect to learn much in the
r11r111ncsr~
way of Subterfuge or Empathy. Successful attempts at an
The Storyteller might also decide to give extra experi
acrion aren't the only way to get better at an activity, either.
ence points at rhc end of a scary, if the players have done their
Failed efforts teach as much, if not more.
pare and the characters have faced substantial crials. Only a
Players should be able to mold their characters into
few points should be awarded at this time, as they are
desired images. It's the Storyteller's duty to help achieve this.
effectively "bonus point " for a iob well done.
Pare of that dury is to insist that players roleplay their
One Point - Success: The characters achieved all or
characters with the intent of improving specified Traits. The
Storyteller hould always ask what characters learned in a
pare of the goals they set out to accomplish. Even minor
victories can be rewarded 1f they pushed the story forward.
scary, and whether players' proposed experience point allo-
f cauon reflec t thac development. One Point - Danger: The characters survived against
harsh odds and mortal peril.
hlwrs O ne Point - W 1sdom: A player - and thus his charac-

'
Just as in real life, acquisicion of new capacities takes ter- came up with a brilliant plan or a spontaneous strategy
rime nnd dedication. A character who hopes to learn a new chat enabled th e group to succeed when it would likely have
Ability must spend time learning and practicing, in addition failed otherwise.
to any experience poim requirement. Sometimes, the study
More points can be awarded if you decide they should be,
is simple (learning the basics of driving a car takes a day or
or if you wnflt rhe choracters to advance more quickly than
rwo). Sometimes it's complex (Ja panese takes months of
they current! y do.
concentrated effort w speak marginally we ll). T he time and
effort that a Tra il requires should a lways be invested before

I
it can be learned . In ocher words: Storytellers, don't let

t characters manifest new Traits spontaneously!


AwutllCbnmcE Pol!Ts
A1 the end of each chaprer (game session ), the Story
Trait
WIJICECosn
Cost

' teller ~h"11 ld award each player between one and five
N ew Ability 3
experience poin ts. The S torytelle r should exercise caution Attribute current rating x 4
that she doesn't award too many points, making the charac- Ability current rating x Z

,
cers advance too quickly. Yet she shouldn't be stingy, either.
Experience points should be awarded fairly, but characters
who take more nsks and are more useful co the group should
receive more for their enhanced experiences. Use the follow
ing guidelines for experience-point distribution.
Willpowe r current rating

,
I - -- . - - - --
Email Program EH3
Subject: IHuman Monsters
I
To: [email protected]
~ [I]
From: Idictatrix 11 Send
Message
Get
Messages
Copied To:

I learned abour monsters long before I was imbued. You have experienced your own
horrors, so there is little need to recount mine about Bosnian prison camps. Now that l
am imbued, I wish 1 could stand before my tormencors again. I wonder how many among
them were not men at all, but the kinds of monsters I have found preying upon us all.
1 do not revel in pain. Nor do I carry lightly the scars upon my soul. But as l h ave been
burdened already, l feel it incumbent upon me to accept the pain th at others might know,
to lighten their burden. I cannot bring back your loved ones. I cannot mend your broken
lives. Yet perhaps in me you will find someone shattered beyond all hope of repair or
redemption. Perhaps seeing someone weaker will give you strength. While I grow strong,
you will become invincible.
.__-tiS~~--
2

' CHAPTIR 5:
T'HE HUffTIR'S EDGE
(POWERS)
~-.. _ .,~---

For then must he often have suffered si~ the


foundtuion of the world: bu1 now once in 1he end of
~ world hath he appeared 10 puc away sin lry the
saaifice of himself.
- Hebrews 9:26

Edges are rhe bizarre and amazing capabilities granted to powers they possess. Everyone and no one has an answer.
(or imposed upon) hunters when they are imbued. Although Some point to "logical" explanations such as diseases, un-
most hunrers consider themselves to still be human, the likely fluc1uarions in the ozone layer or radioactive fallout
unnatural existence of rheir powers makes some wonder if from se<:ret government experiments. Others look beyond
they're even people anymore. After all, what separates a this world for explanations: m a deity, aliens, the Devil or
corpse thar rises from the grave; a being that can literally simply in the end of the world. Ultimately, the source of and
rransfonn into an animal; and an individual obsessed with reason for edges can never be known until th e imbuing itself
stalking monsters, someone who wields freakish, incredible - and who or what is behind it - is understood.
weapons rind who can heal himself instancaneously? That The bottom lme is: Your character suddenly has unbe-
just isn' t norma l - or perhaps not even human! lievable powers. The mo ment he discovers them, the most
Dialogue on the few hunter forums such as hunter-net appalling abomination imaginable appears before him. Ev-
goes rhis wriy Md that about the source of edges - a term erything else seems to come noturolly.
coined by the people looking for sense an d meaning in th e

," ii ~!!rt~-
~~u ......~~.......
a .
withho ld knowledge of che power from you until a dramatic ..
moment for 1t co manifest. The second approach is more in ~
Your character's edges arc assigned ar character cre- keeping with chc hunrer experience: Your character never
ation. Depending on the SlOrytcller's plan for the chronicle. asked for thi world or existence, and yet it's foisted upon
she may lee you choose your characte r's edges in advance, as him - and now other powers are, coo.
part and parcel of your Virtue) and creed. O r the Storyteller
Regardless of how new edges are acquired. they all
may ask you to create an absolutely normal person. He stays
appear in che same basic way. Your character undenakes his
that way only until life a.s he knows it comes to anend in the
frightening calling when he suddenly does something chat
prelude. That's when the fireworks begin.
he's never been capable of before. The moment harks back
In the latter case, the S toryteller may assign your to your character's prelude, and you may roleplay a flash back
character an initial edge once she knows how your character of sons to chat scene. Perhaps old fears wash over your
respo nd) to the supernatura l. A violent reaction may em- character, or he feels infused with the same energy and drive
power him with a weapon. A scheming reaction may grant to accomplish che seemingly impossible.
him a stealthy power. A compassionate response may bestow
lnexplicf1bly, your character has a new power, from who
a healing ability. Your chtm1ctcr might not even realize chat knows where or what. Apparently, the Messengers have
he wii.:ld~ ur u Li llzc~ the power until the mo ment of truth played their hand ln your character's life ye t again. Now that
(the prelude) is over. It's almost as if a div ine hand reaches
he's dcmonsm1ted a new edge, it's t ime to understand the
down and reveals to your character a gift that he always had.
effect - Its trigger, capabilities and limits. Learn ing co
He simply never knew he had it.
control the new edge can be accomplished as discussed for
A character created wholly before play begins has a initial edges, above, and should be detailed in the chronicle,
similar experience: A power manifests spontaneously during whether with a, "You spend a week understanding the
rhe prelude and helps the character fulfill the foremost goal subrlecies of your new rower," or "You muse seek out a fellow
t hat he sets out co accomplish in the presence of evil hunter who also wields chis power. The search could take
After the prelude, no matter the approach co character days or weeks - and chen you have to convince your
design, the rest of your character's starting edges manifest. intended teacher co rram you." The quest co control edges
They 3ppc:ir ch rough accide nts, experimentation, conscious can develop inro a story itself, e~pccially for high-powered
efforc 10 make sornedung happen, :.eemingly spontaneous ones (levels four and up) that arc extremely intricate.
evems or during subsequent encounters with the unknown.
Your character might be at work, trying desperately to hold ICE~
his life and sanity rogether - when one of them walks past Hunters who doubt cheir own humanity base their
his office. Suddenly your character's computer shorts out or concerns on who can sec edges in use and who cannot. Your
his desk drawers open and shut by themselves in response to character can see che effects of his powers - a bright light
your character's anger or anxiety; your character now knows emanating from his fist, a gray fog billowing from his mouth,
that the re are more of them - and that he can do more, too. his wounds closing right before his eyes. Hunters can see and
All these events a.re ones that the Storyteller can understand each other's powers in action, roo. The same is
arrnnge with you as your characte r explores his own capabili- true for all che supernatural crearures chat hunters oppose.
ties. You may plot your own edge discoveries or may ask the They, too, see the lights, fog and amazing healing. If a
Sto ryte ller to run events that you may react to realistically. Conviction point is spent for your character (see Convic-
Perhaps a shore sit-down after the prelude, but before the tion, p. 132), he can see supernaturals in all their glory -
firsr t rue game session, allows you r character to manifest, use those hid ing in plain sight, the horrific man-beast that , .
and control h is powers. Or maybe the Storyteller wan ts your sani ty tells him co fl ee, and the spirits hiding within human
characrcr to enter the first game session inexperienced with shells. So again the question: How are h un ters really any
his powers or unaware of their full ex.tent. That would be one different from the things they fight?
eye-opening night of rolcplaying. Ultimately, taking con- Normal, everyday people cannot see edges at work.
rro l of your chamcte r's edges is fundamental to his surviving Their minds appa rently cannot fathom the even ts that
the huni , and it should be accounted for in the story. occur before them, and so they find rationales for the things
that happen. Humans sec no blades of light, foggy breath or
CAllllCMtc&m regeneracion. They perceive images that their sheltered
Only a few rowers arc bestowed to your character when minds can handle: "That man has a flashligh t." "Is there
he is imbued. The full extent of his capabilities may be some kind of stage how going o n!" "That blood is fake."
explored in, say. the first week after his introduction to the Ironically, these are the very things your character used to
rrue World of Darkness. Yee, as your character ventures o ut say of such spcccaclcs before the scales fell from his eyes.
nighc after night, he may gain more Virtue points and The toryccller explams how normal people interpret
therefore more edges. h unter powers, 1f it's necessary ar all. T ypically, when a fight
The Storyteller has a choice in how to handle the breaks out, people ~atter (although the police may be along
emergence of new powers. She can lee you choose your shortly ). All manner ofstories spring up to explain a struggle,
character's new edge. Or she can choose it for you based on half of them complcu: fabricarions. Strangely, similar ac-
your character's identity and the cou rse of the chronicle, but
,_.... a -~-=-- ... ~Amir

counts often occur when supernaturals make appearances or him or even think him sane. No wonder so many hunters
use their powers publicly. O rdinary people misunderstand are borderline suicidal.
many of the monsters they sec, too. All rhar said, this is not a game about superheroes. No
Although mund<me people fail to truly understand bunter one dives into evil hordes head first and emerges unscathed.
and supernatural powers at work, the 1mh11ecl clo nor have Even if your character 1s lucky enough to avoid physical
carte blanche when it comes to using edges publicly. Cutting scars, he can't escape the emotional or mental ones.
off a head is still cutting of a head. no matter how it's When you create and roleplay your H unter character,
accomplished. People can often see the fallom of hunter and ask yourself how you would deal with his burden. If your sister
supernatural activities, if not the activities themselves. Lin died - you atcended her funeral, saw her interred - how
gering around the scene of a commotion or criminal act would you react if she showed up at your door, disheveled,
therefore makes your character a pri me suspect. Willful, nails hideously long and ichor spewing from her mouth?
insane or drunk people may decide to deal with your charac Would you leap about, shout four-color platitudes and blasc
rer, even ihheydon't fully understand what's happened. And away? You'd shit your pants. And if and when you fina!Jy
then there are those sirens again .... forced yourself co accept that your sister is dead, buc ac large,
The Storyteller should keep your character on his toes you might set out lO face her: the most courageous and insane
when it comes to usin,:i edges before an audience. Attracting thing you've ever done. That's the kind of reality your hunter
attention is often nn invirntion to a waiting grave for a hunter; character deals with day and night. Try to be true co it.
the enemy and its hidden pawns tend to notice bizarre public !III~
evencs and their perpetrators. If you r character gees cocky or The following are descriptions of the powers available
sloppy, he can expect an unwelcome srallcer of his own, if not to hunters. They arc presented in terms of Virtues and then
a night in lockup or a full-fledged jail sentence. creed paths: Mercy, Vision and then Zeal, with edge paths
Tams derailed under each.
No two hunters activate their edges in the same way, All powers are named here, bur remember that hunters
even if they seem to have the same powers. Some people need give their edges different names. "Cleave" can be called
to get sufficiently angry to manifest desi red edges. Some anyrhing from "Louisville" to "the Hand of God," based on
think back to the moment they were imbued and call upon the individual. As long as you know what edges your char-
those same cmouons to summon the edges they need. Others acter has, he can call them anything he likes. The names
learn co trigger their powers by saying certain phrases - a presented here are the ones that have come into common
trademark of sons. Hunters who wrestle morally with their use on hunter-net.
powers may need some prop, such as a religious icon, to
activate edges - items through which powers are used.
Your character should have his own triggering mecha- EDC:lMllS
nisms. He may have one that grants access ro any edge he Each edge provides a description of its effects in
possesses. Each power may have its own unique trigger. Means the game secring. A system follows for resolving the
of calling upon powers may nor develop 11mil your character action with game mechanics. If the system tells vou to
has had a few encounters with the unknown. Or triggers mighc "roll Perception + Vision," you roll a number of dice
come to him naturally from the very beginning. equal to the dots in your character's Perception At-
No marter rhe form of your character's crigger(s), its sryle tribute and Vision Virtue - a unique combination of
should be consistcnc with che persona y<>u've created. A Traits chat's specific to edges. The difficulty is set by

I
1
religious humer mighc simply ask, "God, please help me." A the Storyteller, bur the average is 6. Such rolls are edge
determined Avenger might goad his opponents into accack- dice pools and can be invested wirh Conviction (see
ing first ro make him sufficiently mad: "Oh, yeah! That's che Conviction, p. 136) to add even more dice.
stuff I'm looking for!" An uncertain lnnoccnr mighc hold ouc Most edges can be activated spontaneously, with
an object, probably unassuming, as the conduit through no effect on their acrual use in the rum. Some edges,
which his powers take effect: "Please don't make me do this!" particularly powerful ones, require Conviccion expe.n-
The choice of triggers is yours, but make sure it suits your dirures to be triggered. Conviction points are spent to
character's identity. use the edges. These points are not counted toward any
Conviction that you may want to risk on a power, chus
PlWllb'rl increasing the site o( any edge dice pools rolled. So, if
H unter: The Reckoning is about normal people an edge costs cwo Conviction to activate, you can still

'
confronted with a hellish world populated by demons and risk whatever Con\'ict1on you like, say three, in che
absolutely ignorant human cattle. Awareness of this real- edge roll to incre~ the dice pool. The rwo points
ity is mind-numbingly oppressive. Your character can't spent are lost for activating the power, but the three
turn to anyone but his own meager kind for support, but he points risked may be regained or lost as well, depend-
must save everyone he cares for, none of whom understand ing on how successful chc dice roll b.

'
Plw.nSf.1
Hunter's edges don't necessarily confonn to a scale
like powers of other f!llmes, even orher Storyteller games, Advocates of Zeal explain that the war between human
typically do. Although a level-two edge is often more icy and monsrrosiucs has rwo sides: perpetrator and victim.
pocent than a level one in the same path, it isn't always. By their defin1uon, humanity is the victim, and it's hunters'
Edges in a path occur in an order appropriate to hunters' dury ro stand up m defiance. Followers of Mercy have a
needs. An Avenger probably wages h.is war against che different pcrspecuve. They tend co concentrate on indi-
supemarural from che moment of h.is imbuing, and be vidual actors rather than diametrical factions. The Merciful
need.~ offensive capabilities right away co carry out his don't follow abstract notions of good and evil. They under
mission. Such powers arc therefore immediately avail stand chat specific circumstances de mand choices and force
able to him. Meanwhile, more esoteric edges chat aid his actions. They refuse to resort to generalizations about any
cause but arc perhaps not essential to his immediate side in the we1r: "All their kind arc the same." "It's for the
survival are av<iilable later, at h igher levels. good of mankind." "I was just following orders." The Merciful
The Virtue to which a creed is dedicated, and the measure individuals before delivl!ring any justice or meting
goals of the creed itself, uctermine what kinds of edges Ollt any rewaru.
arc essential to a hunter. A Redeemer is capable of A hunrer who acrs based on Mercy seeks to understand,
sropping a monstds action (a level-one power) before empathize and even rationalize with the enemy. Outright
she can confronc any good left in the creature (a level- hostility establishes no common ground on which terms can
rwo power). Meanwhile, a Judge gains perception be established. Unquestioned violence also diminishes friend
powers - the ttbility to gain information to fulfill h is and foe into one, with no chance for identity or change.
role - before he gains the power co enforce a verdict
Of course, fighting the war against the unknown isn't
on a crearurc. The necessities of a hunter's powers are
any easier for understanding the enemy. Sympathy makes ic
therefore provided to him first, with more vCSatile
edge emerging later. harder. Anything salvageable within a creature is lost when
1rs dark ide is puc down. But understanding doesn't equate
Of coo~. characters may possess edges from pachs
to tolerance of evil committed wantonly. Sympathy isn'c
ocher chan thelr primary one. An Innocent can possess
V1siunary powers, for example. That freedom is a benefit grounds for a stay of exccuuon for a self-proclaimed mur
of character creation and allows you to design the char- derer. Ac the very least, fighung based on Mercy convinces
acter you really want. Some players may therefore \\--ant hunters somewhat that their calbe is the right one - that
co gather as many fundamental powers of the various they're doing their individual ~t.
crclxls ru. they can rather than focus on a primary creed Ifyour character's instinctive reaction upon the imbuing
and gain its esoteric edges. That's perfectly fine. How is to save innocent lives, to put hc~lfin harm's way orto learn
ever, remember that by doing so, your character muse the horror's intentions, she may be a follower of Mercy.
necessarily have appropriate scores in all the Virtues; his
primary Virtue rating (say, Zeal for a Defender) is limited
as a result. Chapter 4 details how primary Virtue rating is
sometimes vical co your character's ability to resist the
mind and b1xly-contml powers of potent monsters (see
p. 134 ). If your Defender has a low Zeal because you want
him to have lots of Ml!rcy and Vision powers, your hunter
could he putty in the enl!my's hands, and a danger to his
'~
Although many Innocents are young, there are no age
restrictions. Hunters on this primary path answer the Call
but do so with no preconceived notions. More than any
other hunters, Innocents deal with the immediate present,
withour holding grudges from the past or scheming for the
future. Like others on Mercy's paths, they recognize kin
I
follow huncers as he is forced to turn on chem. Consider dred spirits in monsters - beings with horrific powers and
chat danger before you grab for various powers rather
terrible lives foisted upon them. Whereas the Martyr
than those of your character's crue calling.
hates what he sees and the Redeemer wants to change it,
So huntcr cdj?es have a scale all their own. While an the Innocent looks on without judgment.
Avenger ma\ be more physically capable than an Inno-
cent al the 111.;~iog, both have access to powers impon:anr Innocents' unusual candor can sometimes produce
to their values and roles in the hunt. Ultimardy, it's this unexpected rcacu ons from night-creatures, but more of-
difference m focus between creeds and indhidual hunt ten it simply purs them in danger. Who else could aslc a
monster a direct question and expect a srraighc answer?

I
ers that engenders tolerance, cooperation and alliance
among them. Few hunters are capable of going it alone This srra1ghtforwardncss has led other hunters to give
ag<1inst the unknown. Those who do often die crying. Innocents various nicknames, some meant kindly ("cher
Hun ters must pool their strcngrhs and various powers in ubs"), others lc~s so ("bait").
f
order to survive and perhaps win the war.

. - . . --- - - - - -
1111

' The Innocent are often perceived as innocuous, harm-


less and inconsequential. Being underestimated gives them
power. Supernatural creatures literally have a tendency to
overlook or miss your character's presence. He's there, but
not worth the t ime, attention o r effort, or he simply does not
seem to exist. O nly when your character specifically draws
arce ntion to himself, such as through attacking, docs he ""
"appear." Your character could even stand face to face with
a creature and have it not acknowledge his presence.
A n Innocent often discovers her invisibilicyamong mon
seers when her first instinctual response to such creatutes is to
stand gaping or to ask sm1ightforward questions. Creatures
either tnkc no noricc o r their attention must be actively
atm1cced. A mmrnging monster that completely bypasses a
blatantly obvious Innocent is also a hint that Hide is in use.
System: Ro ll Wi ts + Me rcy, difficulty 6. A Perception
+A lertness ro ll, diffic ult y 6, is made for each monsrerin your
character's presence. A single, average roll can be made for
a gro up o f mons1ers. The difficulty is reduced for creatures
with extraordinary senses such as smell or hearing, or for
creatures that arc exceptionally o ld, powerful or wary. Ifyour
character gees more succc scs, he goes unrecognized. He is

i_
seen normally if the enemy gets more successes.
Your c haracter goes unno ticed for the remainder of the
scene a5 long as he docs no r amact a ttention to himself.
Makmg phy 1cal contact with the enemy o r performing
blatant act uch as jumping up and down and shouting f+.4 : "'
draws au en tion. Once crearures know your J~
character is present, they do not forget again. -....--...__ l ~D
11
And once one monsrer in a group recognizes "{
your character, all of the enemy in rhe vicin-
ity do; o ne of the mon~rers doesn't s imply
swing wildly llt the "nlr." However, sranding,
talking lowl y and walking slowly do not attract
unwanted attention. \
This power does not work o n other hun ters or
no rmal humans. It does not function whe n the user

I
is Incapacitated; supernaturals perceive your
character's immobile form.
klUMIMTt
This edge makes il possi ble for your char-
ac rer ;ind fello w hun re rs co i~ntify
supernatural creatures. Not only does ~t
indicate which beings arc inhuman, it
suggests what kinds of c reatures they
arc. One drawback co 1lluminate is
cha t monsters seem able to perceive
its use and can even tell which hu
man generates the effect.
System: Roll Perception+ Mercy, '
difficulcy6. lfyou get any ucccsscs, your
character and all hunters in her presence
perceive any supernatural creatures in the
area. The effect duplicates and replaces the need for hunters Attackers who do force themselves to perform rhe repeJlenc
to spend Conviction on second sigh t (see Conviction. p.
132). Furthennorc, this edge allows all affected hunters to
recognize the true nature of creatures that otherwise appear
normal wnrlocks, the recently deceased, shapechangers in
human fonn. These beings seem to be outlined in nimbuses of
various colors. Nme that Illuminate does not confer any of the
action find it excruciating.
System: Spend one Conviction point and roll Manipu
lation + Mercy, difficulty 5. For each success you get, an
attaeker has co spend o pomc of Willpower to act against your
character. Each su~uenr actton against your character also
requires a Willpower expenditure. The enemy still has to
'
resismncc co mind or body control that spending a point of succeed at its arrack normally, even though your character
Conviction does. makes no attempt to avoid it. Thbe<lge functions against only
Illuminate lasts 10 minutes for each success rolled. one opponent at a time, unless more can somehow be cap-
Dunuion can be cxtendeJ for anoth er 10 minutes for each tured eye co eye. simultaneously. The target remains inhibiced
Conviction point spent. The power can be deactivaced at as long as your character maintains eye contact.
will and shuts off if rhe user is Incapacitated.
C reatures cxposeJ by Illuminate perceive the wielder as
Bwr
Your character can make one light source agonizing and
a source of bri,.-:ht light; she is clearly the one revealing the damaging to unnuwral creatures of all kinds. The degree of
monsrcrs. Use of Illuminate undoes Hide. damage inflicted Jcpcnds on the intensity of the light
R~rt source. A match is irritating, a powerful flashlight is danger-
If there were ever evidence that hunters are of divine ous and (on a clear day) the sun is destructive.
origin, this is it-or, at least, this edge could be used to justify Staie is lnstanrnncous: Your character uses this power
such claims. Once this power is activated, your characcer and the light source in question becomes amazingly power-
radiates a white light that impedes supernatural attacks. ful for a moment. While the effect does not last, it can
People protected by this Oeld appear blurry and indistinct to rraumacite every supernatural creature exposed to the rays.
the eyes o( unnatural creatures. The light itself is distinct to Srrangely, Blaze does nm work with moonlight.
hunters bul olherwisc has no effect on them, whether they're Some Innocent extremists with this power describe its
inside or outside the aura. Monsters that do not rely on visual use as "sharing the true light."
senses arc till confused and disorien ted by the power. System: Spend cwoConviction points and roJISrrengrh
System: Roll Stamina + Mercy, difficulty 6. Any time a + Mercy, difficulty 8. Even one succes-5 inflicts the lethal
supernatural creature attacks a radiating target, the difficulty damage dice listed on the followmg chart, based on the light
of the attack is increased by one for each success achieved in source used.
your edge roll. The nature of the attack does not macter -

'
guns, claws, mystic attacks of any sort; all are impeded. For
each success you score after the Orst, your character may also
project his light to include one additional person wichin the Light Source Damage Dice
nurn. That person must be standing within Mercy in yards of Match/ lighter flame 1

I
yCJur character. The light persists for one rum per success Torch/ small fl ashlight/ flare 3
rolled. The edge can be canceled by the user at will, and its Large flashlight/ car headlights 5
protection can be denied to an individual at any time. The Bonfire 6 k~
power foi ls completely If your character is Incapacitated.
Spotlight or searchlight 8 .t
No monster's mystical sight or ocher sense can be used The sun 10
to negate the Ocld. Hunrer senses, even edge-based ones, are
not affected. ..,._______..
Coltm
To use this edge, your character must meet a creature's The ranee of this power is five yards per success rolled.
gaze directly and make no attempc to avoid the monster's Thus, all supernatural creatures within range of your diarac-
anack. Even though your character is a "sining duck," rer (as oppo ed to the I 1ght source, which can be in someone
striking her bccom tem bly difficult. The few crearures else's possession) when this power is used suffer searing pain.
who've been subjectc<i to this power and are willing to If you score four successes on your edge roll and your charac-
discuss n say that miking becomes emotionall~ impossible.
The hunter seems to embody everything that is (or that ever
was) pure, 1mponant and valuable to the attacker-perhaps
ter holds a flare (three d:image dice), you roll three lethal
damage dice agam~t all upcmaturals within 20 yards of your
character (or against those w1thm range and that are caught
f
even dredging up emotions the creature had thought lost for in a light beam).
centuries. Striking or acting against the hunter seems psy Many artificial light sources are directional and can be
chologlcally suicidal - a crime of grotesque magnitude. pointed at only one or two targecsat a time. As a rule of thumb,
........
- a _l:lll-- Jl9t
I using Blaze with a flashlight allows your characrer to harm

'
wrong with second sight, but not in any perceptible way -
three creatures at most, if they're standing close together. a warlock, a shapechanger in human fonn, a bloodsucker
Targets do not have co be physical; spirits and ghosts are imicaring life sign - is revealed to your character. The
vulnerable, too. monster's horrific side 1s clear on a successful Perception +
Mercy roll, difficulcy6. To yourcharacter's eyes, thecrearure's
most horrific asrcct flashes ac~ its face. This sight persists
Martyrs arc comrcllcd to destroy the unknown and the
monsrrous, but they can't escape the knowledge that their
quarry has (or had) human feelings just as they do. Avengers
have a definite us/ them mind-set. Martyrs don't have that
for 10 minutes for each uccess rolled; any creature observed
in chat time is revealed for what it really is. Witness can
therefore be used in conjunction with or can replace the
need for second sight while chis edge is in effect. Duration
can be exrcndcd for anorher l0 minures for each Conviction
I;
luxury. They understand all too well the emotions and point spent. The power can be deactivated at will. Witness
motivations of the intolerable. Yet, for all their empathy,

i
provides no mind or body-control protection.
followers of this primary path hunt with an almost self
Additionally, for each success scored after the first in
destruccive fury.
the edge roll, youi charncLcr con 111u111e11t.arily witness one
Martyrs can understand the misery of a compulsive previous contact haJ between a human and a monster in
predator, because they are the same. T hey know that these your character's presence. The first contact viewed is usually
hideous beings, whose very appearance:: fills a Martyr with the most recent , and each viewed rhereafteroccurred further
repulsion and disgust, might have once been fully human. back in rime. I( multiple monsters are present, your character

l
Marryrure 1herefore misemble with their role, butlcnow that may choose which is "srndied," or recent flashes may be
if they pursue it, fewer others will have to share their fate. taken from a varlet y of creatures.
Every Martyr long) for the day when hunters are obsolete. Visions might reveal attacks, such as feeding, or could
bll reveal a passionare or poignant meeting, depending on who
t Martyrs, by definition, arc willing to hurt themselves to
save another's life or to hurt an enemy. This willingness ro
was contacted. The Storyteller creates the vision, which can
be clear or distorted; part1c1pants may be obvious or con-
chase even Pyrrhic victory 1s reflected in Demand. Your fused. The image 1 vtSual only and 1s virtually instantaneous.
character is willmg ro exhau)t himself in a desperate bid to Sometimes such \ 1Sioru ugge t regret or even mercy in
0

accomplish ama:mg deeds; he puts his all imo an action and creatures' attacks, a hint at their true nature.
receives might born from pumy of purpose. Martyrs' wilting Witness seems co conjure no images of humans' or
ness to sacnfice themselves simply invigorates them with hunters' acts, but it docs for chose people who posses.s powers
energy and power. or gifts bestowed by unnatural creacures.
System: Your character can perform an amazing feat of i AYM:E
strength at the cost of his own health. Mark a level of No one's quite sure what the hell happens when a
bashing damage on your character's Health chart. The hunter cuts loose with rh b edge. It cemsto produce a roiling
damage cannot be sonked. You can now add Mercy to heat-haze. This gas (for lack of a better term) pours out of or
Strength for any roll or action performed that tum, whether
from your character and rrnvels where he gestures. Physical
ir he a roll w inflict hrnwl or mclce da mage, an effort to lift
matter seems unaffected, but supernatural creatures react
an object, or a Strength + Athletics roll to perform a srunr. violently. It seems ro corrnpt and dc:cay their very bodies.

I
Willpower c11nnot be used to further bolster this roll, al- Not even inrnngihlc crcarur..:s ure safe.
eh ough Conviction points can be risked in an y
Ravage has no physical effect on human targets, but it
Srrengrh-rcloted roll made.
causes deep emotional trauma: headaches, depression, terri-
If Demand is used to increase the damage inflicted with fied fugues and uncontrolled weeping. As for wielders of
an attack, your character mu~t suffer a bashing health level Ravage therrtSelves, the power makes them sick. Stomach
before the atmck is made. [fit f.uls, the health level is still lost,
pains, coughing, blurred v1s1on and vomiting are all associ
even though no damage roll b made. The punch or swing is ated with the edge.
still pocenually devru.tarmg, but docsn 't find its mark.
Martyrs describe the power as, "Tearing something
Demand cannot be combined with other attack or open - like injuring the world. It hurts us, it hurts chem -
physical-actionb~ edges tn the same tum.
but it hurts them worse."
Wrre System: Roll Manipulation+ Mercy, difficulty 7. Range

' W1tness allows your character to recognize the nature of


supernatural c.;reatures tn her presence. It also gives her a
glimpse of specified creatures' relationships with mankind.
System: This edge expands upon the capabilties of
is your character's Mercy in yard). )(the target is human, the
number ofsuccesses rolled indicates the oumbcrof turns that
person is stunned with horror. He suffers no physical dam-
age, and can stilt <lodge or flee. but cannot attack your

....
second sight (see Conviction, p. 132). A creature that seems character or anyone else. (Particularly tough ind\viduals

~....-
_________________________~___..!!!!l!!!!?li!___
.
might be allowed a Willpower roll, difficulty 8, to attempt to tions if Manipulatio n is lent, but you probably can't advise
perform a particular action.) Another hunter targeted by another player how to do research in either case, because
Ravage goes unaffectc<l 1( h is Conviction defense is active. lmc lligence hasn't been hared.
If no r, he 1s created like a normal human victim. The du rauo n o( a donation is determined with the
If the target is a supernatural creature, it suffers a level of following chan:
lerhal damage for each succe rolled. Even incangible oppo-
nents arc affected, md u<l mg ones that posses.5 physical hoses.
Every time this c<lge is used, your character suffers o ne Successes Rolled Duration
level of bashing damage that cannoc be soaked. 1-2 Two cums
DoitAn 3-4
5-6
The rest of the scene
Five hours
A hun ter fo r along the Ma rtyrdo m path can blur the
lines between herself and ocher~. Her sense of self be- 7-8 One day
comes so diffused rhat It's possible to lend that "self" to 9- 10 Three days
others for rhe ir use. The most obvious loan is physical
potency or speed, bur less tangib[e capacities can be
donated as well. One Martyr has likened the experience
to ano ther person walking a mile in Mr shoes - while If your character is conscious, he can cancel donation at
any time. However, the recipient cannot choose to "give back"
she's still In them.
a borrowed Trait at ;my time; the lender must rake it willingly.
Your character can make this "loan" to any willing
person whom she can touch. The exchange is immediate, If your character becomes Incapacitated while sharing,
a donation continues until she regain consciousness. Ifyour
though not a lways complete.
character is killed with dots lent out, che rec ipient loses
If physical qualities are lent, your character is weakened
them immc<lia1ely. If rhc rece iver dies, your characcer Loses
commensurably. Lending mental acuity is a bit more com-
all donated dots, permanently. If you botch the donati.o n
plex: The donor's intellect and attention are literally split
roll, your character could lose one point of the Trait in
between herself and the recipient. This "split attencion" can
quesuon, pem1anenrly, or the Storyteller can devise another
funcrion almosr like a two-way rad io, with no kno\\n limit
mishap. Hunters are already disturbed people. Would the
to the distance sepa rating the two parries. The biggest
idenri ry o( one rrappcd in the body of another really be
restriction is time: Your character can share of herself for a
acknowledged as :m ythmg more than schizophrenia!
limited period.
System: Spend two Conviction points and roll Mercy+ PAYIAf.11
the Attribute you want to lend. The difficulty is 7. Your Your character can impose human, mortal limitations
character loses a number of points fro m that Artribuce equal and vulnerabilities upon inhuman opponents. He can also
ro rh e number of successes you roll, up to a Limit that you rob such beings of their powers. All your hunter has to do is
stipulate o r up co your character's full Attribute score. The lock his gaze with a supern atural enemy's and concentrate
recipient gain~ the same number of po ints in the same Trait. on the specific way he w~ints to c ut that being down to size.
Any Attribute can be donated, except Appearance. No The Martyr imposes a righteous moral punishment upon the
ocher Traits - Abilities, Backgrounds - can be conferred creature.
with chis edge, and no more than one Attribute can be System: To inflict a human limitarion upon a super
shared ar one rime. natural being (say, ro make a dead thing need to breathe to
Donating Physical At tributes is fairly straightfor- survive, or a ghost ro assume physical form), spend five
ward: Your chanicter's rating is reduced while the subject's Conviction poinrs and roll Manipulation + Mercy, diffi-
is inc reased. If a Me ntal Actribute is shared, the two culry of the target's Stamina +4. If you get even one success,
characrers can speak co each ocher telepathica lly for the the creature suffers that vulnerability until it leaves your
dura tion o( the donation; the recipienc can use your character's presence. ( In the case of truly powerful oppo
charnc rer's mind as a sort of "parallel processor." If a nenrs, the S toryteller may impose a higher difficulty to your
Social Ami burc 1~ donated, te lepathic communication is _ roll, and may grant a resisted roll, say Willpower, to the
no r possible, but both people have a vague sense of how crea ture.) Only one human "failing" can be imposed on a
the other (eels e mouonally. single creature at one ume. The cucumsrances and the
If your character donates all of one Attribute, she Storyteller often determine the immediare results of making
pa~es out and remains unconscious until the edge wears a supernatural "mortal" aga m. Food, not blood, might be
off. Yo u as a player may continue to advise the recipient in required for su tenance. Human form might become rhe
rcrms of the Trnit shared, and as far the as rhe Storyteller only one a creature can assume. A spirit might become as
allows. You can contribute solutions to problems if Wits is physical and fragile as he was in life.
shared, or suggest emotions to play upon in social situa-

. - -- --- - - --- ----


Now, an ages-old creature does not tum to dust because driver is careless, not actively malevolent.) It cannot stop an
it's suddenly mortal, but it could perhaps be destroyed avalanche or a natural bolt of lightning.
forever by conventional means. Also, beware granting mon- System: Roll Wits + Mercy, difficulty 6. The roll is
sters the strengths of being human. Wh:at bloodsucker would typically resisted against the appropriate attack roll made by
not relish withstanding the sun again? She might even the enemy, and your character must be able to see - have
ensure your character's constant presence by capturing him. line of sight to - the action he intends to interrupt. This
This power can also be used to deny a crearure use of a edge can be used in a tum at any time that a defensive
certain supernatural power. To do this, you have to specify maneuver-dodge, parry or block-can be. In fact, Bluster
what the beast is prevented from doing: "I want it to stop should be treated like a fourth form of defense for system
moving so fast." "I don't want it fading away again!" "I don't purposes - all the same mechanics apply (see Defensive
want it to be able to turn invisible." Assuming the Story- Maneuvers, p. 192). This edge cannot actually be combined
teller knows what power you refer to, she sets the difficulty with dodge, parry or block, though; you must choose one
- usually the creature's Willpower ratting or Stamina+3. If course of defensive action. Note that an attacker can still
you get even a single success, the creature cannot use that harm its target, even if your character attempts to avert the
capability until it leaves your c haracter's presence. Only one action (the attacker gets more successes than you do).
power can be denied a creature at one time, and a monstros-
ity cannot be assigned a human weakness and be stripped of
l11SK1m
Your character has to ask one question of a supernatural
a capability simultaneously.
creature, and that creature has to understand that a questi.on
If your character is conscious, she may re voke human has been asked. The particular question is not really impor-
weaknesses or reinstate supernatural powers at will, even if tant, and it doesn't matter if the being replies. What matters
she is still in the presence of the victim. If your character is is that your character interacts with the creature as if it were
Incapacitated, the effects of Payback fail immediately. And, a person, not a thing. This simple act, when fueled by hunter
of course, if a creature manages to leave your character's spirit, forces the crearure to confront mortals in human
presence and return, all bets are off. Payback must be used tenns. The edge usually causes intense feelings ofsorrow, loss
again to impose a human frailty or to strip a monster of the and isolation.
same power previously removed.
A common question is, "Do you remember?"
Rma..not1 System: Roll Manipulation + Mercy, difficulty 6. Each
Individuals whose first instinct is conciliatory tend to success adds one to the difficulty of the supernatural creature's
find themselves on the primary path of Redemption. Re- next intended action. The feat becomes challenging as the
being is confronted by forgotten memories, long-dead feel-
deemers are widely sought for their ability to put injured
ings and desperate! y suppressed compassion. With a
people back together, but they ofren find themselves at odds
spectacular number of successes, the target may undergo a
with hunters who possess different priorities. Some Redeem-
ers aren't afraid to understand their prey. They hope that substantial shift in behavior. Even an undamaged creature
who is winning a fight may flee rather than have to face the
through understanding they can either settle the spirits that
emotions raised by Insinuate.
haunt mortal life or remove whatever curse or psychic illness
creates "monsters." The specific psychological effect of this edge depends
on the creature confronted, of course. Spirits experience a
Bwsm taste of what life was like before they perished. Bloodsuckers

I
A shouted syllable becomes a veritable shield against are reminded of their lost mortality. Other creatures may
harm. The word spoken doesn't matter ("No!" "Stop!" and have visions from the lives of people they've slain. More
"Don't!" are all common cho ices), but it can abort any type "human" creatures may foresee futures in which they suc-
of deliberate attack. A hunter often learns a word's power cumb to their monstrous natures, or they may remember a
when she blurts it out instinctively, and the word amazingly lost love or a choice they regret. Creatures who have very
averts harm. little thought or feeling left may be less affected. lnsinuate's
Bluster can turn aside anything from a switchblade to a visions may simply annoy or confuse them.
chain saw - or even arcane weapons such as bolts of fire or The Storyteller decides the exact results of this power in
lightning. The attack can be made against your character or the story, whether as a distraction for a monster, another
another person. The edge has no effect on attacks that don't anempt in an ongoing effort to get through to the buried
do damage (such as mind-control attempts) or on attacks vulnerability of a creature, or as a cathartic moment (if you
that are not direcr (such as stabbing a voodoo doll of your roll enough successes) that confronts a being with its very
character). Furthermore, it works only against actions that perversity.
other individuals undertake. It can protect your hunter or T ypically, Insinuate can be used against a single creature
another person from being run down with a car (even if the only once perscene, unless the Storyteller authorizes otherwise.
llsrc
Also called the "Kiss of Life," this edge allows your
character to heal a pel'$0n by breathing into her mouth.
While your character appears to be performing mouch-to-
mouth resuscitation, this power accomplishes a lot more: It
can heal curs, slashes, damaged organs and broken bones.
Respire can do something alcogether differenc to
'
supemarurals. Instead of infusing healing energy, it steals
energy. Mouth-to-mouth contact isn't required. Yet your
character must be nearby co inhale the stuff from an enemy.
This power is dangerous even to intangible foes.
System: To heal someone, roll Stamina + Mercy, diffi-
culty 6. The target gains one health level, bashing or lethal,
for each success achieved. Using Respire in this fashion is
draining. You must pay for each level healed either by
spending one Conviction or by suffering a+ I difficulty to all
actions for rhe rem11inder of the scene. (Ir's possible co mix
and match payments. A character who heals three health
levels can spend two Conviction and accept a+ I penalty for
the rest of the scene.) If a botch is rolled, your character
suffers a bashing healch level, instead. This edge cannot be
used on oneself, but can be used on nonnal people and even
supemarural crearurcs.
To dram a monstrous enemy, your character must be
within a distance of Mercy m yards of the intended target.
Roll Dexterity + Mercy, difficulty 6. The target resists by
rolling Scamma, also against difficulty 6 (although the
Scoryteller can modify difficulties for both attacker and
defender depending on their relative potency; a simple
hunter may be hard-pressed to exhaust an ages-old ghost).
For every two full success m excess of the opponent's that you
achieve, your character gains one point of Conviction, up to
rhc limit of your character's srarcing Conviction {based on
creed). The target olso suffers one level of lethal damage for
each single success rolled (your character's starting Convic-
tion imposes no limit on damage). If your roll botches, your
character incurs one level of lethal damage, and the super-
natural opponent gains one point of Willpower. Respire can

I
be used against spirits that possess humans, without harming
the hosts. It cann<lt harm humans, and affects only one
target at a time.
BECWll
A Redeemer radiates his inner calm and tolerance as if
it were an energy form. The edge has two simultaneous
effects. The first is physical: Becalm makes it difficult for
those around your character to act in a sudden or deliberate
way. Evenrs occur slowly. Rel>ponse rimes are delayed.
Actions seem to be performed as if subjects are grog.,ay.
The second effect is emocional: Becalm stifles anger,
alle\'iates fear and tension, and generally makes subjects
gain perspective and relax - at least somewhat. This
eff'cctdoesn'r make che becalmed looe their will to fight
or survive. The power doesn't change motivation, it
just makes events seem less urgent.
.... ... 2~ ~~----~Amir

Becalm does n ot affect normal actions such as speaking

'
Likewise, any su pemarural creatures that can enter the
or moving slowly, as long as those actions do not have physical world are suddenly barred fro m it in your character's
cxplo ive or violent rcsulcs. vicinity. They mu center m an area beyond his influence.
System: Spend one Conviction point and roll Manipu- Otherwo rldly powers on other planes cannot even perceive
lation + Mercy, difficulty 7. The effect lases a number of the ph~~icnl rc:1lm where your character nands,
minutes equal to the numhcr of successes rolled. During chat Your character may undo the effect early if he chooses,
time, anyone who cries to perform any sort of violenr arrack or but it persists for the scene, even ifhe's rendered unconscious.
sudden movement has to malce a Scamina, Strength or Dex-
terity roll (whichever 1s highest), difficuh:y8, per action. Even
pulling n rriggcr is affected for the outburst that results. The
cffccr cxcends five ya rds in every direction for each point of Hunrers who acr from Zeal believe that they know an
Mercy your character has. In add ition ro interfering witfi or obvious cruth. I luncers who follow parhs of Mercy believe in
stopping fights, this edge can be used to halt physical seizures doing what feels right, over following some personal stan-
or hysccricfll fits of any type, and can bring supernatural dard. And then there are a few who believe there is yet
crearurcs nu t of frcnzic~, whmcvt:r L11t: c.ausc. C reatures chat another course - it just h <1sn't been marked yet.
hope to maintain a frenzied state, despite che challenge of Like Zealots, th ese hunters set their sightS to the dis-
acring in your character's presence, must make a Willpower tance and try to perceive a big picture. Like the Merciful,
roll, difficulty 8. they arc willin1t co consider new ideas and sensations with an
;
Becalm affects you r character as well as any hunters or open mind. Some arc dreamers, some are outcasts. A radical
normal people in irs area of deploymen.c. Humans may not few believe there is no truth, beauty or morality beyond what
behave hystcricnlly in rhc presence of monsrers while be- we make ourselves. Hunte~ on cha~ primary path pursue
calmed. but they still typically forget or rationaliz.e what they freedom for all. Rnth er than fight to win battles against the
experience afterward. Thi~ edge's effect can be terminated unknown, they flgh r to end the war.
't prematurely 1f you choose, and it ceases alcogerher if your
character IS Incapacitated.
Visionaries don't rick one of the mosr obvious reactions
to the Call. If your character doesn't arraclc, doesn't inter-
Atcacks, parricularly ranged ones, performed outside the vene and doesn't run away at her imbuing, but still does
t area ofeffect against cargets within it arc not affected by Becalm. sOTMrhing - probably somethmg clever and unpredictable
1 Susme - she could be a disciple of VtSion. If her first response is
curiosiry, a need to know what the thing is and what it
Many hunters believe in other worlds, including Heaven,
inrcnds, rathcrchan whet hem should be destroyed or pitied,
Hell or Purgatory - perhaps e\'cn ocher dimensions or alien
she probably sees the forest, no t the trees.
planes. A hunter who proceeds chis far along the path of
She su pports no accepted truth that she hasn't tested
Redemption begins co understand that other realms might
herself. "Yes, the punishment should ftt the crime, but who
exist - and suspect~ that supernatural creatures are ried to
should be punished, the criminal or t he society that creates
rhem and can travel to and from such places. Certainly,
h im/" "Of course gravity works, but docs my soul rise or fall
creatures h:ivc been known to disappear without a trace,
when I die?'' Life is about the search for answers, which lie
even to hunter sight. This edge denies a monste r those
everywhere. The proponent of Vision simply looks for the
escape routes and forces It to face the error of its ways in the
right questions. In che Aght against the unknown, her
here and now. Ir also protects che world from unspecified

I
foremost qucscltm is: "How can this conflict be settled, once
"prying eyes." Redeemers who attain this level of dedication
and for all?"
rarely discuss what It Is they believe is "watching."
There is currently only one creed and path for followers
Users and witnesses of this power report sensations like
of this Virtue, at least as far as hunters are able to tell
popping cars, nosebleeds and headaches, but also a sense of
liberation. Some fear horrendous side effects, such as lceep-
ing rhe souls of the recently dead from traveling to their
VISOWN
rightful place - crapping those souls on Earth! Visionaries perceive the intrusion of the paranormal
inco cheir everyday lives as J sign that the world is a larger
System: Spend two Convict ion poin ts and roll Cha-

I
and stranger place than they had e,er dreamed. Once a
risma + Mercy, difficulty 8. If any successes result, your
finnly held belief- "There are no such things as monsters"
character seals the matenal world he knows from all other
- is yanlccd from its place beneath your wo rldview, it makes
possible realms for the remainder of the scene. The barrier
you wo nder what other supports arc worm-earen. Visionar-
arises wherever your character can physically see. No super-
ies a.re unwilling to jump to conclusions and dive into
narural creature may escape your character's presence without
h alf-formed solutions. As a result, thC)' keep their hunter
leaving conventionally. Any power sources chat originate
allies on a higher r~)ad, thus avoiding pointless switchbacks
from anorher plane o r reality, and that feed the physical
and literal dcnd ends.
world in your character's proximity, are severed.

It I i
While Zealots ask , "What can destroy them?" and the used up, the edge cannot be activated again that chapter.
Merciful wonder, "How can we help?" Visionaries take a step Re-rolls gramcd by the Destiny Background cannot usually
back an<l simply ask, "What are th ey?" This intr0spection be combined with Foresee m the same scene.
has earned these hunters several nicknames. Those who Activating Foresee is considered a reflexive action. It
respect Visionaries call the m "path finders" and "wayfarers." docs not preclude taking actions in the same tum.
Those who have little use for rhem apply names like "navel- Extra rolls gained cannot be doled our to other players.
gazcrs" or simply "fools." Neither can your character forewarn o ther characters of
impending events o r the ramifications of actions.
Fcmm
While most hunters would simply be glad to have this Convicrion points invested into a Foresee roll simply
power, Visionaries are compelled co debate its nature. One increase the number of ex1 rn ro lls you may gain for a chapter.
Convic1ion does not affect che outcome of the individual
group suspects that it's a form of telepathy - if such a thing
exists-that allows them ro anticipate probabilities and the actions t0 which extra rolls are dedicated.
actions of others. Some think Foresee allows hunters a brief PllrOllll
glimpse into the futu re - a look thar :i llows them to choose This edge gives your character insighr into the wcak-
che best course of acti()n. Eith er way. your character has a nessesofasupcrnatural creature. Sometimes, the information
momentary flash of h ow his ch oices m ight affect a situation, comes In the form of a vision (usually of a place o r object of
and may choose the bcsr option available to him. importance). Other rimes it is simple intuition - your
System: Roll Intelligence + Vision, difficulty 7. For character ''just knows" that the creature can't use its powers
each success achieved, you may make one extra roll for a freely under certain circumstances, for example.
specified action and choose rhe best result. You must an Pinpoint is often used after a crearure has been detected
nouncc m advance that one Qf your excra rolls will be (through second sight) and recognized (through edges such
<lc<licated to a particular act ion; you can't wait until a roll as Oiscern, llluminate or Witness), as part of a planofan.ack.
has been made and then announce that an extra one will be The cruly informed hunter ts the most likely to survive.
raken. Only ()nc extra roll is allowed per action. You might Thoroughly experienced hunters can also use chis edge co
make two rolls co fire a gun, lift a rock or steer a car. (An iden11fy some monsters through their weaknesses - "It feeds
attack is considered a single action; an extrd roll is made for on pain to survive. Mosely zombies do thac - mostly."
ch e accack itself. The better ;mack roll determines how System: Roll Perception+ Vision, difficulcy 6. lf you get
many damage dice are rolled.) a success, your character learns a weakness about the crea
The Storyteller literally narrates a vision had by your ture she observes: impalement, sunlight, garlic, cold iron,
character based on each of the die rolls you make, then lets ninning water, silver, fire or anything else the Storyteller
you choose which occurs. One roll might indicate a missed deems appropriate. The Storyteller can also be elusive o r
attack, whereas the other scores a hit. One roll might vague about the nature of a weakness - ''life," "time" or
indicate a marginal success, whereas the other indicates a "control." just because your character asksaquesriondoesn't
resounding om:. Remember that visions are simply glimpses mean she understands the answer.
of shore-term possibilities; the course you ch oose as a result Some creatures are tied to particular locations or ob-
may not have rhe more desirable results in the long term. jects. If you get three or more successes on the roll, your
Your ch aracter might envision what wire to cut to deacti character n ot only knows that chc creature has a lair (or is
vate a bomb, but rhe building saved might still be possessed attached co a specific item), she gets a vague sense of '\\'here
by a vicious poltergeist. that object/ place is.
Foresee influences only an immediate action performed. Knowing a weakness and capitalizing on it are two
A simple action rhar has direct results can convey clear differcntchings. Tumingfireonanopponentinanoilrefinery
images. An involved action, such as building a device isn't safe for anyone. A specific variety of ferrous metal to be
through extended actions, docs not reveal consequences of used a~ a weapon prohahly isn'c conveniently at hand.
the final creation or its use. More likely, it indicates the
Once your character has determined a specific weak-
possible results of the effort at you r character's current Slage
ness of a being, Pinpoint does not repeat thac failing. It's up
in the process. to you co remember the flaw. Subsequenr use of Pinpoint
After you make the extra roll rmd your character sees a against the same kind of creature turns up a new weakness,
vision of both outcomes, one of the results must be chosen. whether concrete or obscure. Of course, there's no telling if
Your character commits to the action - he simply avert.S a new failing classifies an unidenrified creature as anything
even rs in rime for optimal effect. If both rolls are poor, one your character has faced before.
of them still takes place. There's simply no good way out of
Pinpoint has no effect on morcals. It can be used only
the situation. once per scene. Wharever force - presumably the Messen-
Foresee may be used to gain a number of excra rolls only gers - that provides the Information requested doesn't
once per chapter (game session). Once those extra rolls are

I tit
seem co tolera te holding hands. Subsequent uses in the
same scene simply draw blanks.
U ltimate ly, the Storyteller decides how effective this
edge is under any given circumstances. The answers it
provides may not be any help m the here and now, but may
be in the next chapter.
Dan
A lso known as "Past Viewing," this power lets the
user see into the past of a specific area. Whereas ocher
edges (particularly Pierce) also t11low visions of the past,
Delve is both more specific and more versatile.
Delve is keyed to place: Your cha racter can see the
past of her current location only. However, there is no
known limit m how far hack she can see. Visions can
be commanded according m rime ("What happened

I here 24 hours ago?"), by connection to a person or


objecr ("Show me what happened when the jewels were
ta ken.") o r in conneccion roan event (" I want to see the

I
murder as it occurred.").
W ith a supreme effort, you r character can even
hear what transpired.
System: Roll Perception + Vision, difficulty 6. For i.;;;::o-rr
each success, your characte r gets five minutes of"viewing" A~. .~
at the locat1on.
If the event cook place mo re than a year ago, the
difficulty increases by two. le increases to IO for any
event that occurred more tha n five years ago. ( Yee one
of the t ruly potcm d1sc1ples of Visio n claims to have
wicncssed a millennia-old c1vilmn ion co which he felr
a bond. At least, he claimed such a revelation before his
disappea rance.)
To hear as well as sec, you must either spend two
Conviction o r raise the difficulty by two. Only people
with Visionary as their primary path can use Delve to
"hear" the past.
The Storyteller ultimately decides how clear an im
age is. Trauma tic e vents, c haos o r intense anger
experienced at che time and place witnessed may distort

I events. The Storyteller may even wane to make Delve


rolls secretly for players to keep them guessing about the
veracity of their insights.
Delve can be used only once per scene .
lhsr
T his is the power to regrow lose or mangled limbs and
o rgans. It's nocjust accelerated healing. Restore can bring
back body parts chat were lost completely. le can be
applied to your character himself or used on other people.
These regenerated limbs are often ee rily "perfect" -
lacking scars, suntans, wrinkles or, indeed, a ny signs of
aging- as if they're idealized, Platonic manifc:stations of
such body parts. Although Restore is powerfu l, it cannot
bring rhe dead back to life.
--Jll~--z-
Your character imagines mending skin and knitting are preoccupied with the future and barely manage to exist in
bone , o r a perfect limb or body part to replace that lost,
and it manifests. The few hunters who can use chis edge
hold 1t up as proof of an idealized state out there some-
where o pince Visionoriesore meant to d iscover. Perhaps
this place o r condition 1s the ultimate object o r goal in the
war agai nst the unknown . Meanwhile, hunters capable of
the present.

This is the Virtue of hunters who typically have one


clear, all-encompassing perspective on and answer to the
'
this power keep it secre t for fear of drawing unwanted
attention - or persecution. supernatural. Fo r the most part that response is "destroy it."
System: This edge effectively turns lethal damage into If your chnracter's first instinctive reaction to seeing a horror
bashing damage. It doesn't actually restore any lost health is to take direct action against 1t, she is probably an adherent
levels, but it does make injuries a lot more bearable. of Zeal. She tends to act from notions of capital-letter Right
and Wrong. Her principles and maxims may not be usual or
Roll Suimin:i + Vision and spend three Conviction
even particularly agreeable, bur they are hers and she up
points. The difficulty is 6, plus one for each lethal health
holds the m tenaciously.
level the subject has lost (maximum difficulty of IO). If the
mil gets even one success, }111 those levels become bashing
immediately. If lost health levels represented massive inju-
Zeal demands dedication, unswerving loyalty and pur-
ries (mangled eyeballs, lost limbs) they grow back in seconds.
pose. Defenders aspi re to these qualities and seek to see
The new limbs are sore, weak and bruised until the subject
horrors destroyed. Yet, followers of this primary path recog-
has a chance to break them in.
nize 1he need to protect the people, places and things that
Resto re can be used only once per scene. must survive the war. If nothing remains when the battle is
AOOLI done, what was it fought for?
Yo ur character can anticipate likely furures at her spe- Defenders pro recr the normal people, but not with the
cific location. All :.he ha~ to do is concenuate. As wich heedless abandon of some Martyrs. Defenders tend co be
Delve, this power can be based on time &ame, person, object thinkers and strategists who know they can't cake the fight to
or a specific event. rhe encm) if their flank ~ cx(lOSW. Desrroying the enemy is
System; Spend three Conviction points. The Story- pointless if they die in the process, or tf they can achieve a
teller secretly rolls your character's Intelligence + Vision "victory" only by ruining what they hope to save.
score, difficulty 8. For each success achieved, a vision of the Defenders rend to be optimistic. I fa situation looks bad,
future lasts for one minute. Visions of a year or two in they make an orderl y retreat and live to fight another night.
advance can come through relatively clearly, but glimpses of If the ene my hrings the fight to their doorstep, Defenders
the distant future ore notoriously vague and disorienting. srruggle to the last drop of blood.
Unlike Delve, this edge cannot generate sound.
WAID
The Storyteller makes the roll in case it fails or
Whether thro ugh sheer determination, monsters' fear,
botches. On a foil, no vision appea rs and your Conviction
or some invisible barrier, a Defender can keep supernatural
is wasted. On a borch , n wi ldly inaccurate, decepcively
creatures at buy. They ciinnot approach her unless she
false or devastatingly harro wing vision of the future ap- allows it or the Ir wl II is stronger t han hers. A character
pears (and Conviction is simply gone when the character using Ward secs and feels a crackling energy radiate from
tries to draw upon It next) . Even on a successfu l roll, her body. Creatures making contact with her aura spark a
images could be based on a possible future. as determined static charge; no damage is done, but monsters' limits of
by the millions of dec isions and coincidental events that approach are demarcated.
transpire to create reality. (Any Conviction points won
System: Roll Stamina + Zeal, difficulty 6, when this
thro ugh a successfu l roll can be awarded quietly lacer, so
power is nctivriced. The number of successes achieved muse
the player docsn'r immediately know a vision is legiti-
be exceeded in a Stamina roll for each monster to approach
mate.) The Sto ryteller should base images o n events as
your character. The distance that creatures arc held at bay is
she kno ws them in the coming c hro n icle. However, some
one yard m radius for each po1m of Zeal your character
eve m s may specifically not occur, so no visions can be had
~sscs. A monster already within that area when this
of them, dcsp1re succe ses rolled. If a character's ally has
died and he doesn't know it, searching fora vision of when
she will next come through his door is futile (at least,
that's true for her next li11rng appearance).
Augu r can be used only once per scene. Repeated efforts
power is activated receives a Stamina roll immediately. If ir
succeeds, rhc creature 1s unaffected. If the roll fails, the
monster stagger back to the power's perimeter.
Ward persists for the remainder of the scene. Each
creature is allowed one roll to penetrate it. A Willpower
r
inflict punishing headaches a nd blurry images at best. Rumor
po mt must be spent fora c reature to allow it another arcempt.
holds that the few hunters supposedly capable of this power
The edge docs not affect other hunters or normal humans, and abuse, or counteract poisons that do not reduce health

' those people may take shelcer in your character's proximity.


A Defender doesn't have to concenrrate on this power
for it to persist; she can fight and perform orheraccions while
warding. However, 1he power fails if your character is Inca
paciraccd, and 1t does noc interfere with incoming ranged
atrncks. If a creature is ever forced back and cornered by a
character using this edge, the monster may end up inside the
levels, for example. Likewise, the edge does not cure any
long-term illness such as cancer ot re-grow lost appendages.
BM
Your character's hand crackles wtth energy and, when
laid upon asupemawrol creature. can bum a mark on it. This
sign isn't just skin deep; the brand smolders through any
clothing that covers it. Sturdy coverings like armor aren't
Defender's perimeter if the character approaches too close.
burned through, but do become tremendously hoc, possibly
The monster "breaches" Ward automatically as a result of the
enough to damage the wearer.
Defender's exuberance.
The brand is about the size of a palm and can be in the
llnlmln shape of any symbol in the huncer image language. "Mon-

t
Defenders are remarkably hard to put down for good. ster" or "Corruption" arc commonly used (seep. 282for more
Minor injuries (slight abrasions, bruises) close up and heal information). The sign is visible to everyone - even mor
visibly. Strained joints stop swelling on their own and pop mis who aren't hunte1s. Fu1rhermore, the l>raml can be seen
back into place spontaneously. Even broken limbs straighten even if the target becomes invisible to normal sight or
out, lock into place and heal within days or sometimes hours. changes appearance (the brand can still be seen by hunters
Perhaps even more miraculous, Defenders can impart some for whom second sight is not currently active).
of their healing upon others. Defenders use this power to mark the enemy for their

l
System: Your character's health levels lost through fellows to see, and to alienate victims from their own kind
bashing damage heal at a race of one every 10 minutes. (Brand docs not affect objects, normal people or other
Lethal damage heals according to Lhe following chart. hunters). Although a visible brand doesn't expose a
These rates supersede normal recovery times, but are still shapechanger or bloodsucker as such, it certainly sets him
cumularive. {It cakes 21 hours co recover fully from Injured, apart as the one-rime opponent of another hunter, and
for example.) therefore as a po!l.~ihle rhrc:it to protect against. To the
uniniriared, such as normal people, a brand seems like a
disturbing - even ominous - tattoo.
Sy tern: To use chis edge, your character musttouch the
Health Level Recovery Tune target, which may require a Dextency + Brawl roll if the
Bruised Three hours target resists (no brawling Jamage can be done; punches arc
Hurt Six hours insufficient to place a brand). Then roll Zeal, difficulty 6.
Injured 12 hours The number of successes achieved determines how long the
Wounded One day brand remains.
Mauled Three days
Crippled One week
Incapacitated Three weeks Successes Duration
1-2 One day
3.4 One week
56 One month

I
The Defender lays his hands upon 3 subject to heal the
injuries of another. Spend Conviction to restore a subject's 78 One year
most severe wound (her "lowest" lose level). One Convic 9-10 Forever
rion must be ~pent to restore a level lose co bashing damage. lfno SUC(:CSSCS arc rolled, the sign doesn't take.
Two Conviction must bespentrorestorea level lost co lethal
damage. That health level is restored in rhe same time it
takes a Defender with this edge to recuperate, as indicated
above - I 0 minutes for a level lost to bashing damage, one A brand is a constant source of irrirarion for a creature.
day for a Wounded level lost to lethal damage, for example. A target suffers one lethal health level for each success
Healing can be applied to ocher imbued, humans and even achieved in your Zeal roll. That damage can be soaked if
willing supernatural creatures that possess bodies. possible for the creature in question (but at least one lethal
Destroyed is destroyed, of course, no marter who the health level is always in01ctc<l). AU but one level of any
recipient of this power is. damage can be healed, and chat last level passes only when
Conviction cannot be used to enh ance chis edge; its the brand fades. The sign persists no matter what form a
effects occur automatically. creature cakes. It even marks disembodied spirits chat your
character passes through. A brand can be removed prema
Rejuvenate applies to healing health levels only; the
turcly, but only by the hunter who placed it.
edge does not Increase recovery time from drug or alcohol

!
--~~-&-"
Investing Conviction in a Brand roll increases your this edge wnh Ward or Burden (the le\lel-rwo Judgment
Zeal dice pool.
CUIOll
edge). Neither could your character invoke Champion and
then race for concealment. The Defender must stand his
I
ground and be prepared to receive attention or an anack, or
Somcumcs, the best way to prorccr someone or some- remain visible and be accessible to the monster.
thing is to make the monster come tO you. A Defender uses
chis edge to force his foes to confront him instead of others. The effects of Champion persist until the Defender
deacti\lates the edge (and he may choose to do so at any
Calling the enemy out is always a calculated risk. The
time). until the hunter 1s rendered Incapacitated, or until
Defender doesn't want to sacrifice himself - he's not a
someone else attacks the ~upcmatural. A monster regains
Martyr, afrer all - he simply draws attention ro himself in
control when any of these situations occurs. However, a
hopes of preserving another person or thing, and with the
creature can also make a conscious effort to break away while
intent of winning the battle. Indeed, Defenders this far
Champion still applies. Make another resisted Wits roll
advanced along their path may acquire this edge because
against rhe hunter's initial Appearance + Zeal successes.
they finally havt the power to confront th e enemy one-on-
Each such iuccmpt costs the creature a Willpower point. One
one, as opposed ro when they were newly imbued and kepr
attempt is ::iilowed per tum and costs an action.
creatures a l bay with Ward.
When this edge is activated, a monster has difficulty 8lll!I
focusing its actention on anything but your character, be- When this edge is activated, your character is infused
cause rhe Defender appears to be the weakest "prey" among with a searing energy. Visible to all hunters and supernatural
rhe Oock, the mostcompell ingchallenge, the most fun to roy creatures alike, this energy looks like a seething, red-yellow
with or the most imposing danger. Your hunter's "appeal" is glow, almost as if your character has lava running through h is
determined by rhc motives or inten tions of the offendi ng veins. Touching (or being touched by) a hunter in this state
creature. This edge is often triggered by feigning weakness or is painful and damaging.
srupidiry, or by a simple taunt: "You don't look so rough!" or System: Roll Scam ma + Zeal, difficulty 6, and spend two
"Pick on someone )'OUr own 1ze!" Convicuon points to activate this edge. Bum lasts one rum
By diverting creanircs, this edge presents tactical possi- for each success rolled. Dunng that time, when anyone
bilities that Dcfcnders arc quick to exploit. It can allow touches or i touched by your character, roll lethal damage
others to slip pa t monsters unnoticed or lure monsters into dice equal to the number of successes you achie\led. If your
well-prepared ambushC3. character ~mkessomeonc barehanded, bum damage is added
System: A monster must have continuous and direct to your brawling damage pool (and the whole attack is
line of sight to the Defender for th is power to work. Spend considered lethal).
one Conviction p<lint and roll Appearance+ Zeal, difficulcy Burn does not damage inanimate objects (such as clothes
6. The Smryreller rolls the monster's Wits, difficulty 6, in a or tools) but can hurt any animate creature, including normal
resisted action (if a night-creature is truly ancient or power- people and di~ mbodied p1rits through which your character
ful, Willpower may be rolled, instead). Lf your roll wins, the passes. Bum can be deactivated at will, or ceases after your
monster focuses its attention on your character alone and successes run out or your character is Incapacitated.
disregards others in the area, despite even its bercer judg-
ment. If the monster receives more successes, it may behave
normally and address whomever It wishes. Zeal mRkcs de mands upon all of its followers: to see the
fa1ch point o( Conviction spent after the first in a single supernatu ral destroyed. A vengcrs respond with punish-
use of this power causes Champion ro affect two additional ment for the guilcy. Defende rs answer by singling out that
monsters (one point affects one creature, two points can which must be prmected or re membered, and damning the
affoct up to three creatures, three points can affect up to five rest. Followers of the primary path of Judgment walk the
monsrers). A resisted Wits roll is made for each creacure, in line between. Judges prevail when it's clear that the un
tum, against your single Appearance roll. An individual known cannot be tolerated, but when the greatest good is
monsrer may overcome Champion (I.e., win the resisted roll) not cen ain.
withour disrupting the effect upon its fellows. A Judge places nil his faith in higher values and ideals.
Champion can be used agamst each creature only once However, unlike ocher adheren~ of Zeal, the Judge knows
per scene. If an effon fails, another attempt cannot be made that answers aren't necessarily obvious. You can't always cur
against the same target that scene. to rhc heart of the problem with a single blow. And some-
If a monster has no intention of attacking anyone in a times protecting ~omethmg in battle only makes you
siruation, activation of Champion doesn't force the crearure responsible for It throughout the war. Many Judges, in fact,
to anack the user. The creature might simply focus its question the instinctive reactions of their more direct or
dialogue on your character alone, disregarding others in the determined colleagues. Judges don't do what they want, they
area. If the creature does intend harm but fmds it impossible do what they have to, and they do whar's right. If that means
to attack the Defender - say, the hunter is out of reach - sparing even monsters, despite innocent lives lost - perhaps
then the effect ends immediately. Thus, you cannot combine

--- . ---- -
.....
,... a -~~-- .. --~
to discover che creatures' master - then that's the price of usually against a difficulty of 6. The effects of Discern last for
the greater good. 1Ominutes for each success rolled. Duration can be extended
for another I0 minutes for each Conviction point spent. The
Dtscm power can be deactivated at will.
Your character exh ibits a hyper-alertness to supernatu- Second sight reveals creatures that use magic to hide,
ral creatures, a urrcal perspective that allows her to perceive chat disguise 1hemselves in unassuming forms, o r chat are
things about the unknown chat most could not. She might imply not human or alive, but it does not reveal the true
notice chat a hand laid on a desk leaves no heat impression, natures of those beings. Discern exposes the features that
chat a person's eyes don't dilate with changing light, or chat ident ify those creatures. Thar which does not breathe might
a being simply doesn '1 breathe. Such information is usually be the walking dead. A brucish person with rapid breaching
enough to dete rmine che approximate kind of creature a mighl be a shapcchange r. A newly dead spirit has now-
Judge faces. . obvious deachmarks. A bloodsucker's pawn could have
Also, your character cannot be blinded, even if her abnormally bulging veins and pallid skin. Assuming a Judge
eyes a re closed o r she's in utter darkness. This power also knows what kin d of creature such derails apply co, she can
permits vision when your characrer's eyes have been dazzled coordinate an appropriate attack o r defense. Discern can
(o r torn o ut, for that mum:r). The hunter can see what's in therefore be used in cMjunction with or can replace need for
front {)f he r foce as if she were in a clear, well-lit room, second sight while the c<lge is in effect. Discern provides no
regard less of the rcnl condi tions. Even formerly bad eye- mind- or body-control protection, though.
sigh t is corrected miraculously. Furthermore, if abomination activity has occurred re-
System: This power is typically used under one of two cently in an area or to :i person, your character may sense
circumsrnnces: When your character tries to identify a what kind of creature - restless spirit, walking dead, skin-
supernatural creature, or when she tries to see in che dark or changer-was responsible with sufficient Discern successes
when otherwise blind. In either case, roll Perception+ Zeal,

ll

I
~~..--~~..&...

(cwo or more ). This a~umes she properly interprets any 8Awlu


evidence lefr behind - hair, blood, a corpse.
When avoiding blindness, ignore the Blind Fighting/
Fire rules (sec p. 192).
Thisedgcoperatesonly when invoked. It's not "alwayson."
Stall
Your character can imprison a supernatural creature
With this power, your character can deny an entity
access co its source ofstrength (usually an energy stolen from
humankind). T o use this edge, your character musr look ac
the c reature and verbally curse 1t 1n some fashion. This can
be anything from, MBy my oath , no blood shall nourish you
today!" co a simple, "Starve, bastard!"
System: Roll Wits + Zeal. Your difficulty is rhe
'
briefly, fixing it to the ground where it stands (in some cases, opponent's Stamina +2. The opponent cannot use any
"freeting it in the space 1c occupies" might be more accurate). power or perfonn any funcrion chat requires supernatural
Some Judges theorize rhac the overpowering scrutiny chat energy. In the case of the creatures presented in Chapter 9,
occurs with the edge is more chan the guilty conscieryces of Willpower cannot be spent to utilize supernatural powers,
monsters can bear, and they're immobilized. although it can still be used to perfonn "mundane" feats such

.J Your chan1crer muse look ac rhe thing and hold ic in her


gaze. (Eyetoeye contact is not required. Blinking is al-
as get an automa tic success while performing an action. The
effect lasrs for one hour per success rolled, even if the
lowed, but looking away long enough to attack anything creature leaves your character's vicinity.
else o r pay ;mention ro anything else sets the creature free.)
The entity can sci ti act - speak, fight, use any powers it PllKl
possesses - but le cannot move more than a foot fro m A character wirh rh is edge is a human lie detector.
where it is. More than one creature can be burdened at one When she hears a fu lsehood, she typically experiences a
time, as long a~ they can all be seen simultaneously. Some dis1 incl (and very unpleasant sensation). The feeling is
c reatures have capabilities that allow chem co move inro different for each hunter. Some perceive it as a foul smell,
other realms or at superhuman speeds. These powers can ochers as a queasy feeling, still ochers ru. a briefflash of light.
sometimes be used to break free of Burden. Whatever fonn the warning takes, it is unique and cannot be
System: Your charac ter glares ac the creature (the Sto- mistaken for anything else.
ryteller dec.:1dc~ whclher multiple targets nand close enough Furrhermore, your character develops a specialized
cogecherto all be captured in one look). Roll Stamina + Zeal. form of postcognition - rhe abili ty to share a subject's
The difficulty for an individual creature is Stamina+J. One memoncs of the past. Specifically, if your character couches
roll is a lso made to 1mmob1hze a group. Use che highcsc a person who has had an encounter with a supernatural
St:1mma from chc group; if the roll fails, none of the creatures being, she has a vision of that rcrson 's most recent encoun-
is affected. for each success you get, the enemy is sruck for ter. If your charac ter couches a supernatural creature, she
one rum. If your characcer takes her eyes off the rargec(s) receives a vision of the creature's past - e ither looking

, during char time (or if her gaze is interrupted by some outside back o n its encounters with a certain object, person or
influence), the "spell" is broken. place, o r casting back to a specific, short period of time
This edge does not work on human beings, not even ("What were you doing on the night of July 9, 1994?").
victims of paranormal creatures. However, people who have These visions arc all silent.
been changed in some way by supernatural entities - given System: Pierce operates fora full scene at the cost ofone
powers or unnatu ral gifts- can be targeted normally. Thus, Conviction. When a lie is cold in your character's presence,
a person posses.~eJ by n spirit can be liberated with chis power the Storyteller rol ls dice equal co your character's Percep-
if the spirit can be perceived and riveted to the spot. The host tion + Zeal, difficulty 6. If rhe power is successful and the
may simply be pulled 11way; the spirit passes through and the statement is a lie, rhe falsehood is detected, no matter how
victim regains control of her body. skilled rhe liar. If the power fails, your character doesn't
While burdeni ng a creature, your character has co keep know one way or the other. Furthermore, if the roll is
his eyes on that being. He can attack it or otherwise interact successful but no lie is told, the hunter doesn't know that
wich ir, bur attacking anything else frees the being. (And anything i~ out ofsons (clever S to rytellers sometimes make
~om1 ferocious arracks staged against the target itself may
ro lls when a character with Pierce hears the truth, just co
even break your character's hold if he's forced to look away keep the player honest). If you want to risk Conviction
ar any point. The recoil from a shotgun, for example, may points on a lie-detection Pierce roll, cell the Storyteller how
cause your Judge to avert his eyei. for a moment. The Story- many and he can incorporate the results into the roll.
teller decides when such an overwhelming attack occurs.) To gain visions of the past, the Judge must touch the
Beasts with powers of unnatural movement - amazing being concerned. No Convictton points need be spent for
speed, teleponauon-can roll Stamina+ the relevant Trait this version of the edge. Make a Perception + Zeal roll,
to attempt to escape Burden. The difficulty is either 7 or your difficulty 7 (this difficulty may be increased if the cargec
character's Zeal ratmg, whichever is higher. resists physically or 1f special measures have been taken to
obscure the subject's memories). If the roll is successful, a
vision is seen. In the case of a human subject, che vision is
of hi~ la)l comact with a supernatural being. Remember,

-- - . -- ---- -- -
these images are from the subject's memory. He might nor presents himself publicly might just as easily act against a

' have witnessed events that occurred around him in his pasr.
Conversely, he might suppress memories that your character
can draw co che fore.
In the case of a supernatural subject, you must stipulate
a memory associated with a specific person, place or object.
A ltcmatively, yourcharacter may witness a creature'smemory
monstrous entity (see Edge Appcar.mces, p. 145).
Cerrainl y, exposing a creature to human sight undoes
all the stealth and secrets behind which che monster hides,
so this edge can save a hunter's very life ~ the creature
unveiled may flee rather than remain exposed. And reveal-
ing a mayoral candidate as a night-creature can't do his
of a specific time - a day, evening, h our or even moment. campaign any good, even if people don't quite recall what it
In fact. the Storyteller could insi.st on memories relevant to was that was wrong with him.
an object and a time frame. Expose does not create the circumstances required to
The number of successes achieved in a Perception + imbue anyone. Human wirnes.ses do not suddenly become
Zeal roll co wimess memories determines how far back your hunters or bystanders. The edge can be used only once per
characrer can look. A perceived event can have occurred as scene; its sweeping effect is taxing.
far back as one week for each success rolled.
One roll cannot be made to activate lie detection and VrtaMta
co look into a subject's memories; the two effects must be This primary path takes Zeal and runs with it. Those
rolled separately. who follow it arc widely called Avengers, but arc also known
fXPQSl as punishers, executioners or slayers. In the United States'
bible bclr, they're sometimes called "soldiers of God."
When your character uses this edge, the nonnal people
Avengers are obsessed with settling che score. Evil
around him become aware of any supernatural beings in
must be punished. Compromise 1s not an option. Without
their presence. The crearures are immediarcly perceptible
swift, terrible retri bution for the guilty, life consisrsoflittle
for whac they truly are, despite how they seek to hide
more rha n fear o( evil and an unfounded hope for safety. It
themselves with unnatural rowers. The effect does not apply
doesn't matter if revenge isn't pleasant or convenient or
to revealing hunters as anything unusual; most look per-
safe: It is essential.
fectly norm.ii.
Avengers' primary goals arc ro attack and destroy. The
System: Roll Zeal, difficulty 8, and spend two Convic-
best defense is a strong offense. Sometimes mishaps occur or
tion points. The number of successes achieved indicates how
the wrong people get hun in the process, but that's the price
for from your character the effect extends.
paid for cleansing the Earth.
CuAvr
Any melcc weapon your character wields suddenly
1 uccess A 15-fooc radius becomes much more potent. The weapon can already be
2-3 Successes A SO-foot radius dangerous - a knife , a baseball bat - or be fairly harmless
45 Successes A city-block - a stick, a broken bottle. Even your character's own fist or
67 Successes An acre body becomes deadly. There are also stories of hunters
8+ Successes A onemile radius brandishing red-hot, glowing blades, and a rumor of a one-
armcd hunter growing a phantom limb with which to strike
at the enemy. Regardless of the form a weapon cakes, it can
damage just about anything it touches - werewolves, ghosts,

I
stout <loors, intrusive people.
This edge reveals all monsters in the area with the most A weapon created sponrnncously with this power
horrific aspecr of their appearance. This visage is momen persists i1s long as your character wills it to or while she
cary, bur enough to exrosc a creature as an abomination. A remains conscious. Existing weapons that are empowered
vampire looks like a blood-lusnng horror, a shapechanger can endure only so much punishment before being ruined.
appears ~ a man-beasl, and a ghost is a looming specrral An empowered object doesn't necessarily look any differ-
figure. A crearure doesn'l acLUally change in any way; it's ent, but it feels warm to 1hc touch to che wielding hunter,
appcarnncc simply alters to human onlookers. and seems to vibrate with energy of its own. In cases of
How common people respond to the horrors that they're manifested blades and limbs, only hunters and supemaru-
exposed to depend~ on the circumstances. Essentially, chey ral beings can see the weapons.
sec crearures just as your character first saw them upon being System: Your character empowers a single held weapon
imbued. However, normal people still have a sanity mecha- or manifests a weapon where none was before. Roll Dexter-
nism that tells them to run and hide from many monsters, or ity + Brawl or Melee to attack, as normal. An existing
rhac rationalizes what they witness to interpret it as harm- wearon that's empowered inflicts an additional +2 dam
less. So Expose doesn't neceMary bring torch-bearing hordes age. All damage is also lethal, no matcer what is normally
to your character's side. But, then again, the same sturdy appropriate to the item used. A ~rontaneously manifested
people who could confront a coclcy or careless hunter who weapon does Srrength + 2 lethal damage. Cleave attacks

' '
,.mil~1. .lllil~~. . . . .a. . ..

can harm immaterial beings and normal people. When This power does not affect mundane people or objects.
Conviction ts invested in Cleave, the extra dice are added
ro a ~ ingle anack dice pool; any subsequent successes are
added to th e damage d ice pool.
The do wnside to this power is that hand-held weapons
can't endure the energy that courses through them. A crow-
bar eventually snaps. A baseball bat shatters. A fire ax spli!S.
Once th1~ power 1s acn vated, a mclec weapon is useablc in
SllOl.DO
This edge produces a cloud of chick blaclc smoke. Some
smolder clou~ appear sourceless. Others must be exhaled by
the creator. A cloud shields the hunter from all morcal pcrcep-
rion and from most supernatural awareness. Sight, smell, all
'
hear pcrcepuon and most hearmg is baffled. If your characrer
combar for one tum for each point that it adds co Strength for fires a shotgun from concealment within a smolder cloud, the
1 determining damage (see rhe Mclee Weapons Chart, p. sound of the shot is flbou t as loud as a finger snap.
198). Thus, a knife (Strength + 1 damage) laSIS for one tum System: It takes one action co use this edge. Ro ll
of use wich C leave before breaking. A club (Strength +2 Manipulation + Zeal, difficu lty 7. The cloud fills a roughly
damage) lases for rwo turns. An ax (Srrength + 3 damage) IO-cubic-foot area. For each Conviction point spent, this
lasts for th rec tu m s. area increases by another 10 cubic feet (multiple uses of
The only way ro keep a melee weapon from being destroyed Smolder ;1chlcve the st1me effect, if time permits). Your
and remaining uscahle beyond its time limit is to make a Zeal character can also choose co create a smaller cloud, if she
roll, difficulty 6, ln every subsequent 1:um (this roll is a reflexive desires, nc no Conviction expense. The cloud lasts for one
action). lf the roll succeeds, the weapon can be used to attack turn for each success achieved in che creation roll, but can be
wirh C leave again in that tum. If the roll fails, the weapon is dissipaced prematurely if your character desires.
ruined. This Zeal roll represents your character's effort to The difficulties of all attack rolls within and into the
harness and con trol his passion for the cause. cloud increa~e by chrec. The creator and any other hunters
Cleave applies to me lee weapons only, not ranged ones. can see through the cloud nom1ally if second sight is active.
Sronraneously fabricated weapons are relatively rare among The Storyreller decides if any upematurals' particularly
hunters. Individuals who can create red-hoc swords our of applicable sc~es can pierce chc cloud (difficulty 7 if any ro ll
rhin air somehow belie\e chem:.elves able to twist realiry to is allowed); most cannot, not even chose of many spirits.
begin with, whether due to derangements, amazing will or
scaunch belief in religion or face. If your character's worldview Ste
can't rarionalize his defiance o f physics - even with the A character who uses Surge feels a tingling sensation
knowledge that monsters are real - then he probably im- course th rough his limbs. Wich but a rhought, this sensatio n
proves upon weapons al ready held. can be di rected to di fferent body parts. It can be poured into
musc le) anJ used for extraordinary bursts of strength, chan-
Ysu neled through the nerves for remarkable speed, or shunted
Your character touch<.'S a supemarural target and causes into the bones anJ skin co absorb damage.
that pcn><m o r thmg to leave a smoky streamer behind it. This Syst em: Spend a point of Conviction. You now have
trail is usua lly visible only to the hunter who places it, although a pool of points equal to your ch aracter's Zeal to allocate
characters using Discern, Wimess or Illuminate may perceive o n a one-for-one basis to h is S trengrh , Dexterity and/ o r
others' trails. The srre;imer roil~ in the direction in which the Stamina. No Amibute may be raised higher than 6, and
subject traveled. A trail can neither be touched or felt. Likewise, any excess points are wasted. Attributes remain inflated
it cannot be dissipated by wind, by being walked through or by for the remainder of the scene. Recause there are no rolls
anything else that would scatter a physical fog. invo lved directly with rhis edge, Conviction points can-
A creature or person being followed cannot see the trail not be risked o n Its use.
un less it specifically possesses preternatural perceptions
(Storyteller's discretion).
System: All your character has to do is touch (or in some
cases pass th rough ) a supernatural cargec co activate this
power. Ro ll Perception + Zeal, difficulty 6. The trail lases six
hours for each success achieved. Duration can be measured
in day . in~ce:id, if a point of Conviction is spent. All of your
SW1Y
The faithful like ro call this effect "the Wrath of God."
You r character gestu re~. and something that's nor quire
lighming and not quite fire erupts from her body and (usu-
ally) im: im.:r.itc~ whatever she's pissed at. Sm ice is not subtle:
le produces a hlazing light, a deafening crash and an acrid
ammonia stench. Electronic equipment within 20 feet is
I
character's trails are identical.
usually scrambled, glass breab, melal surfaces are discolored
Some ~upemarural creatures can pass into spaces differ-
and people n earby often suffer nose bleeds.
enc from humanity's physical world. If a creature does so, rhe

I
System: Spend a point of Conviction. Roll Dexterity +
1rnil ends abrupt!) where the creature phased out or disap-
Zeal, difficulty 6. Any successes achieved after the first are
peared. The trail resumes when the beast returns ro rhe
added to Strength and ro lled In a lethal damage pool.
physical world.
Maximum range equals your character's Zeal score in yards.
Spotting a trail is difficulty 7 for the Discern, Illuminare
Supernatural and human targets can be damaged.
and Wimess edges. This is also the difficulty for creatures
wirh supernatural perceptions.
...

Email Program

Subject: IRe: Never the Same


I
To: [email protected]
~~
From:Ipotter l 16 Send Get
Message Messages
Copied To:
'--~~~~~~~~~~~~~--'

People who haven't seen me in several months (which is almost everyone I know)
don't recognize me anymore. That's odd, because l know myself now better than I ever
have. I see outwardly what must have been hidden inside for a long, long time. No more
crystals or Celtic trinkets. My long hair has been cut. If I make myself up anymore, it's for
a fight, not to appeal toocherpeople. ldon'rneed New Age trappings or my old life co save
my:.elf. I've found my path, and now l need to show others the way, too. Some of them
won'tgo easily. Thar's fine. Ifa little forceful persuasion doesn't help, they'll be lefc behind.
There are too many people and there's coo linle time.
..'-.. 2 -~a:--~~

CHAPTIR 6:
lAWS OF T'HE HUMT'
. (RUlES)

And I wiU deliuer thee oui of lhe hand of ihe


wicked, and l wiU redeem Uiee ow of the hand of
the terrible.
- Jeremiah 15:21

I All games h ave rules. In most games, rules delineate the


boundaries of fairness, define cheating and ensure that every-
one st ans on equal (voting. In a litorytdlinggame such as this
one, rules take a hack scat to the story, but they scill have a
very important role. Rules give structu re to your game and
H unter: The Reckon ing rules, presented in this chap-
ter, help you coordinate combat scenes as well as any number
of other siruauons that might occur in your game. Offered as
a guideline only, they're as nexible as you want co make them.
In the end, your Storyteller has the final say in all things. He
allow your Srorytellcr an unbiased method of determining uses the rules like a tool, co tweak here, co snip there, always
I the outcome of character actions in chose situations where wirh rhe progression and benefit of the story in mind. Some
1
fairness is a factor. Your Storyteller can also fall back on the Storytellers use the rules to the letter, wirh scrict and regular

'
rules and h ave you and your fellow players roll dice to add application. Ochers forego the rules entirely and guide che
randomness co your story's events. The dice, in this case, story interpretively. Both methods are valid; most storytelling
represent face. Sometimes things just don't work out as approaches fall somewhere between these two extremes. The
planned. Fate's fickle finger touches your story through rolls game is yours to do with as you please.
of the dice.

'
.... ~~g. ._.w~~. . a s_.

'
a chapter in the story. Your Storyteller has specific chal-
lenges planned for the night's episode. The end of each
chapter should leave you wanting more, asking questions,
and with a sense of the session's relative completion.
Story - A story tells one entire tale, whether 1t
Time flies when you're having fun, or so they say. In a comprises several chapters or is completed ma single session.
storytelling g-ame, time not only flies, it slows, crawls and It has an introduction, a plot arc that involves rising conflict,
warps. During rhc course of your game, you'll find chat time and a climax that bnngs events to a conclusion.
docs some Slrangc Lhings. How you control the passage of Chronicle - In the big picture, the term "chronicle"
~ime _affects chc smoothness of play. You and your players refers to a collection of stories, a saga. Your Storyteller has a
1magme events as they cranspi re, miking them out and goal in mind for the chronicle, a possible destination for your
rolling results. Thus. real time and your game's imaginary characters, a theme or overarching plot line chat connects all
time differ. When your characters cncer combat, it may take chapters of the proverbial novel together. As your game
real-rime m1nuccs ro roleplay mere seconds of game time. progresses, you :md your fcllow players write your chronicle,
Alternarcly, you may wish rocoverweeks of game time in jusl linking parts and pieces together and developing a full
a few realtimc minutes, assuming nothing worthy of orten blown epic.
tion occurs In rhat period. As in a novel, the authors of the Downtime - When your Scoryteller decides to fast
story - you and your players - can gloss over intervals forward and skim over a period of rime, he invokes
between impurtant events or slow the progression to a crawl "downtime." You may summarize events that cranspire dur
when detailing critical moments. ing downtime, but you do not actually play them out. Your
Six basic units describe the passage of rime in Hunter. Storyteller may ~ay something like, "Okay, you spend rhe
~ike puzzle pieces, these small units combine to form larger night in the warehouse. At dawn, voices in the alley outside
images until you can see the big picture awaken you." Noth mg happened while your characters slept.
Tum - The smallest incremenc, and often the most so there's no reason co play it o ut. Your Storyteller leaps
important, a cum ranges anywhere fro m three seconds to ahead to the next interesting event.
three minutes, depending o n the pace of events. Ir's rhe
amount of ume i1 cakes a characte r co perform one action.
When your Storyteller announces that play is measured in
SwAcrm
You playyour character by describing the ch ings he does,
turns, he determines the length of ume that passes during the "actions" he performs. These acnv1ties may be as simple
those turns, a nd it's crucial that he hold everyone to rhe same as looking at something or as complex as flying a helicopter.
standard. To have one character live through three minutes Depending on the challenge of the action, your Storyteller
in a tum while another lives thro ugh only three seconds may request that you roll dice to determine whether your
makes no sense. The length of a tum can vary between character succeeds. In Hunter, a single action that occurs in
events; however it must remain constant for all at any one one tum is called a simple action. O ther rypes of actions are
particular moment. described below. In most instances, your character's actions
Scene - A scene in a roleplaying game resembles a succeed automatically by virtue of their case. For example,
scene in a theatrical play. Your Storyteller sets the stage, and speaking is no1 nonnally challenging. l lowevcr, if another
rhe players take their roles. The scene evolves in one loca character intimidares yours inrosilcnce, a die ro ll may decide
tion and usually encompasses a single, specific event. The whether your character perseveres co speak his mind.
r flow of clmc wirhin a scene may va ry greatly. It may be played

I
out in turns, il may run parallel to real time, or your Story
teller anJ fellow players may choose to fast-forward through lmnms
t parts of it, so long as rhe location and rhc general events do
not change.
For example, a scene may begin with combat, which is
Certain feats that your character attempts do not
count asactioru and thus do not take up an entire rum.
These "free actions,'' called reflexive~. occur instantly

I measured in turns. Ir may then slip back into real time as


your characters discuss what to do with the bodies of the
and require no thought or direction from you r charac
ter. Examples may include using Conviction (huntecs'
1 monstrosities they just killed. Afrcr a fast-forward through vigor for their war) to perceive the supernatural,
loading the bodies onto a truck, the scene may return to real risking Conviction in an edge roll, spending Will
time as your characters argue over who will drive. All power (to ensure that an attempted action succeeds,
events occur in rhe same scene, at the same location, but no matter what) orsoakingdamagc (to ignore or avoid
time wa~ throughout to focus on the fun and important wounds). Reflexives do no r interfere with your

I I pares. Your Storyteller determines when one scene ends and


another begins.
C hapter- For the most part, a chapter represents one
game session. From the moment you sit down and assume
character's regular action that tum. Their instanta
ne<>us, instinctual and autonomous nature makes them
occur even though other activities occupy your
character's ::mention.
your role to the moment you pack up your dice, you play our
,_-,.-~~--s~~
2

balance, your Storyteller should never allow you to combine


more than one Amibute or Ability in a dice pool.
Your coryteller has rwo options when deciding the fJCLJmp/e: Pauline srares char her character, Kara, attempts
outcome of your charocrer's proposed action: (I) He can to punch her opponent. Tht StOT)telltt decides chat Kara's
simpl y make the call himself, announcing the outcome chat Dtxtttiry Attribuu and Brawl Ability apply co Jk situorit>n.
he feels enriches che game, or (2) he can request that you ro ll Pauline adds up the docs she has rn Dexterity and Brau.~ . picks up
appropnace dice codetermine chc course of events randomly. that number of dice and rolls llt!Tsu.s a difficulty determined by w
Hunter uses lOsidcd dice that you can purchase in any Sroryrelkr (see Difficulcies, below).
game score. E:ich player needs about I 0 of these d ice, while If your character has no do ts in an applicable Ability
your S to ryteller needs more. (Talents, Skills or Knowledges). your Storyteller may allow
you a dice pool equal to your score in the Attribute relevant
RATKS co rhe action <lttempted. Your character's innate A ttribute
As explained in C hapter 4, you begin to describe your still offers you a chance to succt:ed, albeit a small one. T he
character by distriburing po ints to his Traits. These point Storyteller determines which A ttribute Trait applies to a
v<1 lue~ represt:11c your characcer's Innate abilities, learned specific action, and he may increase the difficulty number
aptitudes and ll(e experience. Your c haracter has cerrain (sec Difficulties, below) by o ne to represent the increased
strengths and weaknesses, just like a real person. Your cha llenge. However, your Storyteller is not obligated co let
character may be a crack shot with a rifle or he may not know you roll an Amibuce score alone if it doesn't make sense in
one end of a gun from the other. You assign a point value the siruarion.
from zero to five to each of your charac te r's Traits, based on Example: Pauline wants Kara co arremp110 charm a police-
the following scale: man int0 nor im1ing her a speeding ticket. Kara has no points in
Sub1erfi1ge, bur rhe S1ory1eller may allow Pa111ine to roll a dice
pool equal co Charisma only. In chis case, Kara's natural
Charisma applies cow siwarion, even though she has no special
none Abysmal r.alenr for talking her way 0141 of trouble.
Poor Now. if Kara u.'lJnctd lO perform surgery on someone but
didn'r have che Medicine Abtb1y, the action could nor be at-
Average
rempred ar all.
Good
Some T raiu, such as Will power, have maximum ratings
Exceptional of 10, which is higher than Ability or Attribu te Traits can
Superb

Using Abilities as an example, no points (dots) in a


Trait means that your character has never learned that
be. Your toryteller should not u~ually combine these spc
cial Trait~ with o thers m produce your dice pools. For the
most part, these high-rated Troiu stand alone. The excep-
tion fo r a h unrer is you r c haracter's Virtue T raits- his Zeal,
Mercy and Vision. Your character's Virtue ratings are often
combined with Attributes to form dice pools when using
11
''
particular Skill, Talenr or Knowledge. One dot represents a hunrer edges, the powers of rhe imbued.
basic understa nding of it. Two means your character falls Other Traits, such as certain Backgrounds (see Chapter
into the average huml-1n range ln hls grasp of the ability. 4) replace A biliries ln a dice pool to add variety to Trait use.
With three t<l five dots, y<lur character surpasses the average Yo ur Storyteller alw:iys decides when you roll and which

I
human being and is said co have honed the ability to good, Traits form such a dice pool.
exceptional or superb degrees.
Your character'~ Trait ratings determine how many dice Df'FICUlTIS
you roll when your character attempts actions related to When you roll your dice pool, you need a target, a
chose T raits. The Storyteller decides which Traits apply to difficulty number that you have to meet or beat. this
a proposed action. He a nnounces these T rairs and you roll number mnges from 2 to I 0. Your Storyteller determines this
o ne 10-sided die for each dot you have assigned co those number for you. Once )'OU know your difficulty number, you
T raics. The n umber of dice that you ro ll is called you r dice roll your dice pool and each d ie that matches or exceeds the
pool. The n umber of dice in your pool varies based on the difficulty number give you one success. The number of
nature o f the acuon and the applicable Traits. successes you roll cells you how well your character com-
pletes the ancmptcd acuon. You need only one success to
A dice pool typically coruisu of a n umber of dice equal pull off a task minimally. The more successes you roll, the
to your character's relevant A ttribute rating (a measure of
more easily and completely your character triumphs.
st rength, imelligence or charm), plus that of an appropriate Example: Pauline scares rhar she wan rs co have Kara arrempr
Ability. That 1s, you use both your character's innate At w pick che lock 10 an aparnnenc, the home ofa suspected vampire
rri hure~ and learned Abilities to determine how well she pawn. Pauline's S1ory1elltt advises her co gather a dice pool
succeeds at the attempted action. For simplicity and game representing rile number of docs she has in w Intelligence

,,
Auribute and the Security Ability, and to roll them vrnu.s a Iccancels out mu? ofhtt successes, kaving htt with a cowl ofmu?
difficulty of 6. Pa1,line adds her wwl dou and rolls her pool ofsix
dice. Shegeu 2, 4, 6, i , 7 and9. Paulineachievesfoursuccesses.
success. Kara marginally succeeds at her acr.empced action. The
Storyteller describes how the zombie narrows its eyes at Kara ,
I
Kara manages w break into the aparcmem quite easily. appears frustrated at choosing a difficulc mark and shambles
The default difficulty of any cask is 6. Obviously, lesser away. Pursuit does not euen occur co Kara, who nearly collapses
difficulties make a task easier; h igher ones make a task with fear.
harde r. Any time this rulebook or your Storyteller fails to
give you a difficulty numbe r, assu me it to be the average, 6.
f wm
h's a shame when it happeru, but it does happen. You
Your S toryteller has the fmal say o n difficulty numbers. either roll no successes or ro ll more" ls" than successes. If
He dere rmines whether the attempted action is nearly either occurs, your character fai ls his attempted action.
impossible or impossibly easy, based on the situation. A Quite simply, he blows it. His shot misses, he can't figure
difficulty number of I 0 represent$ an almost insurmountable out what is wrong with rhc car en gine, o r he turns o nto a
challenge - you have an equal chance of botching (see

J
dead-end street and screws up his attempt to o utrun the
below) as you do of succeeding. O n the other hand, a cops. Whatever the case, a failure may disappoint, but it
difficulty of 2 represents a task so easy that your character d oesn't ho ld the same catastrophic, potential as a botch
barely has to think about it co accomplish it, and it isn't even (see be low).
worth rolling. These extremes should be rare. Difficulty Example: Kara 011erhears a conw rsacion among what seem
numbers fall in the 3 to 9 range most of the time. Many tO be street people.Normally. 1he odd word about earing would be
modifiers and situational factors may play into this decision. undemandable, but "feeding on blood!" Shewantsccsneakcloser

I
Ultimately, a result of 10 is always a success, no matter co hear better.
the difficulty number. The Scorytelkr asks Pauline cc roll Dexterity + Stealrh ,
diffrculry 6. Pauline rolls htr dice pool: 2, 2, 4 , 4 and 5. No
successes. The Scorycelkr desrnbes how, as Kara approaches rhe
window, old boards at her feet groan sl1gluly. The sound doesn't
There's a cacch to counting your successes in Hunter. sumaudibkmough co alert the strangers, but Karadoesn'1 u.mu
Isn't there always a catch! You don't get to keep them all. co wke another step for fear of making more noise. She halts her
Any " l s" that you roll must be su btracted from your total air.empt at silent approach .
number of successes. le doesn't matter how many successes
you ro ll, if you roll enough "Is" co cancel chem out, your 8oTClll
character fails the an empted actio n. If you roll no successes If a failure hurts. then a botch tortures. If you roll even
at all, but roll at least one " I," the result is a botch (see a single " I " but no successes, you botch and bad chings
below), and that's a very bad thing. Storytellers love botches; happen to your character. A failure simply means that your

,
players hare them. character docs not accomplish h is attempted action, but
Example: Kara has just kamtd the hard tuay that the world nothing truly horrid occurs. A botch rakes that one step
is home co horrific affroncs co nature and sanit)' Now, w funher. Not only does your character fail his attempted
dcspcrawly waves a hasrily grabbed board in the face of a action, his life gets ;i lor more complicated.
monsrrosiry that, by all rights , should be dead. Pauline an Your Sroryceller decides what results from a botch. The
no1mces thac Kara attcmp1s ro hide her terror and, with luck, possibilities are endless. In most situations, a catastrophe
drive che ching away. occurs. If you botch while your character attempts co shoot
The St0ryteller asks for a Manipula tion+ Intimidation roll a gun, the we;ipon may jam. If you botch while your character
with a difficulty number of 6. Kara hllll two docs in Manipulation

I
jumps from one roof co another, he may fall. Simply failing
and two more in lntimidarion. l'aiiline rolls her four-die pool and rhese rolls might mean that your character mis.ses the shot or
geu I, 4, 6 and8: two successes. However, she also rolls a"' l ." barely larches o nro the far roof by his fingertips. Degree of

I
I
Dfi!CtlTl'S Dmm If SucClSS
3 Easy- running on flat pavement One Success Marginal - good enough for now
4 Routine - finding a number in the phone book Two Successes Moderate - you did okay
5 Srraighrforward - telli ng a little white lie to a stranger Three Successes Complete - task accomplished

I 6
7
8
9
Standard - firi ng a gun, highway driving, cracking
Challenging - driving in city traffic
Difficult - driving in a car chase
Extremely difficult - maneuvering a U-rum at (i() mph
perfectly
Four Successes Exceptional - you get a bonus
Five+ Successes Phenomenal - nobody does it
better
....... a~ ~~----4~

danger differentiales between a failure and a botch. A failure no successes and ont "l." She botches.

' usually resulcs in a mild threat, whereas a botch lands your


character in deep trouble.
Botches allow the Storyteller to create odd but interest-
inJ? consequences for your abysmal failure. Instead of making
your gun Jam, the Storyteller may decide that the bullet
ricochets off a brick wall and hits an innocent bystander.
Instead of leaving your character dangling precariously from
The Swryteller dLscribe.s how Kara climbs ouer ihe railing
and prepares to jump. As the boat passes beneath, she slips and
falls 10 ihe deck, where she lies snmned and rmmobt/.e. The hikous
figure looms above her, la11thmR a1 her pathetic display. It raises
a gaff into the arr and swings it at her head.

AurOMATlC SUCClSSlS
the roof, the Storytdler might let him ~ross - only to find Who wants co l>pcnd the entire game rolling dice? They
himself the middle of a Mafia execution! detract from the game'~ flow and tum player attention from
Botches don't necc~arily mean your character has to story to rules. Hunter therefore offers a quick and easy
die, only that fate has thrown a gigantic monkey wrench into method for determining success without rolling dice. In
rhe works. A clever Storyteller uses a botch to raise tension situations where your dice pool exceeds the difficulry num-
a notch and introduce new opponents or provide impetus for ber of the attempted action, the feat succeeds automatically.
character dcvclopmenl. How would your character come to You succeed only marginally, though, the equi valent of
terms with shooting an innocent child accidentally! Botches rolling one success. If you wallt greater success, you have to
make for good drnma. roll, but risk failing or even botching. You cannot get
Example: Kara has always had an cweractive imagination automatic successes during combat or stressful scenes; you
and an overconfident auimde. Sianding on a bridge that overlooks have co roll. Automatic successes apply primarily to situa-
ihe river, she sees a hulking figure drag a little girl inw the cabin of tions where the attempted action could be accomplished
a boat. Pauline annoimces that Kara attempts to jump from ihe easily, without resistance.
bridge onto the deck of ihe boat as it passes beneath her. The
Swryr.eller asks Pauline w roll Dexterity + Athletics, diffi- There's also another way to get an automatic success on
culty 6. Kara has 3 Dexterity and I Athletics. a roll: Simply spend a Willpower point (p. 125). You can do
Paulint rolls: 1, 3, 3 and 5. She achieues this only once per tum, and since you have a limited supply
of Willpower you can't do it too often, but it can cenainly
help when you're under prcssu.re to succeed.

I
I

. . . .~ &
CGMCTIOll

MtlrtUACT Exclusive ro hunters, your character's Conviction score


rcpresenrs her de termination, passion and vigor in the fight
II
Your character has to act fust. Can he do cwo agamsc that u./uch should not erisr. You escablish your character's
rhmg.1 nr once? Thar remains to be seen, but he can Conv1crion rating during character creation. Once perscene,
ccn:unly rry. Lee's say your character needs to dodge
around a comer while shooting at the "corpse" in you may ri k any or all of ~our character's Conviction points,
pursuit - two actions, one rum. Both actions suffer thus adding a number of dice ro a dice pool equal co the
from the attempt to perform them simultaneously. number of Conviction points you wager.
In order to attempt multiple actions, announce The li~itation here is that Conviction is spent co
all the thin.,'S you want your character to do and the increase dice pools when hunter edges are used. Conviction
order in which you will roll rhem. Yourcharnctercan cannot be used like Willpower to gain an automatic success,
attempt as many fears as you want him to try, though nor docs it add extro dice to "mundane" actions such as
rhc more he divides his attention, the less chance he jumping, researching, driving or shooting. Conviction can
has ofsucceeding at :my of them. Use an appropriate

I
be used to incrense edge dice pools only.
dice pool fnr rhi~ Ar.;r :icrion. From it, however,
For a more detailed explanation of Conviction, seep. 132.
remove a numbcrof <lice equal to the total number of
actions you wunt your character to attempt this tum rn11e rr AcA111
(two ifshe's trying two actions, truce ifshe's attempt- Persistence often pays off, but prolonged failure can
ing three acLions). Then, roll the first attempted result in frust rarion, fatigue and diminished self-confidence.
action from the rcduet.'Cl dice pool.

I
When your character foils an attempted action, the Story-
Once you have determined the outcome of the teller may choo e to let her rry again.
fin.r acrion, prepare to roll the second. Take the
appropriate dice pool, remove a number ofdice equal In mo t siruations, the task gets more difficult wich each
to che coral number of actions attempted, as before, successive anempr after a failure. To represent these dimin-
hot also remove one more die. For each consecutive ishing returns, theStoryreller increases chedifficulry number
action after the second, continue to remove an for each subsequent attempt by one, cumulatively. The more
addinonal die, cumulati\'ely, from the pool. Thus, your character fails and keeps trying, the more difficulc rhe
the thud acrion loses two extra dice; the founh task becomes. Bamng in-game time constraints, your char-
action loses th ree dice, and so on. If your dice pool is acter may keep rrymg for as long as the Scoryteller allows.
reduced ro zero, you cannot attempt char action. However, continued failure eventually renders the task
Example: Pauline wants Kara to attempt a drive-
impmsible. The difficulry number gets so high that the
by shoocing. Kara musr nor onl:y fiTe heT weapon, but
she muse aLw kup ht:T car on the Toad. To complicate chance of succes:. i~ cl11nmaccd, and your character ends up
marcers, someone ~hoots back at heT and she wants to beating his head against the proverbial wall. If you botch, the
dodge by ducking down in her- car. Three actions. Storyteller might not allow your character ro continue rrying
Pauline decides that Kara would give most of heT and may even rule that he ruins his tools permanently, loses
attention to driving, then shooti1lg, then dodging. the evidence irrevocably or destroys the objecl completely.
Pauline' sScorycelleTdetermines that Wits+ Drive The nature of the action determines whether chis rule
make up Ptrnline's dice pool for the first action. Kara applies. It might if your character attempts to pick a lock,
has 3 Wits and 2 Drive. Pa1dine's primary dice pool persuade someone of something, parallel park, research a
consists of five dice. She removes three dice because
topic flt the librnry or wriggle free of ropes that bind her. It

I
Kara aucmp~ three separate actions in one tum.
Pauline rolls two dice IO conlTol the car. docs not apply if your character fails an auempt to shoot

t For the second action, Pauline's Storyteller calls


for a Wits + Firearms roU. Kara has 3 Wits and 3
Firearms . Pauline's primary dice pool conrains six
someone, to detect an ambush, to catch a baseball, to notice
a clue or rodo anything else at which shehasonlyonechance
to succeed.

'
dice. Three dice are removed because Kara attempts Exampk: Kara manages to break into the office of a suspect
three separate actions in the same tum. She also loses businessman. She rums on his computer and weeds lhrough files
one exlTa die. beca1ue this is che second of those to search for the names and addresses of the firm's associales. The
acrions. Pauline now has a dice pool of two. Srorytellc reqi,esr.s chtu Pauline roU lruelligence + Computer,
On the lasr acnon, IN SJryreller aruunmces that difficulty 6. Pauline rolls and gets a failure .
Paulme's primary dice pool consists of Deneriry + TM Sroryrdlerallows Kara co l<Lep trying, as she has all night
Dodge. Kara has 3 Dexw-1ry and 4 Dodge. There are
seven dice m Pa1tline 's in1ciol pool. Three are removed
because Kara ouempts three separate actions. Two
more are rtmO\.ttd because this cs the third of those
actions. Pauline once again rolls lU-'O dice.
to rifle thro1igh LM computer. However, the Storyteller adds one
to the difficulty nwn~ of the second aumtpt. Pauline has to mttc
or ~al a 7. She fails again.
Kara become.s erred and frus1Tared, but keeps aL it. On the
r
third attempt, CM Srorytellc raises IN stakes and tells Pauline
,.... ... 2 ~ ~~----a~Jl9t

she mun now roU versus a difficulry of 8. The kmger Kara 1

'
The more rimes you have co roll, the greater the
persists without success, the more cartkss she becomes. She chance that you might botch and your character bungles
begins to rhink rhe informarion probably isn '1 even in rite the attempt completely. On a botch, the Storyteller may
compucer and ures of looking rltrough the files. Her chances of decide that you c:innot start ag:un; your character simply
success gradually diminish . fails, he destroys his equipment or cacasuophe strikes.

The basic rules, described above, are all that you need co W.UfxmmAcr
begin play. Everything hereafter clarifies and expands on Biologist Jeremy Hodge cries to find the anti
those rules by offering more in-depth methods of dealing with dote to a strange poison that's killing his friend
specific siruacions. The following three sections describe Tamra. The Storyteller has several decisions to
general approaches to complex situations that might arise. For make. He rules th:u Jeremy's player, Travis, must
plenry of situation-specific complications, see Chapter 7. roll lntelligcnce + Medicine against a difficulty of
7. He then decides char Travis must accumulate a
fxrnm1Acr1011S total of LOsuccesses. Finally, though he keeps the
At some point, your character may attempt an action information co himself, the Storyteller establishes
th;u requires prolonged success, such as climbing a cliff or rhar Tamra has only four days co live, and chat
tracking a fera l creature rhrough the woods. A single die Travis may roll only once for every in-game day.
roll doesn't do the rnsk justice. Even though your charac- Travis has 4 lnrelligcnce and 4 Medicine, for
ter may succeed partially, that doesn't mean he's able to a dice pool of eight. He gers three successes on his
first roll. I !is research ~tarts well and he has higb
reach his ulLimate goal. That's where the extended ac-
hopes for savinjL Tamra.
tions rules come In. Compared to a simple action, which
Onthesecondnighc. Travisrollsawhoppingfive
requires only one success to achieve, an extended action
successes, giving him a total o( cighc. The Storyteller
requires muluple succes cs for a marginal victory. It may announces that Tamra's condition \\'OOiCns, but that
require you to roll multiple 11mes, as well Jeremy's experiments~ to be going well
When your characLer attempts an extended action, On the third night, Travis fails, rolling no
the Sroryteller decides how many successes must be rolled succcsscs. He consoles himself and Tamra's plarer
for marginal success. You then roll o nce for each appli- with the fuct that it's noc a botch, but Jeremy's
cable period of time that passes, as determined by the progressfulLe~nonethcl~ ThcSrorytellerdescribes
Scorycellcr, until you have accumulated enough successes how Tamra h.'b ~lipp<.-d inco critical condition.
to accomplish the task. This method not only determines On the fourth night, Travis rolls again, count
whether you r character succeeds, it establishes how long ing his succ~. He scores three, giving him a total
it cakes to complete the attempted action. Your Story- of l L successes. The Storyteller describes how Jer-
teller may call for a roll for each in-game tum, hour or emyadministerstheancidotcandjusc barelymanages
to save Tamra's lifo... ~uch as it is for a hunter.
even day th:n passes. The time factor depends upon the
nature of the task. It is discretionary, based on how long
the task mighr rnke under normal circumstances.
Exam/>le: Kara tries to repair her motorcycle. The RcsrsTtll AcrlOllS
Storyteller announces that tlie action requires a total of 12 Sometimes, your character's actions are resisted by
successe~ from start to finisli. Pauline rolls once per in-game. someone who w:mts lo keep him from ;iccomplishing his
hour that />asses, accum11laring her successes imcil she's goals. When cwo characlers go head-to-head in this way,
rolled 12 total. Shegers three successes in thefimhour. Four a simple dice-pool roll doesn't represent the situation
in the second. Two in the third . She fails in the fourth hour adequately. Callt:d a resisted action, this type of conflict
and adds norhing to her total. In the fifth hour, she rolls two. pies the Traits of two characters, as each attempts co
And, finally, in the sixth, she rolls rhree more. Ir takes Kara overpower the other. As a simplified example, peuple in a
six ho11rs 10 repair her engine. tug-of-war arc in a resisted action. You and your opponent
In most cases your character keeps trying for as long roll you r d ice pools against a common difficulty number,
as you like. though you may play a harried game of beac- or sometimes against a difficulty equal to an appropriate
rhe-clock. Time may be short; the sun may sec in only a Trait (or Traits) belonging co the other. The opponent
few hours. If your character takes a break from his task to who garners che mosr successes wms.
accomplish something else, the Storyteller may decide
that some of 1he successes gained are lost because your
character has co reorient herself. You may even have to
scare counting from scratch again.
When totaling the final result, each of your opponent's
successes cancel out one of your own, iusc as" ls" do. If, for
example, you score four succe ses and your opponent
scores three, then you've succeeded but with only one
I
success, indicating a m:irgmal accomplishment. Although
your opponent can't stop you this way, he can still put a

, 13
119'~ . . .---~~. .---
&

kink in your style and slow you do wn. Gaining an out


standing success o n a resbcec.I action rarely occurs.
At times, a combination of resisted and extended
rolls may suit the situation. Ccrrain resisted act ions -
car chases, debates, Jrinkin12 contests o r kick-boxing
matches - extend over a period of time and require a
series of rolls co determine success. In these cases, you and
you r opponent both roll several ti mes according co the
Action
Simple
Example/Description
Throwing a punch, dodging a
bullet
A one-shot chance of success or failure; success is
determined by a single roll. The Storyteller deter-
mines the difficulty and che Traits chat form the
'
resisced ac tion rule above, but you add your successes over dice pool. Automatic success is possible.
the course of a number of rolls. The first to reach the total
sec by the Storyteller prevails. E~d Mountain climbing, tracking in
, omctimes, the Storyteller may forego multiple ro lls woods
on what may seem like an extended action if dice rolling Task stretches over a period of time and each srage
threatens co overshad ow rolcplaying. A single, resisted renews the chance for failure o r success. You make

I
roll often suffices to dete rmine the final outcome. ' several rolls with the goal of collecting a seated
number of successes. This procedure increases the
chance chat you might botch.

Resisted Pickpocketing or disarming


W.Utd rsism Ac11111 someone

I
A group of hunters meets in Ramon's apan Action pits two characters against each other.
mem to discuss surveying a warehouse where a Each player rolls versus a common difficulty num-
shambler is believed to be hiding. Ramon has a ber,orone based on the opponent's T raics. The rwo
plan, but Brandon disagrees :srrongly and has an- compare successes and the difference between chose
other idea. They debate; a power struggle ensues co determines the degree of success.
see which plan the hunte rs follow.
The Storyteller tells the rwo players to roll Extended & Tailing someone evasive,
Manipulation + Leadership versus a difficulty of Resisted wrestling
the other person 'sdice pool. Ramon has 4 Manipu- Using the resisted-action rule, the players roll re
lation and 4 Leadership, for a dice pool of 8, wh ich pcatcdly in order co acquire successes. The first to
also becomes Brandon's difficulty number. Bran- reach the coral sec by the Storyteller wins.
don has3 Manipulation and 2 Leadership. His dice
pool contains five dice, so Ramon rolls versus a
difficulty number of 5.
Ramon's player gets four successes. Brandon's

I
' player gees three. Ramon's player wins, but only by
a margin of one success. The Storyteller describes
how both men have good points, but Ramon
convinces the other hunters co follow his lead. His
one success means they're skeptical, though.
The most important Hun ter rule to remember is char
you control your own ga me. If a ru le doesn't work for you,
don't use it or change it to suit your needs. The Storyteller

I
has final say in house rules. Just remember that rules consis
tency enhances players' enjoyment.

t In certain situations, it male.cs sense for people to


Consider the rules laid out in this book to be a flexible
guideline. Every H unter game is different. Some focus en-
t irely on consent, in which all actions and their success o r

'
wo rk together to improve chances of success. Teamwo rk
can apply when characters cry to hft something heavy, fnilurc ore determined by player decision, with rhe ultimate
research a panicular subject, break down a door, intimi- goal being the richness of the story. Others follow a strict
date someo ne or figure out a puzzle. All players roll their regimen of randomness, with dice used extensively ro inrro-
own dice pools and add their successes. You do no t, ducc excitement and tension co the story. You decide which
however, add your dice pools together and make one big method to use, or whether you walk a path somewhere
roll. Each player must roll separately and then you com between.
hine all the results. If anyone botches, the entire attempt The Golden Rule is simple: "Play and have fun, above
may fail utterly. all else."

I t /1
't f
I I A
,_.... 2 -~-=--~Amir

'
More than 270combinarlonso( Abilities and Arrributesgive
There you go. You have the basic rules. lf you learn the you an incredible rnnge o( options when determining which
preceding and understand it, you're ready to play.All theresc of them applies to a given s1cuation. You may even wane to
simply expands on the basics and allows you to customize for make up your own Talents, Skills and Knowledges to fit more
panicular lng:imc siru:mons. Give it a uy or run through specific charncccrcapabrl1ties. The examples below illustrate
some o( the examples below if you wane a Little practice. the diversity of acnon~ you may encounter in your game.
Examplt I: luca$, an ex-ganger turned hunter, searches You have to remove a fallen tree limb from the road
through garbage bags bthind a free clinic where he s11spects the before a pursuing car arrives. Roll Strength + Athletics
doctors have an illicit connection ro some kind of blood cult. He
tries to spot anything out of the ordinary. As his Surryteller , what
(difficulcy 8).
The director of an art gallery invites you to a recep- ,~
do you do? tion. You have to impress him with your style and grace to
Answer: Ask Lucas' player, Mark, to roll Intelligence + win his trust. Roll Manipulation+ Etiquette (difficulty of the
Alertness again3t c1 difficulty 1111mber of 6. Lucas has 2 Inrelli- director's Perception + Etiquette).
gence and 3 Alertness. Mark rolls five dice, looking for any "6s"
or higher, and subtracting any "Is" from the total. The resulting
balance re/JTesents how well L11cas succeeds or fails. Mark rolls
and gets I , Z, 4, 6 and 7: two preliminary st1ecesses minus one
fCIT the "I ,"fCIT a weal ofone success. Lucas succeeds marginally.
You describe how Lucas searches through the trash, gagging
on the smell. He finds very little umil he geis to the very bouom,
You've mannged to break into an office building, but
the guard will make his rounds any minute. Now, where is
that file? Roll Wirs +Computer once per turn (difficulty 8).
You have five turns before rhe guard shows up, and you have
to gain a tocal of 12 successes.
Ir would really suck i( that rotted fucker caught you
sneaking around in his hideout. Roll Dexterity + Stealth,
'
where he finds a piece of paper with a phone number on it. resisted by the bastard's Perception + Alcrmess (difficulties
w
However, a corner of paper is tam and part of the number is equal opposing dice pools). If you succeed, you get ouc
missing. undetected.
Example 2: A mysrcrious andckviousopponenchas creawl If you could get eleeted to the city council. you would
a bomb tha1 looks like an ordinary mind-1easer puzzle. Boyd and be one step closer to the behind-the-scenes powers thar
Anna mw1 soft~ che puzzle mordttwde.f1uethebomb- orthey conrrol the town. It all hinges on this ooe speech. Roll
go boom. Wlhat happens! Charisma + Expression (difflculcy 6).
Answer: The Storyteller plays the bomb's manufact1aer.
You know that crack hou<c is around here somewhere,
His skill resisis Anna and Boyd's chances of solving the puzzle, but it's gonna be rough to find. Make an extended Perception
and time is nmmng 0 111. Their effort could therefore be considere.d
+ Screecw1 e roll (d1f0culty 7) every five minutes with a
a resisted and ex1endtd action. and is also accomplished through cargec of 10 total successes.
teamwork. You inform 1he players that they need a weal of JO
T wclve more hours to go on this cross-country drive,
successes to solve che puttle, and that they have three turns in
and you're the only one who can handle the eighteen
which to do so. They must roll \'Vies + Demolitions versus a
difficulty number of 6. wheeler. Roll Stamina 1 Drive (difficulty 7) for every hour;
you need l 2 successes to arrive safely at your destination
In che first tum, they get a tatal of six successes between
without having m make a lengthy stop.
them. However, you also roll for the puzzle-maker, getting three
successes. Removing hi.1 successes from the players' total, ihey You have to distract the crowd while your allies sneak
end u/> with only three successes that t11m. In the second turn, out r.he back. You get up on the club's stage and proceed to
they get a total of five successes. Your pun:ler gees tivo successes, hurl profanities tu the mob. Roll Appearance+ Performance
which leaves the players with three that they add to their cumula- (difficulty 6).
tive score. fCIT a total of six successes overall. That congressman is dirty. You can see it in his
The players begin to S\veat; they have to gee at least four decaying face. If you could figure our what all his double-talk
successes in this last mm to keep ihe bomb from exploding. In the means, you could anticipate his real political agenda. Roll
final Wm, Boyd's player fails to roll any successes, but he does not lntelligence + Politics (difficulcy 6).
bc>1ch. Anna's p/.a)er rolls a whopping five successes. You roll for Dammit! The gare is closed when you come back.
the bomb's maker and farl rhe roll as well. You de.scribe how Anna Those cwisred dogs arc our there sn iffing for you, probably
saves the day lry dramancally soldng the puzzle when Boyd is smelling your very fear. Can you force the gare back open
stumped The li11le red light quits bbnking. B<ryd and Anna can without giving yourself away! Roi! Strength + Srealth
brea1he again.

As your game unfolds, characters will attempt all kinds


(d ifficulty 8).

I
of actioru. The rules systems try to acoount for most things
and arc purposely designed to be flexible for your needs.
~~11--Ji~-r-
2

The leader of che gang is dead and someone has to


take his place ac the meecing tonight. You're .
""olunreered." Do you come off as a con vine_,.
v ./. -
~
II
ing leaded Roll Wies + Subterfuge _ 'J ,
1
(diff1culcy of opponent's Perception + ~~ - _ _ , ~ ;J0
Subrerfuge). ~ ~~_:;; - ,ff:..... F
The time for talking has
_ ___ .J I I h R II '( '/
r_
'
~.
- .., 1

1'
.t, J
~
P ~. ts
time to s oot. o r~'\_ ill.',;, ~..._,, A' ~ . ~-
Dexterity + Firearms (difficulty \.:_~~"':"'\~ 1 'I#; " ",. ~ ~.te.'S. -~;:::--~
~- . .. ~-, ;~ ,->i '~ ~~
6).
This deranged scientist has
cheinformacion.youneed.Canyoutrick
.
. .. ~- ;r'. ~ /
f .~ . ~I.
t '~:'
\~
J
J
him into celling you what you wand Roll Manipulation+ 1...-: 1!11
Scie:c~~~~f~:~~l~:it~~-thc red eyes doesn't lo;k ~~~ ;rie~diy. f~; 'l .i \~~.
Can ytiu make friends? Roll Perception + Animal K.en ff. :-rt
(difficulry 7). ~ . '1
You know the answer lies ~mewhere in this mutifated 1
'

f
body. Question is, do you have the will to perform a full ~
~
autop y before it's coo laLe! Roll Stamina + Investigation once ~i
every hour (difficulty 7) until you gain a total of 15 successes. ~ '\., '
You're b:lnking on the fact chat everyone loves a ... ,
pretty face. That cop JU St pulled you over, buc you can't~
let ham find the stash of weapons in che trunk. Can
you ~wccttalk h im into believing you're just a college " ,,; .:
student on her way back co school? RoU Appearance _ ~
+ Subterfuge (difficulty of che cop's Perception + - ~ J .,.
Subterfuge).
Someone has infected your computer with a virus. It's
slowly eating away all the infonnation you've stored. Can

'
you track the virus before it destroys everything? Roll lnrel-
ligence or Wits+ Computer once every five minutes (difficulry
6) until you gain a total of 10 successes. The longer it calces,
the more information you lose.
You dropped your cell phone and it fell apart.
Can you flx it! Roll Dexterity+ T echnology (dif
fi culty 8).
Street people arc disappearing, but
none of them wunr LO talk. Can you .....~=-==-
convince 11ne of chem that you
wanr ro help I Roll C harisma +
Streetwise (difficulty 7).
Does that walk-

I
L-- ~

f -- - . -- - -- - -
I
.......
- 2 -~.:--Amir

start to finish with a central clement of one city, one sec

'
Roll Wies + Empathy (difficulty 7) to guess at the zombie's
intentions. of characters or one main, underlying plot line.
You've managed to get a pass into a high-security Conviction: AT rait that measures your character's
building. Can you determine what kinds of security systems energy for the hunt :ind for the hunter cause. It is spent
are used in anticipation of returning uninvited! Roll Perce:p and, unlike ocher Traits, is risked to add dice to your dice
tion + Security (difficulty of the security company's pools when using hunter edges (sec p. 132).
lnrelligencc + Security). Dice Pool: The number of dice you roll to deter-
mine the success or failure of your character's action.
CaA1ll l'm.1S Relevant Traits dictate this number, plus or minus any
Words, words, words. This list defines some of the modifiers. Your Storyteller tells you which Traits apply.
terms used in this book, especially in the rules. Difficult y Number: A value, assigned by the
Ability: A type of Trait co which you assign point Storyteller, chat a player must equal or beat on each die
values when creating your character, and which deter- rolled to achieve successes coward an action. Certain
mines how many dice you roll. Ability Trairs represent modifiers may affect an action's difficulty number.
things for which yuur d1aractcr has a natural Talent, as Downtime: An imaginary ptriod during the course
well as Skills and Knowledges he's acquired. Examples of the game when noching of significance happens. Play-
include Empathy, Firearms and Medicine. ers can skim over the evencs that occur during downtime
Action: An action is any single activity or feat and fast-forward to the next important event.
underrakcn by you r character, including loading a gun, Experience Points: Through the course of the
driving ro the g1is srnrion or scrutinizing something. When game, your character earns experience points, which you
you describe something your character does or wishes to spend to increase his Traits. Experience points represent
attempt , that's an :iction . The length of time it takes co training, study an<l honing of capabilities. Seep. 140 for
perform different actions varies. more on experience points.
Advantages: This catch-all category includes Back- Extended Action : This type of action requires that
grounds as well as the more mystical capabilities that you accumulate a certain number ofsuccesses over a series
hunters possess. of rolls and a period of time.
Attributes: A type of Trait to which you assign Failure: If you roll no successes and no "ls,n or
point values when creating your character, and which enough " Is" to cancel ouc all you r succcsse~. your charac-
determines the dice you roll. Attribute Traits represent ter fails his attempted action. A failure, unlike a botch,
your character's innate characteristics, such as how strong simply means your character has not succeeded, and
(Strength}. personable (Charisma) orsmarr (lncelligence) nothing extremely catastrophic occurs.
she is. Health: This indicator, which represents how
Background: A type of Trait chosen at character wounded your character is, modifies your dice pools.
creation thac defines aspect~ of your character's life not Points: Certain Traits, such as Willpower, rise
directly relaccd to his Attributes or Abilities. Examples of and fa ll temporarily throughout the course of play. In
Backgrounds include who you r character knows (Con- order co differentiate between your character's perma-
rncrs, Allies), how much money he has (Resources), or nent score and his currenNevel in a Trait, we call the
how famous he is (Fame). permanent value rhe Trait ra1ing, and the current value
Botch: When you roll absolutely no successes and the poinu or pool. Mark permanent rating in the round
at least one "I" shows up in the roll, you botch and your dots on your character sheet and mark current level of
character catastrophically fails the attempted action. If points in the boxes.
there are any successes - even those canceled by "ls" in Conviction also rises and falls throughout a game as
the roll - it is merely a fai lure, noc a botch. A botch is points arc risked or spent. However, there's no such thing
much worse than a simple failure. as a Conviction rating. Your character's current score is
Character : In order to play Huatcr, you write up a his pool.
characrer, a fictional person whom you then control in Rating: Whereas points represent the temporary
che game. Your character has statistics that represent his score of certain Traits, the term "racing" refers to the
capabilities, history and personality. Scoryccllcrs likewise permanent value of chose Traits. This designation applies
create fictional ch;iracte rs. ''ho populate the setting and to such Traits as Willpower.
interact with your character. Reflexive: A situation in which dice might be
Chronicle: The grand scheme of your game, its rolled, but that docs noc count as an action for the
overall picture, a chronicle is any story you build from purposes of calculating dice pools. Examples of reflexive

........________________________ ......::====:====~~------~~~~~___J_.
!Jb!!!!!'Sl
~~~--~~ ......... a

rolls include soak rolls, Willpower rolls and spending or


risking Conviction.
Resisted Action: When another character op-
poses your character's anempted action, be creates a
situation called a resined action. You both roll and
compare the number of successes gained. The one with
more successes wins.
Scene: A period of action usually set in one loca-
rion and a particular time frame. A scene is often broken
up into turns, though not always.
Simple Action : An action that requires only one
success to accomplish and that usually involves only one

J
player. More successes indicate a higher level of achieve-
ment.
Story: The combination of several interconnected
scenes. A story Is usually characteriz;ed by an incroduc
tion, confl ict, climax and resolution.
Storyteller: One of the players in a roleplaying

f
game rakes rhc responsibility for creating the fictional
environment and guiding the ~tory. You describe the
scnlng, make decisions regarding rules and assume the
roles of 1he main characters' friends and enemies. You
oversee the game and arc the final judge on all rules calls.
Succe s: Any die roll that equals or exceeds the
scared difficulty number.

,,
System: Any specific set of rules used in a cenain
situation for guiding the roll of dice co simulate dramatic
actions.
Trait: During character creation. you assign point
values co varying descriptive clements. These qualities,
called Traits, define your character's learned abilities,
innate attributes and worldly means.
Troupe: Your group of players, including your
Storyteller.
Turn: An increment of time from three seconds to
th ree minutes in c.luratlon used to resolve complex ac-
tions ;ind events. A turn is roughly the time it cakes your
character to p(rform one action, and it should be kept
conslsccnr for all characters in th e scene.
Virtue Traits: Ac character creation, you assign
point values to rhe three Virtues (Zeal, Mercy and
Vision). These Traits reflect your character's goals in
the hunt.
Willpower : A measure of your character's self-
confidcncc and internal control. Willpower works
d1fferendy than most Traits - it is often spent rather
than rolled.

I
a

... -
a
Pnnling
..
Save
~
Preferences

Subject: IOur Agenda

I
To: [email protected]
From: I witness 1 Send
Message
Get
Messages
Copied To: ...
'------------------------------~
....
If you've found this site, you're either my ally or my enemy. In consideration of my
ignorance, I will speak to you both. ln brief, 1 seem to have been granted powers by a
mysterious entity. O thers have benefited likewise. With these powers comes knowledge,
and thus the end to which they should all be used.
I h ave builrt this website for the benefitofhalfof you. (Hopefully, the other half won't
take it seriously until it's too late.) I feel the role I'm to play in the war - that seems the
only appropriate word- now brewing is one of investigation and discovery. This website
also has a secondary benefit of allowing us imbued to communicate. Yet the site's primary
function, its "mega-function," if you will, is to provide me with data. Without input, I
cannot provide output. Without nutrients, a flower will not bloom. The news likely to
be posted here will not conjure thoughts of roses, but a free world by any other name
would smell just as sweet.
....... 2 -~~--~

' CHAPTIH 7:
T'OOlS OF T'HE HUffT'
(SYSTIMS)
And he said unto them, Nay, but r.o see the
nakedness of the land ye are come.
- Genesis 42:12

Hunter: The Reckoning focuses on roleplay and story teller determines the difficulty of actions and oversees dice
development. Although dice take us out of the story and rolls to make sure that they represent events accurately.
remind us it's just a game, they can also help develop the Many factors may modify dice rolls. Difficulty numbers
story. Dice ro lling brings random chance into the mix and may change based on rhe situation. Perha~ your action is
represents the effects of character st:rengths and weaknesses. opposed directly o r your character's mental and physical
Although most people choose co minimize dice-rolling as condirion is impaired or heightened. The Attributes and
much as possible, certain situations may call for it. This Abilities that form your dice pool mayalsochange accord ing
chapter covers a number of specific dice mechanics, includ- to situational factms. The Storyteller makes a number of
ing general dramatic systems, combat, injury and recovery. decisions when requesting ro lls. Th e~c may seem over-
The systems here provide a foundation for covering whelming at first, but the systems provided here help, and
some of the possible situations that might arise in your game. they can be mastered quickly. When all else fails, rely on
Wrinen for case of play, they allow you to return to the story common sense to resolve situations and have fun. Even after
as quickly as possible. If you have alternatives for these the dice have tumbled, characters with a specialty (p. 101)
systems that work better, use chem instead. Funhermore, if lna particular Ab1licy may roll extra dice i(any"IOs"tumup.
a player attempts a particularly clever or inspired approach Attributes and Abilities are typically combined to de-
to a problem, the Storyteller may award an automatic termine dice pools in the followi ng systems. However, a
success rather than roll dice. character might nOL have an Ability called for. The player
can either roll versus the Attribute only (with one point
possibly added to difficulty to reflect the increased chal-
Your story unfolds through the actions and interactions lenge) or another Ability could be used that also has
of the characters. One of the Storyteller's jobs is keeping application co the situation.
events organized, guiding the characters' actions so chat Many of these sy~tems involve more than just simple
they remain logical in both order and time, and describing actions; some activities can demand a lot of time and effort.
the imaginary consequences of those actions. The Story- You may cry a number of them again if the first attempt is
unsuccessful, although subsequcm a ttempts mighc impose a character go Arst. You may st ill act later, but you reserve
difficulty penalty at the Scoryteller's discretion (see Trying action until rhen. If everyone, including your S toryteller's
Ir Ag:un, p. 17 1). characters, yield during a tum, no one does anything and
time moves forward to the next rum .
AunWAricfurs
Unlike reflexwes, automatic feats use up your character's PlmlcAlfIATS
acuons, but they don't require dice rolls. They take time and The following systems present options related to the
demand a moment of you r cha racter's attention. However, three Physical Attributes (Strength, Dexterity and Stamina).
because of their general case, rolling dice would be superfluous Amons involving these Attributes usually require dice rolls.
co determine succe~. You r character has no crouble accom- Difficulty numbers vary based o n the situation.
plishing the following actions under normal circumstances. C limbing [Dexterity + Ath letics]: Your character
Getting to Your Feet: Your character may rise to his may atte mpt tu climb any number of things such as rocky
feet from che ground or from a seated position without a roll cliffs, steel fences, b11i ldi ng fo~ades, fire escapes, dumpsters or
as long as he's not hindered from doing so. In situations trees. In must cases, climbing is best dealt with as an ex-
where it matters, rising takes t1ne turn and is considered one tended action. If the object has available handho lds and
fu lI act ion. If your chanlcter attempts another action at the presents few complications, your character moves 10 feet for
same t ime such as firing a weapon , the multiple-action rule every success. Thus, your characrer could climb into or over
applies (see Multi ple Accions, p. 171 ): Dexterity + Athletics a dumpster with onl y a margina l success. However, it may
(Jifficulry 4) m stand succe3sfully. take several rolls to scale a cliff or climb a fence.
Movement: You r character may choose to wallc, jog Your Srory1e ll..:r may adj ust chis rate based on the
or run. Simply wnlking, he moves seven yards in one rum. difficulty of the climb. for example, she may decide that an
When iogi:ing, he moves (12 + Dexterity) yards per rum, easier climb such as a ladder may allow your character co
and when running at full speed he moves (ZO + [3 x move 15 feet per success, whereas a more difficult climb such
Dexterity)) yard~ per tum. as a coconul tree may allow your character to move only one
Your character may move up to half maximum running foot per success. Many factors may affect rate of crave!,
speed and then t:tke another acuon that cum. Although chtS including the numbe r of handholds, the smoothness of the
1s not considered a muluple action, che Storyteller may urfaceor even the weathe r. In certain situations, a shon and
impose a penalry to che acuon 's difficulty number or to your
dice pool. On the oche r hand, if your character moves while
anempt ing a second action, such as crossing a room while
sh ooting his crossbow, each yard co vered subcracts one from
the other actton 's dice pool.
difficult c limb may present the same challenge as a long and
easy one. Your Storyteller has fmaJ say in dctecmining all
these factors.
As with any extended action, you roll until you have
accumulated enough successes. Botching on a climbing roll
,I
Injured characters (p. 140) canno t, of course, move at can prove extremely disastrous, though your character need
maximum speed. not necessarily fall to her death. S he could get stuck halfway
Readying Weapon: Whether your character draws a up or she may slip and lose a ltitude that she has to recover.
knife or reloads h is gun, he must spend a tum arm ing Or she may foll m serious injury or death.
himself. Do ing so usunll y requires no roll , although your Driving (Dexterity/ W its + Drive]: A single dot in
Storyteller mny request one under certain circumstances. If , the Drive S kill gives your character the abi lity to drive a
your characte r readies h is weapon in conjunction with
l another Rction, your Storyteller may ask you to reduce your
dice pool for the other action (see Multiple A ctions, p. 171)
basic, manual -transmission car. (All characters of age are
assumed ro he 11ble ro drive an automatic, unless you specify
otherwise.) Under normal ci rcumstances you don't h ave co
and roll Dexterity+ Melee or Firearms (difficulty 4) for the roll to determine successful d riving. However, bad weather,
readying attempt. che vehicle's peed, obstacles and complex maneuvers can
r S tart ing Car : It takes a turn to start a car and certain
situations may make this more difficult, th us requiring a dice
c hallenge even the most competent drivers.
The difficulty nu mber of a driving roll increases as
roll. We've all screamed at the movie screen when someone conditions become more hazardous. The Storyteller may, for
panics during efforts co start a car to get away from a killer. example, mcrt'CISC the difficulty number by one if your
Invariably, keys get dropped or won't go into the ignition. A character ;mcmpts to drive in heavy rain or icy conditions.
Wits+ Drive roll (d1fflculry 4) may come into play. Com- Spccdini;: m an acrempt co lose pursuers ma~ increase the
mon sense Jecennmes whether a roll is called for. difficulty by two. Factors add up, coo. lf your character
Yielding: The Initiative rules determine who goes maneuvers In heavy traffic she faces a +I difficulty. But if
first in a si1u:111on (p. 189). However, you may choose to your character also has a broken windshield, the Sroryteller
yield your tum to a player or players following you in the may make 1t + 2, for a total of +3 difficulty.
order established. Bas1cally, you h old off to let che other

-- - .. ~- --
If you fail a driving roll, you r character is in trouble. You Your characte r can realistically carry/ core 25 pounds

' muse make another roll co determine whether your character


crashes or loses control. A botch usually indicates a major
malfunction, a skid out of control or a disastrous collision. If
your character has no Drive racing she may still attempt to
d rive; you may have to roll based on Dexceriry or Wits alone
ac an inc reased Jifficulty for every change in course, proce-
per point of Strength without penalty. If she attempts co
carry more, every acrion involving physical exertion incurs
an aucomaric + I difficulty. Furthermore, every 25 pounds
she piles on beyond what she can carry easily. reduces her
base movemenc by half. If your character tries co carry
double her Strength alloca t ion, she can't move at all.
dure or speed. Furthermore, if your character has only one dot Perhaps she can actuall y lifr it all, buc she can' t go anywhere
in Drive she may still atte mpt to d rive a large truck or even wirh ic. Your Storyteller makes the final call on whac a
a race car, buc the Storyteller may ask you co make repeated character may carry realistically.
rolls, as in an extended action, to determine whether she Intrusion [D exterity/ Perception+ Securi ty]: lntru
maintains contro l of the vehicle. sion covers both ~idc:. of security-related actions: preventing
others from breaching your escablished defenses, or breach-
ing others' defenses. Sample actions include evading or
YDllCUTYPS installing security comerus, c racking or creating codes, lock-
Veh icles hand le differe ntly. T h e following chart is pickingormokinga lock pick-proof, and avo iding or designing
a guide co some of the o nes your character migh t laser movement detectors.
artempt to drive. For every 10 mph over the safe speed, When breaching security sec by another, your roll must
increase the difficulry of the roll by one. Bold stunts and succeed on the first auempc if an active securiry system is
bad road conditions may also add ro difficulcy. prcsenc. Failure to do M) may activate alarms. put your
There is a maximum number of d ice that you may character on camera, or set off internal defense systems. lfno
have in your dice pool, as shown below in the Maneuver alarm is presen t, such as when your character simply attempts
column. This limit represen ts the veh icle's limits. A to pick a lock roan apt1rtmcnt, your character may conrinue
Ferrari handles better than a dump truck, no macter how crying. The difficulty number of an intrusion roll ranges from
skilled the driver. 5 ro 9, depending on whether your character assaults a
Vehicle standard lock or Fore Knox. Cerra in casks may require that he
Safe Max (mph) Maneuver
have at least one doc m the Security Skill, and possibly more,
Speed Speed
co have any chance of succeeding. Furthermore, many intru
Bus 60 100 3 sion anempts require special cools such as lock picks or
18-Whecler 70 llO 4 clecrronic monicoring devices. O n a botch, your character
6-Wheel T ruck 60 90 3 bungles che attempt and is in hot water.
Tank (modern) 60 100 4 When your character attempts co install a securiry
Tank (WWll) 30 40 3 system, roll only once as a simple act ion. The more successes
Com pace 70 130 6 you gee, the better your character's security syscem is and the
Sporty Compact 100 140 7 more trouble ochers have m overcoming ic. The Scoryrcller
may add your successes to the base difficulcy of any future
Sedan 70 120 5
artemprs ro breach your system.
Luxury Sedan 85 155 7
Jumping [Strength, or Strength + AthleJics for a
SUV 70 11 5 6 running jump]: You make simple jump rolls ve~us a diffi-

I
Midsize 72 125 6 culty of 3. Your character manages to jump rwo feet vertically
Minivan 70 120 6 or four feet horizontally for every success you achieve. Lf your
Sport Coupe 110 150 8 successes do not add up to at least the distance between your
Sports Car 110 160 8 character and her destination, your character fails the ac-
Fom1ula-Onc Racer 140 240 10 rcmptand hmcl~~hon. This could be dange rous if, for example,
she attempts to leap a chasm. However, on a failure you may
make a Dexterity+ Achletics roll (typically d ifficulcy 6) to
Encumbrance [Strength]: A hunce r would be a dan grab onco a ledge or other protuberance. A botch, however,
gerous foe co any night-creature if he could carry anything he has far worse repercussions. Your character may be in jured
needed all the ume. Unfortunarely, that's unrealistic. Though seriously or may even fall to her death.
some players love co weigh their characters down with every You may attempt a Perception + Athletics roll (d iffi-
weapon, explosive device, electronic doodad and piece of culcy 6) prior co a jump to determine whether your character
equipment that mi11h1 be needed, the Storyceller can set can gauge che distance. If successful, you learn how many
limits. We are talking about mortal hu mans, after all. successes you need fo r the leap. T his way, if the jump seems
impossible you lc:now it in advance and you can change plans
before n' too late.
Lifting/ Breaking [Strength]: Srories abound of
people who have pcrformcJ amazing fears of scrength in
emergencies. There's a h mi t to what your character can lift
or break, as shown on the chart belo w. However, she may
manage to exceed her normal ability in extraordinary cir
cum tances. If the Storyteller eels your character has enough
adrenaline. drugs or de termination running through her
veins co allow for super-strength, he can ask you co roll a dice
pool equnl to your Willpower, difficulty 9. Each success
temporarily <1dds one dot to your ch aracter's Strength and
moves your character up the chart for the duration of that
single 11ctiM.
Bear in mind that even as your characcer damages an
object. she likely damages herself as well. The human body
can take only so much abuse. Your character's body probably
gives before a more solid object does , unless she uses a tool
such as a crowbar or hammer. Sh e manages co punch
through a door, but she also skins her knuckles or breaks
bones in the process. Common sense d ictates the outcome
of such atte mpts. The more challenging fears on the chan
assu me the u e o ( a blunt obj~t of some son .
If your character fa ils the actio n, nothing happens. She
simply canno t lift or break the object. If you botch the roll,
your character may strain a muscle, break bones or drop the
item on herself. A botched anempt to lift an objec.c off
someone else may end up innicting further damage.
Several characters can team up to lift or break an objecc.
Individual players roll separately, as per the Teamwork rules
(p. 173) and combine their successes. Their combined
Srrength scores determine the mini mum of what they can do
without rolling Willpower .

..J
Strength Feat Lift
l Break a window 40 lbs.
2- Break a wooden chair 100 lbs.
3 Brenk open a wooden crate 250 lbs.
4 Break a 2" x 4" board 400 lbs.
5 Bend open srecl chain li nks 650 lbs.
6 Break a steel fence 800 Lbs.
7 Overturn a small car 900 lbs.
8 Bend steel bars 1000 lbs.
9 Break through a cement wall 1200 lbs.
10 T car free steel rivets 1500 Lbs.
11 Bend l" sheet mecal 1000 Lbs.

I 12
l3
14
15
Break a metal lamp post
Overturn a station wagon
Overturn a van
Overturn a truck
3000 Lbs.
4000 lbs.
5000 lbs.
6000 lbs.

~an.~_..
v
. . - ............~-...
~
Opening/ Closing [Strength]: In order to have your Shadowing [Dexterity + Stealt h/ Drive]: When
character breakdown a door with bnite force, you muse make your character follows, stakes out or otherwise seeks to
a Strength roll (difficulcy 6 to 8. depending on the door). keep tabs on someone without being detected, she shad-
Standard wooden doors with basic lock mechanisms require ows that person. Shadowing suspicious people or
only one success co ram open or sl;im shur. Breaking down a monstrosities is a hunter staple; mort als h ave to know
reinforced door may call for as many as I0 successes, whereas their prey before striking.
a vault door may take 20 or more. Your Storyteller may deem Many factors play into how this system is handled. The
chis an extended action, with your character throwing Storyteller can <:all it a resisted action (see Resisted Actions,
herself at rhe door multiple times until it breaks. Any p. 172) and ask you to ro ll versus a difficulty number based
resistance makes this a resisted action, coo, and pits charac- on the target's Perception + Alertness (co avoid being seen)
ters against each other. A botch may cause a health Level of or on his Dexterity+ Stealth or Drive (if the target is actively
bashing damage to your character's shou Ider 1 may cause your evasive). You roll with those same Traits. You and your
character co give up, or may send her flying as the door opponent compare successes to determine the outcome. A
suddenly opens-and she stumbles right out the window on tie means the stalker remains undetected.
the opposite side of the room. The Storyteller may also call shadowing both a resisted
As with most actions, teamwork makes it easier. Particularly and an extended action (see Extended Actions, p. 172). Or,
solid doors may require a minimum Strength score even to to make the roll fast and easy, you could both roll the
dent. This system also applies to opening or closing other appropriate dice pool versus a difficu lty of 6 (modified based
objects such as locked cabinets, boarded windows or coffins. on the environment}. ln this last case, your opponent must
P ursuit [Dexterity+ Athlet ics/ Drive]: The thrill of get ac least one more success to spot your character.Shadowers
chcchasedoubtless recurs periodically in your game, whether who have trained together can combine their separate rolls
it's the huncer pursuing a target or a supernatural predator into one success total through teamwork.
turning the cables on the hunter. In many cases, the formulas Hunters who make an effort to recognize monsters for
for calculating movemcnr speed determine the outcome of what they are through second sight (see Conviction, p.
rhe chase (sec Movement, p. l 8 l ); If your character clearly 132) may have an easier time of spotting their quarries. The
moves faster than the other, she evenriually catches up with image of a ghost hovering over a possession victim is hard
o r escapes the other. Sometimes, situational factors tip the to miss. Difficulties for shadowin,g are reduced by one or
scales. For example, your character might reach safety before more (Storyteller's discretion) when second sight is used in
being caught, she might know the territory better or find a a scene.
sh orccut, or she might even lose a pursuer. Sneaking [Dexterity + Stealth]: The hunter who
A basic pursuit is an extended action. Bo th players roll survives knows when to fight and when to simply hide.
over the course of several cums to see who reaches a target When your character sneaks, attempts ro pass unseen or
total o f successes first. That person either gees away or hides, roll Dexterity + Stealth as a resisted action against
catches up. The pursued receives a number of free extra Perception+ Alertness rolls from anyone in the area who has
successes based on her distance from the pursuer when the a chance of detecting him. The difficulty on all rolls is
action begins. On foot, your character receives one free usually 6, though certain situational elements may modify it
success for every two yards head start she has on her in favor of either the sneak or anyone who might notice him.
pursuer. In a vehicle, she receives one free success for every Unstable footing, unsecured gear or lack of cover can all
10 yards head start. When the pursuit Lnvolvesa mortal and modify Stealth difficulty, just as high-tech security devices
a supernatural creature, the Sto ryteller should remember or superior va ntage points can add dice to the Perception+
that mortals tire whereas supernatural c reatures do not tire Alertness ro lls of potential spotters. If your sneaking charac-
u~~~~~~ - ter fails, he im't necessarily discovered, but he may make a
As you accumulate successes, your fleeing character noise that causes guards to become more alert for the next
o utdistances her pursuer and increases her chances of losing roll. On a botch, your sneaking character runs right in co the
him. Your opponent may have to make a Perception roll if people h e is trying to avoid.
your character extends her lead far enough to lose her Swimmin g [Stamina + Athletics): Your character
pursuer. This Perception roll is modified based o n the pursuit must have at least one dot in Athletics to know how to swim.
rolls you've made: Add one to Perception difficulty for each Otherwise, she never learned. Short swims require no roll.
success you have gathered beyond your opponent's pursuit Long-du ration or long-distance swims may. Your Storyteller
coral. If your opponent fails this roll, he loses your character
in a crowd, on a side street or in a maze of hallways and doors.
On a Perception botch, the pursuer h as no chance of finding
your character again. If, on the other hand, you botch any of
may approach a long swim as an extended action with a
difficulty based on your character's attempted speed, the
weather conditions and the body of water itself. You may
have to roll several times co achieve enough successes ro
I
your rolls your character may end up in a dead end or may trip meet the target. If you fail a roll, your character may falter,
and fall. Caught ! lose some of her total successes or have to make extra rolls.

,. A
~ --.. 4'~---
a
Perhaps the curren t is stronger than sh e assumed. Your investigator, a simple action may be appropriate. In the
character runs into serious trouble on a botch: a cramp, a
shark or even a boacload of enemies a n empting to shoot her
latter case, the number of successes rolled determines how
much is fou nd. One success reveals small detai ls, whereas
I
in mid-stroke. multiple successes provide major clues or even allow your
Throwing [Dexterity + Athletics): When your character to m:ikc deductions based on phy~ical evidence.
character throws something (be it a knife, an ax, a grenade, Tea mwork certainly helps in investigations. On a bocch,
a crystal ashtray or a frying pan), distance and accuracy your character overlooks clues, interprets them erroneously
determine whether 1t h ies the target. Your character can or de)troys chem accidentally.
throw anything that weighs three pounds or less up ro a Repair [Dexteri ty/ Perception + Crafts/ T echnol-
distance of (Strength x 5) ya rd~. Each additional rwo pounds ogy]: Depending on your character's specialty, the Crafrs
decre~es the total po sible distance by five yards. If your and Technology kills cover repairs as well as creations,
character can pick up an object, bur its potential throwing everything from pottery to VCRs. Before your character can
distance drops to zero or below, the best she can do is hurl ic repair something, she may need co determine what's wrong
ro one side, approximately one yard. Obviously, if your with it. Obviously, a cracked vase is cracked, but it's much
character can't lift an object, sh e can't th row it (sec Lifting/ more difficult co see the reason a car won't start. Use a
Breaking, p. 183). scand:ml Research roll (sec below) to analyze the problem.
The Storyteller may reduce throwi ng distances if the Once your character knows what's wrong, the Storyteller
object is particularly awkward, or increase chem if it is secs the difficulry of the repair. This rating depends on the
ae rodynamic. T o th row an object, roll Dextericy + Athlet- sever icy of the problem, 1he complexity of the broken item,
ics versus difficulty 6 (if targer is closer than half the the availability of cools and replacement pans, and whether
maximum range) or difficulty 7 (If the target is located adverse conditions exist. (}.irkness could seriously hinder
between half and maximum range). The Storyteller may repair. An exceptional research roll may reduce the diffi-
odjusc the difficulty based on wind conditions, obstacles or culty, if appropriate.
whether the target moves or Is statio nary. On a botch, your As a gene ral rule, changing a rirc has a difficulcy of 4.
character may hit an innocent bystander, release coo late whereas rebuilding a car's engine may have a difficulry of9.
and hit herself, or simply succeed in putting her weapon in The amount of time ic cakes to repair w meching also varies,
the h ands of her enemy. and your Sroryccller may trear rhe repair as an extended
action. On a botch, your character may injure herself,
irrevocably damage the object she's trying to repair or waste
The following systems cover tasks involving the three a good deal of h er time.
Mental Amibuces (Perception, Intelligence and Wits). Research [Intelligence + OccuJt/ Research/ Sci-
Occasionally, dice rolls related co the Attributes also ence]: Your character may do research through computer
involve Willpower. Difficulties may vary based on situ- databases, at the library, by studying a particular object or by
ational factors. talking to people. This effort may cake time and a good deal
H ack ing [Intelligence/ Wits+ C omputer] : Comput- of energy, though you typically make only one roll. The
ers may ho ld a wealth of information that can help hunters Storyteller determines how long research cakes. The num-
scalk and destroy their prey. In order for your character to hack ber ofsuccesses on the roll determine~ how much Lnformacion
Into a computer, ro ll Inte lligence or Wits (dependi ng on the your character manages to Jig up. O ne success means she
urgency of rhc job) + Computer versus a variable difficulty Onds basic information, whereas mu ltiple successes provide

''-
hascd on the complexity and security of the target system. more dcrnils. The Storyteller may vary the difficulty based
St;mdard computer systems call for a difficulty of 6, whereas on the obscurity of the information sought. If you botch a
it could go as high as 10 for military or megacorporation research attempt. your character may discover nothing at
mainframes. The number of successes you achieve is the all, or worse, find completely misleading information.
number of dice (up to your norm:il dice pool).rhat you can roll Track ing [Perception+ Survival]: Tracking is dif-
thereafter to interact with the computer. ferent from sh adowing in that your character anempts to
If someone o r the system itself actively attempts to pick up the trail ofsomeone or something, fo llowing physi-
block your hack, a resisted action is ro lled. The contender cal evidence such as footprints, broken twigs, blood trails or
who gets the most successes wins. On a botch, your character tire marks. Tracking may be treated as an extended action
may be rraced and may face repercussions. with the possibility that the cracker could lose the trail at
Investigation [P erception + Investigation]: Investi- some point. The action might also he created as a single roll
gating a crime scene, rifling through an office for clues, or with the number of successes determining the amount of
performing an autopsy all fall under the general system information the tracker ga mers. In th e latter case, multiple
lnvesttgation. The Storyteller may call for an extended succe cs cam your character an understanding of the target's
actton when only one clue exists to be found. When mo re speed, estimated weight, shoe sue, type of tire or even
than one due or varying degrees of information await the whether the target is alone.
--&~ .. ......._,_
~~

The quarry may anempt to cover her trail with a Wits Carousing [Charisma+ Empathy): It pays to be the

' + Survival roll. Each success on this roll adds one to the
difficulty of tracking her. Other factors may also affect
rracking difficulty, such as weather, ground conditions or
available light. If you botch, your character not only loses
the trail but destroys 1t as well, removing any chance that
anyone else could spot the signs.
life of the party at times. Your character may want everyone
to like her, and, whether she reciprocates or nor, it may be
beneficial to have the barflies o n her side in a moment of
truth. Some of the most poignant infonnatio(l can come
from rhe mouths of drinking buddies and loose-lipped friends.
The ability to carouse and show others a good time comes in
Remember that the trails o( some beasts are easier to handy. If your character wishes to win someone over by
follow than o rhers. A shambling, mindless corpse doesn't carousing, roll Ch:irbma + Empathy, difficulty 6. The Sco-
cake pains to gather roned skin, lost digits or congealed ryccller may modify this dif(iculty i( your character faces a
blocxl. A wolf, however, could disguise its path very well, particularly surly crowd or resistant individual. The target's
th rough a dclicare couch or false scents, in urban or wilder- Nature (Bon Viv;mr or Curmudgeon, for example) may also
ness settings. The Storyccller should modify tracking affect the difficulty number. On a botched roll, your charac-
difficulties based on che type of prey stalked. ter says or does the completely wrong thing and manages to
piss off everyone.
SOCIAlfUTS C redibility rMan ipulatkm/ Perception + Subter-
This section covers tasks involving the three Social fuge]: The Subterfuge Talcnr covers both attempts co deceive
Ami bu res (Charisma, Manipulation and Appearance). Many and co see through a Jeceprion. When your character perpe-
social situations progress best th rough roleplaying, so you're trates a scam, roll Manipulation + Subterfuge, whether he
encouraged to avolc.l rolling d ice in social situations. Act cries to impersonate someone 1rusrworthy, use forged docu-
them out instead. ments or propagan:a lie. If your character attempts to detect
a scam, roll Perception+ Subterfuge. Both parties roll versus

--

,
a difficulty of 7 and, as with any resisted roll, che one who For every success, an interrogator (whether gentle or
achieves more successes prevails. On a tie, the lie remains
undetected. Pamcularly expert documents or ocher props
may increase the difficulty for a character to perceive a scam,
a lthough teamwork increases che chance that someone sees
through 1t.
The Storyteller may call for hacking or intrusion rolls
violent) gains above his subjecc's success total, he drags out
additional inform:uion. If the interrogaror's extra successes
exceed the victim's permanent Willpower at any point, the
subject folds completely and divulges everything she knows.
Your Scoryteller determines the relevancy and extent of
information gleaned through interrogation, as a victim
often gives a skewed account based on her own perceptions
'
during the preparation of the scam, depending on how it's
set up. If you botch, the plan falls to pieces and, chances are, and on what she thinks her interrogator wants to hear.
your scheming character is found out. If two o r more interrogators combine efforts, they add
Fast-Talk [Manipulation+ Subterfuge]: When in their successes. This rule applies even if th ey are playing
the hot seat, baffle 'em with bullshit. Perhaps the other "good cop/ b:id cop,'' with one player rolling based on
person believes you r character's lies, is distracted from melee Empathy and the other on lncimidacion.
by your character's banter, or grows irritated and lets your Hun ters who torture supernatural subjects must re-
character go. T his scenario should be roleplayed as well as member thnc rheir victims are not necessarily human or
ro lled. Use Manipulation +Subterfuge in a resisted action. even alive. Conventional forms of harm may not faze the
Your opponent's d ice pool equals his In telligence + Subter- creatures, whereas seemingly innocuous treatment could
fuge. Both roll versus a difficulty of 6. Whoever achieves terrify them. Research or Occult may be required to learn
more successes wins. Your fast-talking character gees no- abou t a monstrosity's weaknesses - or it may not have any
where on a tic, al though his opponent pauses to listen. On ar all.
a botch, the fast-talker goes coo far and makes his situation Intimidat ion LStrength/ Manipulation + Intimida-
more dire. tion]: lnrimitfauon has a passive and active side. Passive
Interrogation [Manipulation+ Empathy/ Intimida- intimidation 1s used ~hen rou r character's presence alone
tion): Asking questions is easy. Asking poignant questions causes people co give him a wide berth, stay our of his way,
with the right a mount and type of coercion cakes skill. avoid talking to hi m or provide whate\er he requests. The
When your character interrogates someone gently (Ma- higher your character's Intimidation Trait, the more people
nipulatio n+ Empathy), he asks strategic questions that lead try to avoid annoying him. No roll is required.
the rarget to trust him and reveal information without Your characte r can also use Intimidation co actively
rcalmngshe'sdoing 1r. ThisS} tern requires a resisted acrion. coerce someone mco doing something or rt()( doing some-
Roll M:inipulation + Empathy, whereas the target gets a dice th ing. This effort can be a glare, a snarled threat or a gesture,
pool equal toh1s W illpower, both versusa difficultyof6. The but rhe threat b evident. In this case roll Manipulation +
one with m<>re successes prevails. The Storyteller may also lmimidacion as m 11 resisted action. Youropponem rolls her
request multiple rolls throughout the course of an interroga- W illpower rating. Both ro ll against difficulty 6. The target
tion or may simply have opponents ro ll once at the beginning player must achieve more successes than you do or she bends
or ar t he cn<l of it all. to your will. If you botch, your charac ter only embarrasses
Not all interrogation is gentle and manipulative. Some- himself or seems full of hot air. No one is impressed.
times, interrogators use violent and direct methods to force A charncter could forego rhreats and physically man-
Information from their subjects. This approach involves a handle the ta rger to intimidate her. Roll fora physical attack
resisted roll as well. Whether he uses torture of the body or according to the combat rules, then roll for Intimidation.

I
rhe minJ, rhe intcrrogaror ro lls Ma nipulation + Jnrimida- Although R hu11cer may be impressive o r frightening
tion, and the subject rolls a dice pool equal to her Stamina as people go, nighc-crearures probably aren't impressed by
+ 3 o r Willpower (whichever is higher). Difficulty is 6 for his presence alone - unless they know who and what the
both. T orrure may also be treated as a combination of human re111ly is. T he hunter must establish a reputation.
resisted and extended actions. In-game rime between rolls lf he ham't done so by word of mouth, he probably needs
may vary, depending on the nature o f the inte.r rogation. The co esrn blish one right away by defaulting straight co
Storyteller dete rmines how much t ime passes. ph ysical intim1dauon.
The victi m i.uffers one health level, bashing or lechal, Oration l C harisma + Leadership]: Many situations
for every roll his player makes during serious physical torture call for a charac1cr ro make a speech, from convincing the
(whether the interrogator is successful in gai ning informa-

I
police to invcsugatc a corporate leader to convincing the
uon or not), or loses one Willpower per roll of mental public Lhat a poht1c1an does noc have its besc interests a t
torture. Combmmg mental and physical torture has devas heart. Whatever the reason for your character's speech, roll
tating effects on a vicum. A botched roll can destroy her Charisma+ Leadership, usually versus a difficulty of 6. The
mind, cripple her for life or even kill her. Scoryceller may increase o r decrease the difficulty based on

' how receptive the audience is to the ideas expressed. If you

!
I
- - 08'~~-llllk. . . . . . . .~-..
~ '
fail your roll, the crowd rejects the character's ideas. If you evil incarnate. When t hat happens, there's no room for
I botch, your character may damage her reputation severely or
the crowd may even decide ro swarm her.
second-guessing, reason or even hope. If she intends to
survive, she muse bring a ll her arms to bear on the obsceni-
In the evenc that your character has time to prepare a ties that prowl the night. If she doesn't, she'll die. Hell, your
speech in advance, the Storyteller may roll the character's character migh t die either way. But at least she'll have made
Intelligence + Expression (difficulty 7) on your behalf. a stand to protect the world she once thought she knew and
Success on this roll reduces the difficulty of the upcoming now can only long for.
Charisma+ Leadership roll by one. Failure changes nothing; Combar do~sn 't have to - nor should it - rule your
a botch indicates the material is inappropriate or offensive game. There are many methods o( warring against demons.
to the listeners. Some have bank accounts or credit histories that can be
11 Performa nce [Charisma+ Performance): Although erased. O thers rely on minions who are far easier to take out
hunters live bizarre, tragic, perhaps even secret lives, they than d1eir masters. Some neecl shelter that can be denied.
had normal lives before their spirits we re touched. They may These gue rri Ila tactics are often necessary to wear down a foe
even try to mainrain some semblance of past passions, may before a direct confrontation (and they can mean the differ-
use stage skills to hide their other lives or may try to bait ence between imminent death and a figh t ing chance).
monsters who appreciate the arts. When a character per- However, combat u lei matel y plays an undeniable role in you r
forms live before an audience, stories. The following sec-
roll C harisma + Performance tion details a combat system
(difficulry 7). As with ora- true to the dynamics, limi-
tion, the audience's mood can tations and brutality of real
Pan of your Storyteller's job is making
increase or decrease this dif- barrle, while still leaving
sure players have an accurate menral picture of
ficulty, as can the show's the environment and events surrounding your enough room for high
complexity. O ne success in- character. She describes the setting, weather, drama and creativity.
dicates an enjo yable if time of day, lighting and the actions of any Feel free to ignore o r
uninspired effort, while addi- Storyteller characters involved in the scene. change any of these sys-
tional successes make the This responsibility is crucial in combat situa- tems, especially ones that
performance a truly memo tions, where you need to know che dangers create conflict among play-

I
rable event for even the your character perceives and the options from ers or that interrupt the
surliest crowd. On a botch, which she may choose. game's progress. The Sco-
your character forgers lines, During combat, the Storyteller describes ryteller can maintain a
hits the wrong chord o r the changing environment after each tum. realism in combat through
Once all players have acted, the Storyteller
otherwise flubs. event description, without
explains what each character sees and feels.
They may all have access to the same informa- resorting to tedious rolls for
tion, o r each may have his own perspective on every little move. Use the
transpiring evencs. These descriptions should automatic-success rule (p.
\ Into every life, a little be as detailed and creative as possible. This is 170) where appropriate,
rain must fall. Hunters are the Storyteller's chance to show off his narra- and always strive for an out-
caught in a downpour. Like ic tive talents and tum a series of dice ro lls into come that's best for your
or not, the scales have been a dramatic, amusing and entertaining story for story.
torn from their eyes. The vio- the benefit of all. '~
:~
Remember that h unt-
i
lent world they a lready know ers are human, despite d1e
and struggle to survive in is powers bestowed or in-
now revealed to crawl with abominations, unspeakable flicted upon them. When a character might die, the dice keep
horrors that stalk the unwary and ignoranc. These mon- things fair and prevent accusations of favoritism or bulldoz-
strosities have such a smmglehold over humanity and even ing. Though no one wants her character to die, the dice
11 realiry itself chat efforts to expose the world for what it really ensure char events transpire without hard feelings.
is arc ultimately futile. Therefore. hunters must rake up the
burden of their knowledge and do something about it. TmslfCoNr
Two basic types of combat occur. Both utilize the same
As one of the imbued, you are a living weapon. You draw
fundamental system, with minor differences.
the line, not o nly in che sand, but in the trash-strewn streets
and in the claustrophobic wilds - and then -you cr055 it. ln Close Combat: Up d ose and personal, this includes
the name of anything sacred, enough is enough ! unarmed combat (Dexterity+ Brawl) and Melee (Dexterity
+ Melee). Unarmed co mbat includes something as raucous as
Combat is an inherent pare of H unte r: The Reckon -
a barroom fight or as organized as a boxing match. Opposing
ing. Eventually, after your character stalks a target, learns
characters use their bodies to fight and must be within reach
its secrets and its patterns, she must come face to face wich

'j
of each other (one yard). During Mclee, opponents use the attack against which your character defends. You trade '
hand-held weapons, which may include knives, broken your normal action for the chance to protect agairist the
hordes, me irons, swords or hasuJy snatched chairs. Maxi arrack. Your character ma)' defend herself only (block,
mum fighting Jistance ranges from one to two yards. dodge, parry), though the Storyteller may decide chat your
Ranged Combat: This rypcof armed combat involves character's defensive action does damage to.the attacker.
projectile weapons (Dexterity + Firearms) such as guns, Finally, all multiple actions occur afre r everyone else
crossbows, spear guns, o r thrown objects (Dexterity+ Ath- has gone, no matter where your character falls in the
letics). Range varies based on the weapon, though the target initiative que.ue. If both you and another player rake mul-
must be in sight. tiple actions, you go m order of your initiative racings.
However, multiple defensive actions - chose taken to
defend against multiple anacks-occur ar the time that the
Combat scenes can sometimes be extremely confusing attacks take place.
because so much ~oes on at one time. Keeping all the actions
Sr~TWO: AnACll
and repercuss ion~ scruight is challenging. Combat almost
lniri:irive <st:-1hlish<>s order and players announce their
always progresses through a series of t h ree-second turns. The
characccrs' intentions prior to the attack stage. The attack
sys rem for handlin!l combat turns is further divided into three
stage determines the outcome. Players roll for success one at
stages: initiative, arrack and resolution. This division helps
a time, in order. The Storyteller guides you through chis
the Storyteller track characters' actions and their results.
process. decides difficulties and which Attribute/ Ability
STAC Oil: hlrY IATIY combinarions apply, and approves the use of Willpower or
Who gees m go first? You don't have to resort to going Convic1io n. If your chitracter doesn't have an appropriate
clockw1searound the table, unless it works for you. We suggest Ability, she c:in still ancmp1 the attack, but the dice pool is
the following, instead. At the beginning of each rum, all drawn from the Attribute only.
players roll one die and add the result co their initiative ratings Most combar falls under one of two categories: close or
(Dcxtemy + Wits). Your Storyteller rolls for any characters ranged. For close combat, roll either Dexterity + Brawl
she conrrols m the scene. The player with the highest result (uMrmcJ) or Dcxtenry + Mclee (armed). In the case of
acrs first, followed by the others m descending order of result. ranged combat, ro ll either Dexterity -+- Fireanns (guns} or
If rwo characters t 1c, the one wtth the higher initiative raring Dexterity+ Athletics (thrown weapons). Any weapon used
goes first. I( both ha,rc the same initiative racing, they ace may modify your dice pool o r difficulty, depending on its
simultaneously. Your character's wound penalties (p. 140) special or inhib1ung aspeccs such as a targeting scope,
subtract direccly from his initiative rating. an tiquity or rate of fire.
Next, all players announce their characters' intended Most attaek.s call for a default difficulty of 6. Situational
actions. Declare the c proposed actions in reverse order of modifiers (weather, lighting, range or cramped quarters)
initiative so that fasti:r characters have a chance ro decide may adjust this number. If you fail the roll, your character
their actions based on what they hear; a fast character has misses and does no damage. If you botch, your character
the opportunity to react to a slower character's actions. not only misses, but misery strikes. Perhaps the weapon
During this phase, players announce any multiple actions, jams or explodes, rhe blade breaks, you r character punches
activation of edges, teamwork, use of Willpower or Convk a brick wall instead of her opponent, or she hits an ally or
tion points, meven adelayofactkin tosecwhatotherevents innocenr onll)oker.
unfr1ld. The Storyteller may ask for clarification of your
character's action to paint a complete picture. SY~ T'mt:llEsoWTIOll
Once ynu determine that the attack hits, calculate the
Three possible exceptions may change the initiative
damage your character Inflicts on his opponent. The type
order. I( you choose to delay your character's action, you may
and amounr of damage done depends on the method of
act at any point after your designated place in the initiative
attack. All attacks have specific damage ratings char indi-
queue. Called yielding, chis option allows your character co
cate the number of dice (the damage dice pool) you roll to
pause and wait, allowing o thers to ace first. You can even
determine how much pain and injury your character causes.
interrupt another, slower character's action. lf two players
both yield and finally decide to ace at the same time, the one The weapon used influences your damage dice pool, as do
with the higher original initiative placement goes first. other situational factors. Any additional successes (i.e., all
beyond the first one) gamed on an arrack roll, add an addi-
Defensive actions may also interrupt the normal stream
uonal die co the damage dice pool. Your character not only
o( inuiauvc (sec Abortin~ Actions and Dcfcnsi,e Maneu-

'
hits hirnpponenc, but he lands the blow with greater accuracy
vers, p. 191). You can have your character defend herself at
or power. If it's your character who's wounded, you may
any time as long as you have an action left and either make
attempt to soak da m.lJ!C, rolling to determine whether her
a successful Willpower roll or spend a Willpower point. A
nacur..11 coru.titutiun off:..:t:. any han11. The rest of this chapter
defensive acuon cakes place at the same time in the tum as
offers more detailed information on detennining damage.

,
....... a -~.:--.:
After you determine the damage your character inflicts roll (see Soak, below). Based on the nature of the attack, two

' upon her target, the Storyteller portrays that damage in


descriptive terms, narrating the outcome of the attack. Rather
than simply say, "Okay, the guy loses four health levels," the
Storyteller makes events interesting. He might announce,
"You plunge your knife into his rubbery flesh and pull
upward, wrenching until the blade hits bone. The bastard
different types of damage may result:
Bashing: Your character punches, hits with a blunt
instrumem or otherwise pummels her victim. This type of
damage probably doesn't kill the target instantly, though
repeated damage could certainly do so. Use your character's
Stamina rating to resist bashing effects. Bashing damage heals
screams in agony, but there's no blood. You watch as his chest fairly quickly (sec Bashing Damage, p. 200 for more derail).

1~
collapses and begins to decay at an accelerated rate." By Lethal: Gunshots, blades and even crushing damage
being evocative, your Storyteller creates atmosphere, enter- may prove instantly fatal to your character. You may not use
taining you and lending a sense of narrative continuity to Stamina to resist lethal effects, and lethal injuries rake quite
what woulJ otherwise be a series of dice rolls. a while to heal by nonnal means.
Your damage <lice pool, whether bashing or lethal, must
COM8Ar SlMIAIY CH.UT
Stage One: Initiative
Everyone rolls Initiative. Declare actions in de-
scending numerical order, includin~ multiple actions,
activation of hunter powers or Willpower use. The
character with the highest initiative attempts her ac
always have at lc~\St one die, no matter the mo<lifiers. Even
the weakest attack has a chance of inflicting a minor amount
of damage. Furthermore, you cannot botch a damage roll. If
you botch on a damuge roll, it simply indicates that your
character gives her victim a weak slap that docs no real harm.
Specifics of applying Jamage effects appear on p. 199.
'
rion first. You may yield your tum until later in the SOM
initiative queue. With a successful Willpower roll or the Your character's natural resilience aids her in resisting
expenditure of a Willpower point, your character can damage under certain circumstances; she can "soak" damage.
defend against an anack in exchange for her normal Your soak dice pool L'()ual~ your character's Stamina rating. She
action. This defensive action takes place at the same can resist only bashing damage, unless she has special protec
time as the atrack, no matter when your established ti on such as annor. Many supernaturalcreatures may soak lethal
initiative falls. damage, but normal humans don't have that kind of fortitude.
Stage Two: Attack During the resolunon stage of combat, you may roll your
Unarmed close combat, roll Dexterity + Brawl. soak dice pool to resist damage that your character incurs
from attacks. As a reflexive action, this docs not cost an
Armed close combat, roll Dexterity + Melee.
action; it occurs nutomatically. Soak rolls use a difficulry
Ranged combat (guns), roll Dexterity+ Firearms. number of 6 unless modified by your Storytelkr. Each success
Ranged combat (thrown we-.ipons), roll Dexterity you roll removes one from the total domage inflicted. As
+ Athletics. with damage rolls, you cannot botch a soak roll, only fail.
Stage Thrl'P: Resolution Example: Fowler eats a mouthful of ~ombie fist. His at
You dcrennine the da mage inflicted by attacks, tacker scores two successes on the damage roll. Fowler has 4
based on weapon type or maneuver, adding any extra Stamina; he's preuy t011gh as mere mortals go. Fowler's player
dice gaine<l from successes on the attack roll to the rolls Stamina versus (I diffiwlty of 6 (Ind earns two successes,
damage dice pool. which cancel out botl1 the levels of damage inflicted by the rotting
Targets may attempt to soak damage, if possible. cadaver. The Srorytellerdescribes how Fowler reels back, nause
ated by the decaying hand coming anywhere near his face. On his
The Storyteller describes the attack and wounding
mm , Burch splatrers the ~ombie's nose all 0 1er irs dead face.
in narrative tenns.

OrrlOMlRuu:~lrrlMlDA.
~Tms Normal humans - including hunters - in the
Different types of attacks have different damage ratings World of 0-arkncss cannot normally soak lethal da m
age. However, if you want your game to have a bold,
that indicate rhe number of dice you roll ro determine how
heroic flavor, you can let hunter characters soak bash-
much pain and suffering your character inflicts. Called the
ing and lethal damage. The mechanics arc the same for
Jamage dice pool. it takes many facton. into consideration, both: Roll Stamina, difficulty 6, to reduce damage
including the attacker's Strength or the narure of any successes achieved against your character. Perhaps chat
weapon used. knife stabs your character in the arm instead of the
Damage rolls are made against a base diffictdry of 6. Each chest, or those claws inflict a flesh wound instead of a
success inflicts one health level of damage to the victim. The disemboweling. The Storyteller decides if lethal dam
victim may attempt to resist this damage by making a soak age can be soaked, depending on the theme and style of
his chronicle.

J
;r
ties are provided on the Armor C hart (p. 198). Hunters must
weigh mobility versus protection when they stalk the un-
A very Important tool for hunters, armor comes in many
known. Is ir better to take most damage and walk away, but
shapes find forms. From a bullet-proof vest to a trash-can lid
be a lumbering tiirgctl Or is it better to hum unencumbered,
stuffed inside n jacket, armor increases your soak dice pool.
to attack freely, bur rn risk life and limb at all times?
Add armor's rcui ng ro your character's Stamina score when

t determining the number of dice in your pool. Armor can help


protect against both hashing and lethal damage. Appropriate
rypcs l)f armor arc required to resist lethal damage. Against
Armor types, their ratings imd other specifics are on p. 198.

The following sysrems are options that characters may


I lethal arcades, your soak dice pool consists of armor racing
alone. not your character's combined Smmina and armor. use during combar. If you visualize your character's moves -
rather than just roll dice for a generic "arrack~ - the story
Attackers may make rnrgeting rolls to hit unprotected
portions of a defender and thus ignore armor. The Story- becomes more interest mg and the drama more incense. Mose
of rhcsc maneuvers take one action to accomplish.
teller assigns the attack's difficulty modifier - cypically + 1
or +2. GDmiMooims
No armor is indestructible. If the damage rolled in a Aborti ng Actions: Atanycimc duringatum, you can
single arrack equals or exceeds double the armor's rating, the abandon your stated action to bloclc, dodge or parry an
' equipment 1 destroyed. incoming anack. You must either make a successful Will-
Armor may h mder mobility, too. It subtracts a number power roll (a reflexive action) using Willpower rating as a
of dice from dice pools related to bodily coordination and dice pool, difficulty 6; or you can spend a Willpower point to
agility (most Dexterity-based dice pools). Dice pool penal- be allowed to defend automatically. If your Willpower roll

h
21~Sllillillli:L--s-.~
"-. .

fa ils, your character may not defend and must follow through
with her o riginally decla red action on you r init iative. T a rget Size Difficulty Damage
Yo u enact your defense at the moment the arrack occurs, Medium (leg, arm, briefcase ) +l No modifier
even if t he attack occurs before your place in in it iat ive comes Small (hand, head, weapon) +2 +l
around. I( your drnrJ~le1 hab a heady acted this turn, she may
Precise (eye, hea rt, padlock) +3 +2
not defend agai nst the attack. (Sec Defensive Maneuvers,
below, for descriptions of blocking, dodging and parryi ng.)
Ambush: T o have you r character sneak up on or
secrccly lie in wait for herquarryandgetasurpriseattack, roll DmllsmMwums
Dexterity + Stealth with a resisted roll against the target's When under attack, your character may defend rather
Perception + Alermess. I( you score more successes than the than follow through on her intended nccion. So long as your
victim, your character may stage o ne free attack against him, character has nor yet acted in this t um, he may attempt to
and you add any extra successes beyond t he first in the dodge, parry or block an incoming attack. To accempt a
ambush roll ro your attack d ice pool. O n a tie, yourcharacrer defensive maneuver, you musr either make a successful
still attacks first, but the target ma y defend with a block, Will power ro ll versus u diffic ul ty of 6 or spend a Willpower
dodge o r parry. If the rarget gets more successes, he sees yo ur point (see A borti ng Act ions, above). If your Willpower roll
characte r coming and both part ies ro ll initiative nomlall y. fails, your characte r may not defend and must follow through
Targets a lready involved in combat cannot be ambushed. with her originally declared action on your initiative.
Blind Fighting/ Fire: Situa tional factors - pitch Your character can defend ;igainst almost any type of
darkness, blindness or ph ys ical da mage - inhibit vision attack hy using a dodge, block or parry maneuver. Not all o(
during combat. Attacking wh ile bl inded incurs a +2 diffi these options work in a ll siruations, though. Dodging may
cult y to the roll, and ranged attacks cannot be made prove impossible in a confined area. Your character doesn'c
accurately at all. Certain hunter edges may offset some o( know to block or parry if surprised. The Storyteller decides
these challenges. whether your character may rea Iisticall y attempt a defensive
Flank and Rear Attacks: If your character attacks accion or not.
from the side o r flank of his target, add a single attack die to All defensive maneuvers use the same basic system.
your d ice pool. If your character attacks from the rear, add Each Is treated as a resisted act ion; your defense roll is
two extra <mack dice to your pool. compared co the opponent's arrack roll. I( the attacker rolls
Movement: A character can move half h er running equal or fewer successes, he m15ses. I( the attacker rolls more
distance (sec Movement, p. 18 1) and still cake an action in successes than the defende r, he subtracts the defender's
a tum. She may follow that movement with an action, as successes from h is own. Any leftovers are added co his
well. Your character moves half t he distance she could damage dice. In this W3\', even though the defender does not
normally cover, then acts. T hough this is not considered a prevent the attack, he reduces the amount of damage he
multiple action, the Sto ryteller moy impose a penalty to the takes from the hit.
difficulty nu mbe r or co your d ice pool for the ace ion. On che Block [Dexterit y+ Brawl]: Your character us;sner
othe r hand, if yo ur character moves while attempting a own body to deflect a hand to hand bashing attack. Lethal
second acrio n, such as crossing a roQm wh ile trying rn am1cks cannot normally be blocked lmlcss the defender
re load her gun, each yard moved penalizes the o ther action's wears armor. Your character cannot block ranged attacks.
dice pool by one. Dodge [Dexterity + Dodge]: Your character bobs,
T argeti ng: ICyou wan t your character co attempt a weaves, ducks or dives to avoid an attack. It's assumed that
called shot o r to aim for a specific location on the target, the she has the room to maneuver. If not, the Storyteller may
difficulty of the attack roll increases. However, your charac d isallow a dodge. In melee or brawl combat, the successful
ter can bypass armor or cover, or can inA1ct extra damage by defender ducks out of the way of the a crack. Duri ng a ranged
call mg a shot. A successful targe ted shot, punch or scab can attack, such as in a fi refigh t, the successful defender moves
have dramacic resulcs beyond simply inAict ing damage: the at lea.st one yard and ends up behind cover or prone on the
desrruction of an object, blinding o f an enemy o r disarming ground. ( For advice o n what migh t happen next, see Cover,
of an opponent. p. 196.)
If your character uses a blunt object that would nor- Parry [D exterity + Melee]: Your character uses a
ma lly cause bashing damage, but she targets the victim's mclcc weapon to deflect 1:irher an unarmed or armed close-
head speciflcally, the resulting damage may be cons idered
lethal a t t he Scoryreller's d iscret ion . Refer co the following
cha rt when determ in ing diffi culty and damage modifiers for
a imed attacks.
combat attack. When you r characte r parries with a weapon
that can cause letha l damage, the attacker may acrua lly be
injured. If you roll more successes on the resisted action, add
the weapon's base damage to the number of extra successes
I
you cam o n the defenM: roll. TI1b total forms your damage

i a
--.M~lliilF--
2

dice pool, which you roll co determine how much injury the have a full dice pool for the first defensive action and lose
defender inflicts on the anacker.
lmmc.t.ICArm
Although characters' actions in a rum follow a particu-
lar order based on m1tiauve rolls, it's importanc co remember
that all the combat in one tum occurs over a period of only
three seconds. This makes events nearly simultaneous. As a
one die from 1t for each subsequent defensive action made in
the same tum. When you run out of dice, your character may
no longer defend against attacks. It's tough to avoid several
incoming am1clcs. .
Example: Pauline wants Kara LO spend her entire tum
dodging ( Dexrericy + Dodge). Kara may not defend against any
'
auacks rhat OCCMT prior LO her action. Pauline must wait and
result, your ch aracter may defend against attacks rhar occur
begins Kara'sdefense<mly when Pauline's name comes up in the
later in rhe initiativc queue if you announce that she intends
initiarive queue. The firs1 a11ack comes from the nex1 person in
co use a mulciple action to either take both a nondefensive
line and Kara defends against it with her complere pool of seven
action and a defensive one, or to just defend for the entire
dice. For ihe second attack, she reduces her pool by one, down co
tum. This differs from what would happen if you wanted to
six. For the 1hird, she removes ano1her die bringing her cotal down
abort your regularly scheduled action to have your character
ro five. Several characters later, on the fourch attack, she resists
defend against an earl ier attack. In the case of aborting, you
1vith a dice pool offour. She rolls three dice against the fifth attack,
give up your regular action and cannot defend against
two against rhe sixth and one against the seventh. O n the eighth
subsequent attacks.
atrack sl1e has no dice left, so she can no longer defend.
If you do a multiple action involving both nondefensive
and defensive actions, your character attacks when your place
in the initiative queue comes up, and then also defends
agai nst :my am1cks thrown ar her by characters that follow her
MAlltMI CucYIJISYICS
in the queue. All of your character's attacks take place on your You usually roll com bar maneuvers against a diffi-
culty of 6. Certain special combat effects and situational
initiative, bur she can continue to defend other incoming
factors may modify your attack roll. difficulty number
attacks unnl the end of the tum. The multiple-action system
or damage dice rool. The follow mg categories explain
applies, though. and t"aCh ~uh.sequent defensive action be-
maneuver characterimcs m this chapter's rules.
comes more d1ff1cuh (see Muluple Actions, p. 171).
Examplt: PauliNi wanu Kara to perform a multiple action. Traits: The recommended Attribute+ Abilicy
Karaattempu LO peck 11pa book lying on a rable.1hmstaknife iruo Traits used for the maneuver. If your character doesn't
!he corpse rushing ar her, and defend against one other subsequem have the appropnate Ability, default to the Atuibute
acw:k ihat wm. Pauline~ grabbing wbook !he priority and alone.
rolls Dextericy (3) + Arhlecics (3), for a wtal of six dice. She Accuracy: Some maneuvers add dice to anack

, reduces her pool ro three beccmse Kara auempcs LO perform rhree rolls. A"+ 3" addsrhree dice to cheanacker's dice pool
actions 1his rum. Pm1line makes 1he auo.ck's Dexteriry (3) + Melee for thar attack.
(4) roll wirh a dice tml reduced by four because rhis is the second D ifficulty: Some maneuvers impose modifiers,
of Kara's mulciple etions. These two actions occur during Kara's pn~iriw or nrg:'ltive, co an attack's difficulty. Base
regular action plu1Sc because neither is defensive in namre. <lifficulty Is 6; any modifiers listed add to or subtract
The next person in the initiative queue then acts; theStoryteller's from It. A"+2" indicates that the attack'sdifficulty-
character rakes a swi/JC at Kt1ra. Kara now gees to defend. init ially 6 - increases to 8.
I lowever, Pauline is still bound by the multiple-action modifiers. Damage: This category is the damage dice pool.
Sl1e besrins with a dice pool of Dexcerity ( 3) + Dodge (4) , but
red11ces ir by five, because 1his is the third of Kara'sacrions this tum,
leaving her with only f\OO dice ro roll in Kara's defense.
Ct~CoMBAr Mwums
Note that Oflmmg multiple opponems co defend against
This is simply a list of the common maneuvers used in
complicates matters further and adds to defense rolls' diffi-
close combat. Your ch aracter can create his own; the Story-
culty numbers (sec Multiple Opponents, p. 194).
teller dete rmines the appropriate Traits, difficulty, accuracy
Rather than at tack and defend m the same tum, your
and damage involved. All bmwling combat inflicts bashing
character can ch oose to do nothing bur defend against
damage unle seated otherwise. Weapon type determines
anaclcs. As with the system above, th is differs from aboning
the damage mfl1cted m melec (sec the Melee Weapons
your rum to defend against an anack that occurs prior co
Chart, p. 198). Damage inflicted l15ing a weapon is rypically
your regularly scheduled acuon. Instead, you defend against
considered lethal, though blunt objects such as clubs or bars
only chose artacks char occur simultaneously with or follow-
deliver bashmg damage.
ing you m the m1uauve queue. Your character may not
The Storyteller may modify the difficulties and dam-
defend against attacks th:u happen prior to her regular
ages o( the maneuvers described in this section, depending
action. If your ch aracter does nothing but defend in this
on the combat St)le your character uses. Always remember
manner, do not use the multiple-action system. Rather, you
that what works best for drama and the story takes precedent Traits: Dexterity + Brawl Difficulty: + 1

' over ru les.


Bite: It's surprising how much damage a person can
do simply by bmng. Ofcourse, a great deal depends o n where
nnd whom the hunter biles, but he can cause damage with
clampcJ ceeth nonetheless. The ScoryreUer may require chat
your charctcter grab her v1crim successfully before a bite can
Accurac y: Normal Damage: Srrength + 1
Multiple Opponents: When fighting multiple oppo-
nents, your character ~uffers attack and defense difficulties of
+ l , cumulauve for each opponcnc after the first, to a maxi
mum of +4.
Scratch: Wo men have used their nails against
be artempted. Your character may rargec a specific body part aggressors for centuries. Ir works for men as well in some
such as the nose, an ear or finger. Difficulty of che roll cases. If your character targets a specific body pan such as
increases by+ I or +2, depending on che siruation. Biting eyes, scratching may have secondary effects. The Story
may be considered bashing o r lethal damage based on the teller may increase chc diffic ulty of the anack by+ I or +2
location and nature of the bite. for called shors. Scratching is considered bashing damage
Traits: Dexterity + Brawl Difficulty: Normal for healing purposes.
Accuracy: Normal Damage: Strength Traits: Dexterity+ Brawl Difficulty: Normal
Clinc h: Your character grapples her target. She Accuracy: Normal Damage: Strength
applies a clinch with n successful attack roll. Roll Strength Stri ke: Your character simply punches. The base
damage in the first turn. In subscqucnr turns, you r character attack is a simple action and inflicts yourcharacter'sScrength
and his opponent act in order of plilcement in che initiative in damage. The Storyteller may wish to increase the diffi
queue. The attacker can ;mempt to infl ict damage automati culty and/ o r damage dice if the attack is more complex or
cally by squeezing (Strength); no furcher attack roll is targeted at a specific locatio n.
required. The victim can try to escape the clinch with his Traits: Ocxcem y + Brawl Difficulty: Normal
action. Neither may perform any other type of action uncil
Accur.icy: Normal Damage: Strength
the victim breaks free or is released. Make resisted Screngch
+Brawl rolls for the victim to escape a c linch. If the escaping Sweep: Your character artemprs ro lcnock her opp<>
character gets more uccesses, he breaks free. Otherwise che nem off h~ feet with a sweep of the leg or use of a weapon
two conunue to grapple. such as a staff or chain. If your ro ll proves successful, your
character's opponent takes Strength damage and must ro ll
Traits: Strength + Brawl Difficulty: Normal
Ocx1c rity + Achlcucs (J1fficulry 8) co avoid a knockdown
Accuracy: Norma l Damage: Strength (see Maneuver Complicauons, p. 196).
Disarm: A character can knock a weapon out of an Traits: Dexterity + BrawV Mclee Difficulty: + 1
opponent's hand by making an arrack ro ll at + l d ifficulty
. (usually for a total of 7). If successful, roll damage dice. If
Accuracy: Normal Damage: Srrengrh; knockdown
damage successes exceed your opponent's Screngch score, Tackle: Your character rushes her opponent in an
you r character knocks che weapon free. Your opponent takes attempt to tackle him to the ground. Your attack roll ~uffers
no damage; the imack focuses on the weapon ratherthan the a+ l difficulty modifil'r. I( ~11cces.~fu l , Strength+ I damage is
wielder. If you botch, your character may drop her own inflicted. However, both combatants must roll Dexterity +
weapon or g~t in the way of a blow instead. Athletics (difficulty 7) or suffer a knockdown (see Maneu
ver Complicatitins, p. 196). Even if your character's target
T raits: Dexterity + Brawl/ Me lee Difficu lty:+ 1
succeeds at his Athletics ro ll, he Is still unbalanced and
Accuracy: Normal Damage: Special suffers a + 1 difficulty to his actions in the next rum.

I
Hold: This maneuver resembles a clinch, but without Traits: Strength + Brawl Difficulty: + l
Intent to do damage. Your charncter immobilizes buc does
Accurdcy: Normal Damage: Strength + l
nor injure the carget. If your roll succeeds, your character
manages co hold her rnrgec uncil the target's next action. Weapon Length: When an opponent wields a sword,
Both players roll resisted rrength + Brawl a t chac rime. If staff or ocher long mclee weapon, your character finds it
your o pponent gets more successes. he is free. If he does not, difficult to get within range to punch, kick or stab. The
the victim remains immobilized until his next action - at difficulty of you r attack roll increases by + I as the opponent
which point he may try again. fends off your character.
Traits: S trength+ Brawl Difficulty: Normal Traits: Dexterity+ Brawl Difficulty: + 1
Accuracy: Normal Damage: None Accuracy: Normal Damage: Per weapon cype
Kick: A simple knock to the shins imposes a + l W~pon Strike: Your character uses a weapon to
modifier to difficulty and inflicts the attacker's Srrengch + l slash, thrust or jab in mclce. See che Mclee Weapons Chart,
in damage. The Storyteller may increase chese numbers if p. 198, for paruculars.
your character atrempcs a spinning martial-arcs kick to the Trait : Dexterity + Mclee Difficulty: Normal
Accuracy: Normal Damage: Per weapon type

. .a__.-_.
head or something equally complex.

~
: ! t
. A number of strategies affect ranged-com
bat mancuvcn. Many physical conflicts involve
ranged weapons. and the following systems offer
wnys to deal with them. Feel free to create yourown
maneuvers. The Ranged Weapons Chan, p. 198,
provides more ~recaftc information.
'
Aiming: For each tum that your character
ai mi. at her target, add one die to your attack pool.
The maximum number of dice chat can be gained
. ,. this way equals your character's Perception, and
'( ,:: . your character must have at least one dot in
Ct 9!__, : . ~ Firearms to perform this maneuv~r. ~f the
..:;. / ~\ ). weapo1' has a scope. add two more d ice 1f your
,' .J, ~ c h;1racrer aims. Your character must focus on
~ ;"',) aiming during this t ime and can perform no
"" orhcnicri ons. Taking an action before shoot
ing, even to defend, can cels the benefits of time
. spent ai ming. Furthermore, your ch aracter cannot
,,. aim at a targer moving fa~ter than a walk.
A utomatic Fire: A weapon unloads its entire
ammunition clip in one attack against a single
ta rget. You make one roll, adding I 0 dice to the
weapon's accuracy. However, difficulty in
creases by + 2 due to recoil. Extra successes
beyond the first add to your damage d ice
pool, which is still treated as equivalent
to that of one bullet. When using
automatic fire, your character may
no t ta rget a particular part of the
body or object, and she may at
tempt the maneuver only if her
1 wcnpon's clip is ac lease half.
full when she fires.
Example: Victor un-
loads a full AK-47 clip at
the raging , hairy demon
bearing down on him .

(
IVictor's player, Jim, rolls
Dexcerity (4) + Firearms

I
fl~
3) + I0 (forthe maneu-
<;). uer) for a total of I 7 dice
_...J( in his pool. The Story
I -
~111!9'--:,
' teller sets the difficulry at 8
(6 for short range +2 for re-

I coil) . Jim gets six successes and the


creature dotsn'1 dodge. Jim now rolls
I 2 dice f<Tr damage - 7 (rhe base
damage for an assault rifle) + 5 (/<11'
the extra successes). The clip is

'
complecely tmpry and Viaormus1
reload - assuming die creature
kts him kup his hands.
........ ...-.:
2 ~ ~~--

Traits: Dexterity+ Firearms Difficulty: +2 Make one attack roll and, if successful, divide your
Accuracy: +10 Damage: Special successes evenly among all rargecs m the designated area.
Cover: Your character may duck behind a wall, lie The successe ~1gned to a particular target are added ro
flat on the ground or use another character as a shield. All your damage dice pool for that specific target, as well. If there
these maneuvers constitute cover. le makes your character is only one cargct within range or area of effect, only half the
more d ifficult co hit, but 1t may also make it awkward for ucccsses affect him. Ifyou roll fewer successes than rhere arc
your character to attempt other acu ons. The difficulty co targets, you or the toryteller assign one per target until all
hit a character behind cover increases according co the have been allocated. (Your Storyteller may prefer to allocate
chart, below. successes randomly; ocher t<1rgers remain unaffected). Dodge
By rhe same token, the difficulty to fire back from the rolls versu~ strafing are at +I difficulty.
safety of cover increnses; your character must pop up, fire, Traits: Dexterity+ Firearms Difficulty: +2
then duck down again. If your character fires back from Accuracy: + 10 Damage: Special
shelter, rhc difficulty modifier to your roll is one less than the Three-Round Burst: Your character fires three shots
modifier listed on rhe charr below. Thus, if the difficulty from the weapon's clip at a single target, and you gain two
listed below ls + l, you suffer no increase to your difficulty for addir.ional dice on your attack roll. Only certain weapons
firing back. have rhe capacity to flre this way; see the Ranged Weapons
I( both combatants take cover, difficulty modifiers are Chart. Recoil adds+ I ro the difficulty of your attack roll. As
cumulative. If your character hides behind a car and her with automatic fire, your damage dice pool is formed as if
target hit~ the dirt - prone - your attack difficulty is only one bullet had hecn fired from the weapon.
moJified by +2 (+I for firing ar a prone target, and +I for Traits: Dexterity + fl rearms Difficulty: + 1
firing from behind a car). Your opponem's difficulty is also Accuracy: +2 Damage: Weapon type
modified hy +2 ( +2 for firing at a target behind a car, though
Two Weapons: Your character gains a distinct ad-
he takes nt) modifier for finng from a prone position).
vantage by firmg two weapons at once, although this
maneuver has it.~ hare of complications. Considered a
muluple action, the maneuver imposes the srandard reduced
Cover Type Difficulty Increase dice pool for rota I~hot fired. Recoal modifiers apply as well.
Light (lying prone, behind streetlight) +I A<ld1cionally, your arrack rolls uffcr +I difficulty for her off
Good (behind car) +2 hand, unless he's ambidextrous. Your character may fire a
Superior (around a comer) +3 number of shots equal co the weapons' rates of fire.
Tr.tits: Dexterity+ Fireamts Difficulty:+ I/ off-hand
Accuracy: Special Damage: Weapon type
Multiple Shots: Your character can take more than MOOMl~TIOllS
one shot in o turn; lt'sn multiple action. The first shot's dice C.omh~r can be complicated by numerous events, sev-
pool is reduced by the total number of shots fired, and each eral of which arc listed below. Your Storyteller should feel
subsequenr one is reduced by an additional die, cumula- free ro come up with others as a situation warrants.
tively. The weapon's rare of fire limits how many shots your Blinded: If your character acts against a blind oppo-
character can get off in a turn. nent, you g;lin rwci cxrrn dice on any attack rolls. On the
Traits: Dexterity+ Firearms Difficulty: Normal other hond, blind charncters receive a +2 modifier to rhe
Accuracy: Special Damage: Weapon type difficulry of rill actions.
Range: The Ranged Weapons Charr, p. 198, lists Dazed: If, on any single attack, your damage successes
each weapon's short mnge. All attacks at short range call for exceed the rargc1'sStaminll (for humans) or Stamina +2 (for
a difficulty of 6. A weapon's maximum range is double its supernatural bemgs), the victim ib dazed. Only successes leh
shore range. Arracks from a range greater than shore, but less over after the defender's soak attempt apply and are com-
than maximum, have a difficulty of 8. A target within t\\'O pared to the defender'~ Stamina. A dazed victim loses his
meters of the attacker is at point-blank range. Roll point action, whee her rh1s tum or the next: he can neither act nor
blank shors versus a difficulty of 4. defend dunng that ume. The character may still trigger
Reloading: Your character must spend one full rum co reflexives, chough.
reload her gun. She may rclood while doing something else as lmmobiliiation: When your character attacks an
a part o( a multiple action at the Storyteller's discretion. immobil1ted v1cnm who can still struggle (held by someone,
Strafing: Fmng a full-automatic weapon across an for example), add rwo d1ce co your attack roll. All anacksbic
area rather than at a specific target adds I0 dice to a standard automatically if the victim is completely immobilized (tied
attack roll, and empties the clip. This maneuver, called up or somehow paral}'?ed).
strafing, covers a maximum of three yards.
_.~ ....... ........ ~~ 2

Knockdown: Your character falls or is forced off his Stake T hrough H ea rt: Hunters can rarely identify
feet. Make a Dexterity+ Athletics roll to determine whether the creatures they confront, let alone know their weak
he can stand immediately. However, his initiative is reduced nesses. And yel, Lhere are the classic Hollywood solutions to
by two in the next tum. If the roll fails, your characrer's next monsters: firc,garl1c, rel1gioussymbols-and a stake through
action can be co rise. ln case of a botch, your character falls the heart. Whethcrthe last actually works or has any bearing
hard or at an odd angle and suffers on e bashing health level on the heart at all is unknown without extensive research or
of damage automa tically. occult knowledge. After all, wouldn't a stake through the
Your charac ter may use certai n maneuvers such as heart ki ll juscabout anything? Hu nee rs have to learn whether
sweep or cackle to knock down an oppo nent. O che r the legend is crue the hard way, and they might not survive
particu larly powerful attacks - a solid punch o r h it wilh to teach the lesson.
a bashing weapon - may also knock a target flat. You r To stake an opponent, an attacker muse target the heart
Sroryreller decides if a knockdown occurs in these in (difficulry 9). The Storyteller decides whether any special
seances. They happen on ly when cinematic or appropriate effects result, i( any.
co the story. Ability : Oexterity + Mclee Difficulty: +3
Accuracy: Normal Damage: Strength + 1

Cu!Slt.ArMAll'lMIS T'AMI
Maneuver Traits Accuracy Difficuhy Damage
Bite Dex+ Brawl Nomlal Normal Str
Block Dex+ Brawl Special No rmal (R)
Clinch Ser+ Brawl N ormal Normal Stt (C)
Disarm Dex + BrawV Melec Normal +I Special
Dodge Dex+ Dodge Special Normal (R)
Hold Str +Brawl Normal Normal (C)
Kick
Parry
Scratch
Strike
Sweep
T ackle
Dex+ Brawl
Dex + Mclee
Dex + Brawl
Dex+ Brawl
Dex + BrawV Melee
Str +Brawl
"' Normal
Special
Normal
Normal
No nna I
Nonnal
+l
Normal
Normal
Normal
+I
+l
Str + l
(R)
Str
Str
Str (K)
Str+ l ( K)
Wenpon Strike Dex + Melee Normal No rmal Weapon
(C): The m;incuver carries over into successive rums.
(K): The maneuver causes a knockdown.
(R): T he maneuver reduces an o pponent's attack successes.
llAlcot.ArMAIEMJS T'AML

I
Maneuver
Automatic Fire
Multiple Shots
St rafi ng
3-Round Burse
Two Weapons
Traits
Dex+ FireamlS
Dex + Firearms
Dex + Fireanns
Dex+ Firearms
Dex + Firearms
Accuracy
+ 10
Special
+ 10
+2
Specia l
Difficulty
+2
Normal
+2
+I
Damage
Weapon
Weapon
Weapon
Weapon
I
I
+ I/off-hand Weapon

I
'
...
' MruIWWCllSC!ur
Weapon
Sap+
Club+
Knife
Damage
Str +l
S er +2
St r +I
Conceal
p
T
J
A-Cwr
Class Armor
Class One (reinforced clothing)
Class Two (armor T-shirt)
Class Three (Kevlar vest)
Rating
1
2
3
Penalty
0

1
1
Swo rd Str +2 T Class Four (flak jackec) 4 2
S mall Ax Str +2 T
Class Five (full riot gear) 5 3
Large Ax Str +3 N
Scake Str +l T
Weapon: Your character m<1y use m:my other items as weapons (meat cleaver, pencil, razor, chair). Apply the lining above char
apprux11n:1tes the weapon used.

t Concealment: P Can~ carried in pocket; J a Can be hidden in jacket; T Can be hidden In trench coat; N Cannot be concealeq ar all.
+ Blunr objects inflict hashing damage unless cargered at the head (see Targeting, p. 192). If sn, rhey may infl ict lethal damage.
*The 11trncker must tar!Jel the heart (dhffkulty 9).
'
1 RA!CD Ww. C4ur
T ype
Example
Revolver, Lt.
SWI M640 ( .38 Spe.cial)
Revolver, Hvy. 6
Damage

4
Range

12

35
Rate

2
Clip

6
Conceal

Cole Anaconda (.44 Magnum)


Pistol, Lt. 4 20 4 17+1 p
Glock 17 (9mm)
Pistol, Hvy. 5 30 3 7+1
Sig P220 ( .45 ACP)
Rifle 8 200 5+ 1 N
Remington M-700 (30.06)
SMG. Smalt 4 25 3 30+1 J
Ingram Mac.-10 (9mm)
SMG. Large* 4 50 3 30+ 1 T
HK MP-5 (9mm)

~
Assault Rifle* 7 150 3 42+1 N

I
SteyrAug (5 .56mm)
[' S hocgun 8 20 5+1 T
Ithaca M-37 ( 12-0aage)
i Shorgun, Semi-auto 8 20 3 8+1 T
Fiachi-1.Aw 12 ( 12..0auge)
Crossbow 5 20 T
Damage: Indicates the damage dice pool. Firearms deliver lethal damage against mortals. The t)'pe of damage may vary against
'upcmarural enemies (sec Chapter 9).
Range: This number represents the practical shot range in yards (difficulty 6). Your character may Are at twice this disrance, but
attacks are considered long range (difficulty 8).
Rate: The maximum number of bullets or three-round bw:sts a gun can fire in a single rum. This rate does nor apply ro full-auro or strafing
Jet.lCks.
Clip: The number of shells a gun can hold - the +I indicates a huller can be held m the chamber, ready to Are.
Concealment: P Can be carried in pocket; J Can be hidden In 1ackec; T Can be hidden m trench coat; N Cannot be
C11ncealed at all.
(nd1<:<1te the weapon Is capable of three-round bursts. full-auto and strafing.
..Cro" h.)WS require five turns ro reloaJ. A character may use a crossbow co auempt to srake a creature with a targeted shoe

....
~~ ....~~..sa...
damage roll, mark off one health level on your character's

'
fblTH Health chart. Multiple successes deliver multiple levels of
As a hunter, your character puts his life in jeopardy the damage. For example, if your character's attacker achieves
mo ment he decides lo do something about the horrors chat one success on a damage roll (afcer your soak roll) and your
stalk the world. They' ve been in power for who knows how character is currently m perfect health, lhat damage success
long - decade~. centuries, millennia? They have abilities reduces him co Bruised. You mark off the ftrst box on your
beyond his worst nightmare. Meanwhile, your character is character sheet (Bru1s(.>d).
human and has only just woken up to the truth. How can he The number to the left of the lowest box marked
expect to stand for long against impossibly powerful, bizarre , indicates your current dice penalcy. The more damage your
ageless crcarures? Most hunters can' t. They' re bea ten, character takes, the more difficult il becomes for him co act
maimed, broken and left for dead - and those are the lucky at full capacity. Subtract the dice penalty listed beside your
ones. Gett mg hurt - perhaps badly - is a fo rgone conclu character's current health level from your dice pool for every
sion. But when those creatures arc stil I out there, committing action your character performs (including initiative rolls,
obscenities and playing with the lives of the unwitting, but excluding reflexives such as soak rolls) until the wound
what's one more person's pain and suffering? You may have heals. Thesl' penalties a lso affect movement, impairing it
no choice but to fight on, regardless of the cost. based on the level of injury.
Your character's Health Trait represents how healthy l!wACITATtll
or wounded he is. When your character suffers damage,
When your character's Health drops to Incapacitated,
every success removes one level of Health fro m him. As your
your characler may or may not be conscious, a t the
character becomes progressively mo re injured, his wounds
Storyteller's discretion. He may request that you make a
affecr his abilit y to perform actions (modifiers are applied ro
Stamina ro ll ro determine whether your character remains
the dice pools o( certain casks). If he's hurt badly enough, he
awake. If unconscious, she may not perform any reflexives
ma y become incapacitated, need hospitalization or even die.
related co her Conviction o r Willpower, though she may
And if he lives, months may pass before he heals fully. The
still attempt to soak any further damage. If your character
followmg secuon explains Health in detail.
manages to remain conscious, she may continue to perform

JbtrNCiur \
Health Level Dice Movement P enalty
Pool Penalty
Bruised Slightly contused; your character suffers no movement or dice-pool penalties.
H urt l Superficially hurt; your character suffers no movement penalties.
Injured l Hurt; your character's movement is impaired slightly (halve maximum running speed).
Wounded--. -2 Significantly hurt; your character may nor run, rhough he may still walk or jog.
Mauled 2 Badly hurt; your character may hobble no more than three yards per tum .
C rippled .5 Extremely hurt; your character may crawl no more than one yard per tum.
Incapacitated Direly hurt; possibly unconscious; your character may do nothing, rake no actions and,

I
if unconscious, only certain reflexives such as soak may be attempted.
Dead What more is there to say? What will you r next character be Like?

T11HumCiur all reflexives, though she has fallen and can' t get up - at
Track your character's current physical condition on lease not until some orher wounds have healed. She may also
the Health chart located on your character sheet. This chart speak , but even that may prove difficult. The Storyteller
indicates rhc penalties imposed co your dice pools for each may request a Willpower roll or expenditure for your con
level of injury your character sustains. As he suffers more scious character to say anything at all.
injurie . his health Jeclines, hi actions become more diffi- A,.lYK: DAliMI

I cult and he may eventually full unconscious or die.


Every character has seven health levels ranging from
Bruised ro Incapacitated. If he has no injuries at all - no
Health levels checked off on the sheet - your character is
Your character can sustain two different types of dam-
age: bashing and lethal. Bashingdamage includes any wounds
inflicted by blunt instruments, punches, kicks o r other
similar trauma. Lethal damage comes from knives, bullets o r
in perfect health. If he falls below Incapacitated, he's de:id. any type of attack that actually pierces or cuts flesh. All types
Whenever your character's attacker scores a success on a of injuries are cumulative and the resulting total determines

- , an.~.--
your character's currenc health level. S pecifics on each type

' of damage are provided below.


When mark ing your character's damage o n h is c ha r-
acter sheet, record a"/" for bash ing damage and an "X" for
lethal damage. These marks go in che boxes beside the
different health levels o n the Health chart. Mark the cop
square first and work your way down, filling them in as
Hurt
lb.n
Bruised

Injured
Wounded 2
l
l

your c haracter becomes more wounded. Mauled -2


When you r charnccer acquires a m ixtu re oflethal and Crippled -5
bash ing damage, ma rk che lethal damage at the top; it lncapac1caced
pushes any bashing damage down. For example, if you
mark chat your churaccer has taken a level of bashing
damage in the Bruised box, a nd she then cakes a level of
le thal damage, mark the Bruised box with an "X" for the pipe causing one level of bashing damage . Pauline marks that
le thal damage nnd m~we Lhc bashi ng damage down by on Kara's character sheet by putting a "/" in the box next to
putting a"/" in the Hurt bo x. Any further bashing damage Brnised. Kara manages LO fight the first monster LO the ground,
goes In the Injured box and beyo nd. Any further leth al bur is in deep cro1Jble. Another corpse comes u/> behind her and
damage pushes the entire t hing down again until all the rakes her back with its jagged nails, doing two levels of lerhal
boxes are marked with either"/" o r "X." damage. Pallline marks this damage with an "X" in the boxes
O nce all the boxes are marked, any further damage, next to Bruised and Hurc, then moves the original bashing
wherher let hal o r bashing, causes existing bashing damage damage down by marking a "/" in the box next co Injured.
ro tum inco le thal damage on a o ne-ro-one basis. Once all Kara, slashed and blteding, draws her gun and sh.oocs. The
the boxes arc marked, it i~n'c necessarycoconrinue pushing iombies back off... a /iulc.
ba hing damage downward. Any furthe r lethal damage
simply marks over ex1st1ng bashing damage.
BASlllcDAIMll
Any kind of damage that does not pierce che body, but
Example: Kara runs down a cknd-end alley. Seueral
that batters ag-Jinst 11, 1s considcn.>d bashing damage. This
walking tUad surround h.tr. One of th.em hies her with a lead
includes most damage fro m hand-co-hand combat, punches,

-,,,, \
I
~ ,~~.:\,
.....-cc..-.............
... ~ -
119l~. .---~~.......
2 .
kicks, bearings wi th a blunt instrument and even falling or each hour that passes thereafter without medical atten '
being thrown lnto a brick wall. Certain rargeted bashing tion to scop rhe bleeding. One success on an Intelligence/
attacks may cause lethal damage, at the Sroryteller's discre- W its + Medicine/ Survival roll by a rescuer allows the
rion (see Targermg,p. 192). Usea "f'whenmarkingbashing character admmistenng first aid co stop the bleeding.
damage on you r character sheet. Extra succcs cs may even allow the rescuer to treat the
Once your character fall~ to Incapacitated, mark any character well enough to actually heal some of his
further bash ing damage over your existing bashing levels inj uries. So long as you r character is not Incapacita ted,
(using "Xs" this time). Skip any boxes already marked he may attempt to stop his own bleeding (see Healing
with lethal damage and move down to the first that is Lethal Damage. below).
bashing only. Each level that goes from"/" to "X" due to If, through the course of your character's cumulative
ongoing bash ing trauma is now considered lethal. Once injuries, you mark an "X" next to C rippled or Incapaci-
you r character goes one level below Incapacitated with tated, you r character muse seek more complete medical
lethal damai:c ("X"), she dies. Your character may there- care, or he doe~ not recover at all. A rescuer may manage
fore die from prolonged bashing attacks, but not nearly as to stop the bleeding, but extra successes do nothing to
quickl y as from lethal damage alone (see Healing Bashing heal a ny of your injured character's wounds. lf yo ur
Damage, below). character has an "X" next to Incapacitated, he is coma-
If bashing damage injures your character to the level of tose at worst and delirious at best, and could still die even
lncapacirared, she may neither act nor move as dictated by if 111l am1cks have scopped. Your Storyteller determines
1he lnc:ipacirated rules, above. rhe nature of these injuries and may even roll for further
Example: Kara races out tM mouth of the alley , desper- injury if your character does not receive critical medical
ate w esca/>e her attackers. Staggering into the street, she is hit trearmcnt within an appropriate amount of time.
by a passing car and 1hrown into a brick wall. She suffers three Example: Kara lies on 1he restauranifloor, stunned, and
levels of bashing damage. Pauline marks these on her charac- begs for someone 10 help her. The place is deserted. Well, not
1er sheec as slashes nex1 10 \'Vounded, Mauled and Crippled. quite. Her acuu:kers have followed her and brought friends .

'
The new wounds add w the unes Kara has already sustained. She alread;y has chree lechal wounds and is Incapacitated
Though seriously injured, Kara stumbles roward a res- from her bashing wounds. The walking dead descend upon
tauran1 where she believes the creacures won't follow. One of her again 11111h ceeth gnashing and claws rending. One of
rht monsters catches 11p w11h her just inside the doorway and them bues flesh from htr neck, delivering one level of lethal
slams her tow floor. This actack inflicts another rwo levels of damage (as decreed by che Storyteller and given the nature of
bashing damage. Pauline marks one of chem on Kara's Health her a11ackers' jagged 1eech and nails). Pauline marks tM
charr as a"/" in the box next to Incapacitated. She then marks \Vounded box u:uh an "X." Because the chan is already full
rhe ocher one as an "X" next to Injured. Because the chart is with bashing damage 10 the level of lncapaciwced (as shown
, full, she must tum the uppermost bashing damage already
marked into leihal damage. Any flmher bashing damage
in the previous example above) she doesn't need to push
down the bashing damage.
1 1

I
slowly turns those "/" marks into "X" marks~Kara is in dire lncapaci1a1ed, Kara still can't defend herself, so a crea-
scraits. Incapacitated, she can't defend herself. ture with razor-sharp claws rears open her abdomen and deals
one more level of le1hal damage. Pauline marks the Mauled
UrHAlDAMA~ box with an "X."
Arwcks IT\ade with piercing: or cutting weapons - The third monster bites a huge chunk from her arm to
such as knives, guns, crossbows or swords - deliver lethal inflict yet ano rher I.eve! of lethal damage. Pauline marks the
damage. Fire nnd clec rricity also cause lethal damage. A Crippled box with an "X." Kara can do nothing but moan
human, mortal character - all hunters - may not and twitch.
usually soak lethal damage at all. Such damage is applied The leader of the unholy pack leans over Kara and leers
direcrly ro your characre r's Healch chart. Mark lethal
I damage on your character sheet with an ")(." Once your
character becomes Incapacitated le thally, meaning that
down at her. He punches her solidly in the face, inflicting one
level of bashing damage . Pauline marks thruugh the bashing

I
damage nex1 co rhe Incapacitated box, making it lethal. She
you have mnrked an "X" in the box next to Incapacita ted, does so because Karas charr is full and any further bashing
any further damage, whether bashing or lethal, kills your damage marks over what bashing damage is already there.
charaqer. Now, all boxes on Kara's chart are filled with lethal damage .
lethal wounds require immediate medical arcen- One more wound, whether lechal or bashing, will kill her.
tion to keep the vicum from bleeding to death. If, while Forrunately, rhe cavalry amves and shoots up the restaurant.

' tallymg your c haracte r's cumulative in juries, you mark


an "X" nex t to Wounded or beyond, your character
suffers one extra lethal level of damage automatically for
killing everything mu - excepc Kara. Her friends pull her to
safety and get her to a hospical right away.

- an
---'ti-~~---~
2

' ~T!Cllt RUU:l.Amf an


Your Storyteller may introduce nameless and face-
less Storyccllcrcharactcrs co beef up a combat scene and
make ir more challengmg. These people, called exrras,
may work for the ch ronicle's main antagon ist or may
simply be thugs whom the h unters encounrer. The
H ealth Level
Bruised to Wounded
Mauled
C rippled
R ec-0very Time
One hour each
Three hours
Six hours
Storyreller uses extras as a plot device to provide info r- l ncapacica~ed
mation, give your characters a combac challenge or to
12 hours
deliver a message. Extras don't usually appea r individu-
a ll y in more than one scene and interact very little with
your characters o n a personal basis. tmllC f.mRL OAIMQ'.
T o simplify 13f).?e fights, the Storyteller may assign
Lethal wounds can kill a hunter quickly; being fed upon,
only four henlrh levels to extras: Hurt -1, Mauled -2,
Incapacitated and Dead. These levels make combat disemboweled, shot, impaled or dismem bered has disastrous
quick and cn1oyable for players, and still offer an accu- implications. If the <Jriginal wound doesn't kill die huntt:r,
rate represcnrntion uf evenrs. blood loss might. Further complications such as infection,
nerve damage or broken bones can have long-term effects.
Any lethal damage past and including Wounded re-
quires medical arcention m prevent further damage. Your
character must find a w.1y 10 stop the bleeding immediately.
This flesh is weak. People heal slowly, and hunters arc She continues cosuffcrone lethal health level for every hour
reminded of their mortality the first time they venrure out that passes without fiNt aid to stop her bleeding. Your
against the abominacions of the world. Smart hunters never character may attempt co stop her own bleeding as long as
work alone and always have a variety of weapons to rely upon. she is not Incapacimred. A single success on an Intelligence/
The bottom hne Is that a dead hunter docs no one any good, Wits+ Medicine/ Survival roll allows a character to either
so most spend their time and energy avoiding the Line of fire. halt her own bleeding or someone else's.
Healing rake time. Although certain hunter edges may If your character 1s in1urcd up to and including Mauled
decrease that nme (see Chapter 5), an mi ury can remove your with lethal damage, he may recove r at home with rest and
characcer from action for months. It pays co work with others care - once the bleeding has been stopped. However, if
11nd to h11ve an ally wi th special healing powers or abilities. Crippled or beyond with lethal damage, your character must

.~
Healing may occur during downtime (sec p. 167), but only if receive mo re complete medical treatment at a hospital,
nothing else of importance occurs during that period. doctor's office or othe r appropriately equipped foci liry. Oth-
erwise, she continues co suffer one health level of lethal
' I
The following sections explain how humans heal. Every
level of damage (whether bashing o r lethal) must be recov- damage for every day rhat passes without rrearment. Al-
ered individ ua ll y. Thus, a character Incapacitated by bashing though no longer under attack, your character could still die
damage muse spe nd a full 12 hours at chat level before he can from the complications "bf her wounds.
even hope to be on ly C rippled. O nce he has healed from Thus, a hunter reduced to Crippled o r Incapacitated
Incapacitated to C rippled, he muse spend another six hours loses blood and requires complete medical attention for his

I
at C rippled before he heals to Mauled, and so on. wounds. If neither is tended to, the character bleeds to death
before his critical wo unds overcome him.
lbt111:8-S111C0Ae
Bashing damage in volves injuries that do not pierce the
body, but simply bru ise it th rough a blunt attack such as
brawling combat, use of a Aat weapon or a fall. Bashing lbll:T'llllSfff UrMlD~
damage docs not require medical anencion. The wounds Health Level R ecovery T ime
eventuall y heal ()ll tht!ir own. However, serious injuries may
Bruised One day
have greater consequences. Your charc1c ter's vision or hear-
ing may uffer due to concussion; she may experience Hurt Three days
excruciating pain from internal bruising, or even lose muscle Injured One week
control in a la mb. Appropriate medical attention, whether Wounded One month
edge-related o r mundane, can negate some of these effects. Mauled Two months
Crippled Three months
Incapacitated Five months

a
._......... .......
a . ~~

The W orld o f Darkness is a deadly place. It was


before hunters were confronted with clte truth. Now
that they know monsters - raging beasts and linger
ing spmts - exist, the world poses a threat to body
'
and soul. The following systems present a variety of
ways in which characters can suffer harm, whether
physical o r men tal.

Derangements are behaviors that occur when the


mind ls forced to confront intolerable or conflicting
fee lings, such as overwhelming terror or profound
guilt. When the min<l ls foced with impressions or
emotions thaLir cannot reconcile, it attempts to
ease the inner turmoil by st imulating behavior
such as megalomania, schi zophrenia or h ysteria
m provide an outlet for the tension and stress
rhac rhe conflict generates.
The mental stress that hunters suffer,
thanks to rheir very existence, makes them
highly prone to derangements. lndeed, many
imbued think them elves delusional the mo-

' ment they first witness the supernatural, and


chey certainly question th eir own sanity when
rhe world seems monstrous. The first days and
weeks after being imbued prove ch e h ardest, as
hunters seek to come to grips with who they are. I
Ir's only when they discover o thers who see the
same and can sympathize that some relief comes.
But it's short-lived, for the existence of other
hunters only proves tha t the world is monstrous.
Even ifo hunter can reconcile the voices and
signs h e experiences, th e creatures he perceives
and the Jisrurbing nbiliries he possesses, his
facu lties must still contend with the hunt. Wit
nessing the depredations of monsters is enough
ro drive rhc sroutesl of the imbued mad. Grisly
murders, rerrifying magical displays and the ( fre-
quent) seeming futility of the war can drive
hunters over the edge.
I And if a hunter endure~ all this hardship
with even a mote ofsanity intact, all his resilience

I can ultimately seem for naught. The truly accom-


pla~hed among hunters, those who achieve high
Virrue scores, seem to spiral away from normal
human thought processc . The hunt takes on new

I meaning and purpose for them - directions chat

'
other, less immersed h unters cannot fathom. Hunt
ers who achieve chi) intensity manifest a ,ariety of
derangements, perhap lb what remains of their
minds tries to cope with apparently otherworldly
visions and concepts.
............i:lll--
2

"Lesser" hunters speculate that the Heralds cake direct peaceful, or keeping undesirable individuals from a place. A

' control of such extremist imbued. Others claim these fanat-


ics truly undersrnnd hunrers' mission, and che knowledge
drives them mad. It's no consolation for hunters who remain
co rcaliie that beina lucky enough to survive the mission can
ulcimarely cost one's humanity itself. Fortunately, such
fringe elementi. seem just as uncomfortable around "stable"
compulsion is an action or sec of actions that an individual
is driven to perform to soothe his anxieties: placing objects
in an exact o rder, conscantly checking co malce sure a
weapon is loaded, praying every few hours co give thanks for
surviving that long.
If you r character has an obsessive or compulsive de-
hunters. These people simply fade from hunter circles alto- rangement, determine a sec of specific actions or behaviors,
gether, pursuing whatever bizarre agendas and objectives as described above. Your character follows chem to the
chat they conjure. At least, that's what appears to have exclusion of all else, even if they interfere with the mission
happened co the few extremists who made noisy exits from or endanger his life or others' lives. The cffocrs of obsessive/
the hunter subculLUrc. compulsive behavior can be negated for the course of one
Hunters gain derangements when thei r Virt ue scores scene by spending a temporary Willpower point. If a hunter
reach 7 and higher (see Virt ues, p. 127) . Others can gain is forcibly prevented from adhering to his derangement, he
derangements when subjected to intense terror, guilt or may lose c.:ontml amongst enemies or allies and attack either
anxiety. Further examples of derangement-inducing events (or both) indiscriminately.
include killing a loved one in battle, being tortured or
watching fellow hunters fall co the supernatural in par-
Mull ruPmsol!Aurirs
ticularly grotesque ways. Generally, any experience that The trauma that spawns this derangement fractures
causes intense and unpleasant emotion or that thor- your character's personality into one or more additional
oughly violates your characte r's beliefs o r ethics is severe personas, allowing her co deny her trauma or any actions the
enough to cause a derangement. The Storyteller decides trauma causes by rlacing the blame on "someone else." Each
whether your character suffers an ailment, and decides personality is created to respond to certain emotional scimuli
which he receive~. choosing (or creating) o ne appropri- -an abused person might develop a tough-as-nails survivor
ate to your character's personality and the circumstances personality, create a "protector," or even become a murderer
of the event that cause the disorder. to deny che abuse she suffers. In most case , none of these
personalities is aware of the others, and they come and go
le must be noted that people who are "cra.ry" are neither
through your character's mind in response co specific situa-
funny nor arbitrary in their actions. Insanity is frighrening co
tions or condinons.
people who watch someone rage against unseen presences or
hoard rotten meat co feed co monsten.. Even something as You and the Storyteller must agree on how many and
harmless-sounding as talking to an invisible rabbit can be what kind of personalities develop, and the situations that
disturbing to observers. (Is it any wonder that normal people trigger their dominance. Each personality should be rel-
rake all hunters for madr) evant to the trauma that causes it. Noc only is each personality
distinct, but in the case of hunters, different personalities
The insane, however, respond to a pattern only they
might believe themselves co be normal humans, followers of
know, stimuli chat they perceive in chcirown minds. To
ocher primary Virtues, the Messengers incarnate or perhaps
their skewed perceptions, what happens to them is per-
even monsters.
feccly no rmal - LO them. Your character's derangement
is there for a reason, whether she saw he r own ch ildren I luncers with multiple personalities can manifest differ-
devoured a live, or she begins to bel ieve that h umanity ent Abilities or pcrh<lpS increased or diminished Conviction

I
muse be culled co diminish monsters' feeding stock. for each identity, bur it is the Storyteller's responsibility to
determine the specific derails.
What stimuli does her insanity inflict upon her, and how
docs she react ro what happens? Work with the Story- SC11Zlf!llDIM
teller to c reate a pattern of provocations for your Conflicting, unresolveable sets of feelings and im-
character's derangement, and then decide how she re- pulses can cause you r character en develop schizophrenia,
acts to such provocation. which manifests as a wi thdrawal from reality, violent
Derangements arc a challenge to To lcplay, but a little changes in behavior and hallucinations. This derange-
time and care can result in an experience that is dramatic for ment is che classic sore, causing victims co talk to walls,
all involved. imagine themselves to be the King of Siam, or receive
murderous instructions from their pets. Hunters who
Olsmmi~
tum to conventional medicine for help are typically
The trauma, guile or inner confl ice that causes this
diagnosed as schizophrenic. Hunter~ rhemsclves some-
derangement forces your character co focus nearly all of his
times have difficulty recognizing the schizophrenic
attention and energy on a single repetitive behavior or
among their allies. After all, many hunters perceive
action. Obsession relates to an individual's desire to control
themselves apart from mankind, they hear voices and
his environment- keeping clean, keeping an area quiet and
they see walking evil.
who do not deserve the power they have, and so must be

'
Roleplaying this de range ment requires careful
though t, because you must determine a general set of made weaker. This belief extends co everyone, including
behavio rs relevant to the trnumo thM causes the condi- your character's immediate allies. This derangement lends
tion (becoming a mo re dedicated hunter can counl if an extra die to all of the victim's Willpower rolls, due co
J oing so means denying previous or commonly accepted her towering sense of superiority. .
values). Hallucinatio ns, bizarre behavio r and disem Hvmn
bodied voices stem from a terr ible inner conflict that A person in the grip of hysteria is unable to control her
the individual cannot resolve. Establish a firm idea of emouons, suffering severe mood swings and violem fits
wha c that conflic t is and then rationalize what kind of when subjected to scress or aruciecy. Fo r hunters, chat can be
behavior it causes. all the time. Decide on a particular circumstance that
Hunters with this derangement are unpredictable and triggers your character's episode: the presence of children,
dangerous - even more so than usual. In situations that contact by the Heralds or perhaps open flame.
trigger a hunter's inner confl ict, a point of Conviction can You must make a Will power roll whenever your charac-
be lost until the episode passes. ter is ~ubjected to this brand of ~cress or pressure. The
PAWOIA difficulty of the roll is usua lly 6, Increasing to 8 if the stress
Your character believes that he r misery and insecurity is sudden or especially severe.
tem fro m external persecution and hostility. Paranoids MANt-Dmrssot
obsess about their persecution complexes, often cri::ating Manic-depressivessuffer from severe mood swings, some
vast and intricate conspiracy theories co explain who tor times resulting from severe trauma or anxiecy. Victims may
mencs chem and why. Anyone o r anything perceived to be be upbeat and confident one moment, then unconaollably
~one of chem" might be sub1ecccd co violence. lethargic and pessimistic the next.
Commicced hunters arc ofcen classified as paranoid, but Humers with this derangemen t a re constantly on a
they have good reason for being rhat way. Paranoia about hair trigger, never knowing when the next mood swing
monsters stalking your chomcter docs not classify as this will strike. Whenever you r character fails a task, the
de rangement, unless your character rakes every hunter's fear Storyteller has rhe optio n of making a secret Willpower
m a new level. Perhaps his o bsession leads him to sacrifice roll (difficulty 8) . If the roll foi ls, your character lapses
everything he has and everyone he knows to fighr his Into depression. Additionolly, your hunter goes inco de-
pursuers. Maybe any cost ofhumon lives is worth the chance pression whenever o ne of her rolls botches, or if her
to strike at the enemy oppressing him. W illpower ever drops below two. The Storyteller should
A hunter who suffers fro m paranoia has difficulty with roll a die co determine how many scenes your character
Social interaction; the difficulties of all such dice rolls remains depressed, keeping the number a secret.
increase by one. Yo ur cha racter is distrustful and wary of A hunter in a depressive state loses a point of
everyone, even hunters alongside whom he was imbued. Conviction (to a minimum of 1) for rhe du ration of the
The slightest hint of suspicious behavior is enough to mental episode. Upon emerging from che depressive
provoke a Will power roll to retain conrrol, with the diffi- state, the character is energetic, relentlessly upbeat and
culty relative to the degree of the behavior. Examples of ac ti ve (obsessively so) fo r a number of scenes propor
"them" beyond monsters are fellow huncers, the Messen tional to the time spent in depression. W hen your
gers, or human authorities, whethei!" corrupted or untouched character is in this manic state, the difficulty of all
hy the supernatural. Will power rolls is reduced by one.

t fl\GAI..,.
Individuals wit h this dera ngement a re obsessed wi th
accumulating power and wealth, with salvi ng their inse
f~
Victims suffering from fugue experience "blackouts"
and loss of memory. When subjected to a panicular variety
I cunties by beco ming the most potent individuals m t heir ofstress, your character begins a specific, ngid set ofbehav

, environment. Your character is invariably arrogant and


supremely sure of her abilities, convinced of her o wn
inherenc superiority. The means of achieving such status
iors to remove rhe stressful symptoms. 11us syndrome differs
from multiple personalities; an individual in the grip of a

~I
fugue has no separate personality, but is on a form of
'i can take many forms, from devious conspiracies to out "autopilot'' similar to sleepwalking. Decide on the kind of

1
righr brutality. Any Individ ual of equal o r h igher status circumstance or exposure that triggers this state: t he death
th<rn your character is perceived to be "competition." of a defenseless human, confrontation with a specific sort of

'
Hunters with this derange ment struggle constantly creature, confinement.
to rise to the height of po wer and influence, by any means Make a Willpower roll when your character is sub
necessary, whet her against monste rs, fellow hunters or jected to the appropria te extreme stress o r pressure
the defenseless. In a megalomaniac's view, there arc unly (difficulty 8). If the roll f:uls, you must roleplay your
two classes of people: those who are weaker; and those
characcer's tranceli ke state; otherwise, control of your
I c haracter passes to the S toryteller for a num ber of scenes
equal co che roll of a die. During th is period, the Story
teller may have the c haraccer act as she sees fit to
remove the source of the stress. At the e nd of the fugue,
your c haracter "regains consciousness" with no memory
of her acuons.

Diseases ravage the World of Darkness. Sadly, nor


mat peo ple are their primary victims. Hunters are exposed
to disease constantl y - an occupational hazard when
blood, rotted flesh a nd ichor scart ro fly. T angle with a
bloodsucke r carry ing HIV and the mortal hunter
risks infecrlon . T a ngle with a walk ing corpse that
died of who-knows-wha t and the mortal hunter
risks infection . Some night-creatures may even
knowingly infect humans around th em!
Ocher d iseases - including ebola, cancer

I caused by exposure to radiation , or even a simple


cold-can also affect hunters. The Srorytellcr can
use the threat of infect ion as a plot device to
increase tension and introduce socially relevanc
copies co a scory. S he could introduce biological wa rfare
and serial killers using disease as a weapon co cake danger
to new heights. Moral issues could a rise as characters face
unwitting disease carriers, or deal with che infection of a
friend, family member or fellow hunter.
Characters with appropriate training can research
imtidote and cures for diseases. Pe rhaps the "disease"
chat drives people co drink blood or tha t keeps their
bodies alive after natural death can be undone. Although
finding a c ure for HIV should not occur within the
frame work of your game, an Intelligence+ Medicine roll
(difficulty 7) can allow your charac ter co dececc the
presence of HIV, hepatitis or ocher diseases, assuming
your characte r has access to the appropriate equipme nt
and a sample of the victim's blood. Developing a cure can
rake hours, dHys or years. Developing an antidote is an

I
extended actio n (Intelligence/ Wies ~ M edici ne), with a
goal of I 0 or more successes depending on the elusiveness
of the ailment. The difficulty may vary as well.
I( your characte r suffers from a d isease, she may cake
damage over cime based on he r rate of dege neration, her
Stamina and the n:1turc of the disease. The Storyteller
determines how often your character muse face damage
from the disease. and how ma ny dice a re rolled in the
d isease damage pool. Your character may resist thac dam
age using a soak roll, though the difficulty of the soak roll
may increase over time as the disease works its way
chrough you r character's body. Extra successes on the
soak ro ll ma y buy your character time, or even put the
disease into remission, at the Storyteller's d iscretion.
Talk on the net has it that those few hunters trained
in recognizing and curing diseases a re working on one to

....~... ~~ ..~~1-- a
--jl:i-illll
2

fight bloodsuckers and ocher creatures. The ethics of intro-


ducing a disease co kill a parasite may be dubious ac best.
H ealth Levels/furn Electrical Source
Would an infected human vessel be required co release the
contagion r And who knows what effects the disease mighr One Minor; wall socket
have on people? Two Major; vehicle battery
Three Severe; protective fence,
Junction box
Some of the creatures that hun ters stalk don't seem to Four Facal; main feed line,
need nino survive. Hunters do. Your character can drown if subway rail
submerged completely, held underwater or if a swimming
roll botches and the Scoryccller is cruel (see Swimming, p.
184). A hunter can hold her breath as indicated on the XPf.OSMS
fo llowing chart:
A hand greMde con go a long way toward slowing down
that shambling hunk of rotting flesh. Then again, maybe
not. Any m1mbcrofexplnsivedevices might come in handy,
Stamina Holdmng Breath such AS pipe bombs, plastique, dynamite or even fireworks.
I 30 seconds Some of these do little more than start fires, others have
2 One minute concussive and even shredding effects, and some may turn
3 Two minutes monsters into walking infomos. Chanicters may use explo-
4 Four minutes sive. as weapons against their enemies, or they may use the
5 Eight minutes devices to break down a door or open a safe.
The Storyteller must remember that these weapons
aren 'c w1del)' available, <1nd many of them arc strictly illegal.
The Arscn.11 Background (p. 120) at sufficient level is
Wil Ipower can also be spent co continue holding breath; required co have personal access to explosives. The Re-
each point gmnts another 30 seconds if Stamina is 3 or sources, Contacts, Allie~ or Streetwise T raic:s might also be
lower, or another full minute if Stamina is 4 or higher. combined to acquire these weapons.()( course, hunters can
When your character can no longer hold his breath, he always ~teal what they need. What do some hunters care
beJ!ins ro drown or suffocate, as appropriate. A drowning about the law when the police are ignorant of- or party co
hunccr suffel') one lethal health leve I each rum. This damage - the true evils of the worldr
cannot be healed with hunter powers until the character is out Your character may throw explosives, such as grenades
of the hostile environment. When your character reaches or pipe bombs, or set them in a stationary location and wait
Incapacitated, he dies in one minuce per point of Stamina. for the carget to pass, as in the case of timed or triggered
bombs. If your chamcter throws an explosive, roll Dexterity
{U:ClliOCUY QI + Demo Ii tions/ A th le tics rode term ine whether she places it
Electricity does nasty things to humans. Considered where she intends. If your character sets the bomb with a
lethal damage, an electrical shock can kill a hunter. If your timer or trigger, roll Dextcrlry +Stealth co actually put it in
characrer cnmes In contact with a source of electricity place without being detected. Then roll Wits/ Intelligence

I
without llpproprh.nc insulation, she takes damage. The Sto- + Demolitions to dererminc whether she configures and
ryteller may ask you to roll Strength ( difficuky9} to determine detonates the bomb correctly. A botch while using explo-

t whether your character can pull away from the current.


Armor does nor protect from electricity, though certain
orher precautions such as grounding might. Your Scoryteller
sives may pur a grenade ar your character's feer or may
detonate a bomb during clllp.
A grenade or bomb has a damage pool as indicated on

' has Ona I say on whether your character's rubber-soled boots


help at all.
The following chart shows the amount of damage deliv-
ered based on the source of the electrical shock. Your
character may suffer permanent damage if she falls to Inca-
the Explo 1vcs Chart. That number is the damage inflicted
at ground :ero. Reduce damage by one die for each yard chat
a potential victim stands from the epicenter. Extra successes
achieved man explosives anack roll (whether thrown or
set) do not increase the amount of damage done; ground :ero

,
I
pacitated as a result of electrical shock. The results may be is simply more deadly than are the fnnges of the blast radius.
impairmenc (loss of Physical Artribuces}, permanent memory Dodge rolls versus explosives are at + I difficulty.
loss or brain damage (loss of Mental Attributes), or disfig- If an explosives attack roll misses, you probably want to
urement (reduced Appearance). The Storyteller decides determine where or when the explosion takes place and
~ whether your character's injuries are this severe. whom it docs affect, if anyone. The intended target is
assumed to be ourside the blast radius. In the case ofa thrown

I
explosive, randomly determine a direction from the target in

'
Cena.in armor types may help your character resist
which 1he blast occurs. In the case of a set explosive,
determine how much time passes before the charge does
bashing or lethal damage, at the Storyteller's discretion.
Modifiers may also apply based on where your character
I
explode, 1( at all. Watch out; ~our character or bis allies lands; concrete hurts a lot more than water, depending on
could wind up rhe unwining victims. the altitude of the fall. The numbers on the chart assume a
Most explosives Inflict lethal damage unless stated hard surface awaits.
othenv1se. Armor may protect ag:unst impact, but not nec-
essarily against burning.
The Explo~ivcs Chart details a few weapons. Many FAU11:D._
variables play into the effects o( an explosive, so the chan
Feet Save Roll Difficulty Damage Dice
offers only broad suggcbtions regarding these devices.
10 Dex + Athletics 7 2 (bashing)
20 Dex + Athletics 8 5 (bashing)
, .30 Dex + Athletics 9 10 (bashing)
<
fo1.os1vrs CNAlrr 40 None 10 {lethal)
Type Damage Conceal 50 None I 0 (lethal)
Example 60 None 10 (lethal)
Incendiary* 4 p
Molotov Cocktail
Concussion 8 p Fe
Concussion Grenade The nature, extent and temperature of a ftre all affect
Shredding 10 p how desrructive it is to your ch aracter'~ body. The greatest
Shra~l Grmoik danger arises when hh clothes ignite and he continues to
Single Destructive 15 p cake damage even after the initial flame attack. Stop, drop
Srick of Dynamu~ and roll! Your character takes damage automatically in
High Explosive+ every tum char he remains in contact with the fire, until he
20 Variable
escapes or extinguishes the blaze. (No "attack" dice are
Pla.sriq~
rolled for fire; health levels arc simply lost as ifsucc.es.5CS had
Incendiary devices lj!nite the ta.rget (see Fire, below). been rolled.) f ire causes lethal damage; your character may
Damage Jel1ver~"tl by the explosion 1s bashing, though
nor soak it.
damage causc:J hy the fire is lethal.
*Concussion explosives deliver bashing damage and knoclc
the target down (see Knockdown, p. 197). Health Lcvclsff urn Size of Fire
+Timed llr rriggercJ bombs that hold a variable amount of
dynamirc. plas1lque or other explosive cause damage ro One Clothing or hair on f'tre; body parr
$urrounJingmucrures unJ i!Jniteflammable materials, which exposed to torch or similar small fire
cmnplicares Jamngc. The flgures listed arc suggestions only. Two Bonfire; half the body exposed to
extensive flames
Three Inferno; entire body engulfed in

I
fAtUll: raging fire
Hunters who chase their prey up fire escapes or from
roof top to roof top must be prepared for the consequences.
Your character might walk away from a short fall or never
walk again after a long one. The chart below lists the number
of damage dice your Storyteller rolls. If your character falls A poisonous or intoxicating substance ina oduccd into
30 foci or les~. damage can be diminished by grabbing the body limits your character's ability to perform - at best.
outcroppings or cumbltng upon impact. Make a Dexrerity + At worse, it kills him. It's impossible to discuss every poison
or drug chat your character mi$!ht be exposed to, but the list
Athletics roll against the difficulty listed on the chart. Each
below offers direction on how to handle various kinds.
success on this roll reduces the damage dice pool of the fall
by one. Any remaining damage successes are bashing; you Hunters arc human and can easily become addicted to
can make a soak roll. If your character falls more than JO feet, a drug or might even develop an immunity to a poison. The
no amounr of acrobatics helps, and damage is lethal; its terrible burden o( recognizing evil personified is enough to
effects cannot be soaked. drive anyone to pleasure wherever they can find ir, no matter
how self-destructive. Some hunters convince themselves
that they can do their job only when drunk or high. Others
-1&.....~~llillFs_.
are so disciplined, so focused that they believe repeated
ex~urc to drug~ and poisons - among ocher abuses -
makes them srrongcr for the rc~ultanc resistance.
Alcohol: You subm1cr one die from any Dexcerity,
Pc:rcep1iu11, lmclligence or Wies dice pool for every drink
your character consumes wi thin an h our. Thiseffeccfadesac
the race of o ne die per hour umil all the alcohol is purged
(Three players gather together on a Friday night co
continue the story tht>y began the week hefure. Their char-
acters (Marilyn, Kara and T ony) have been investigating a
series of disappeara nces. They follow clues that lead them to
a carnival passing through the outskirts of the ir hometown.
'
from your character's system.
The characters agreed to stake out the carnival in the
Marij uana: You lose one die fro m any Dexterity, previous session. When they mrive, they split up co cover
Perception, Intelligence or Wits dice pool for every hit your mo re ground, but plan to meet agai n near the Ferris wheel in
characte r takes fro m a joint o r bong within an hour. This an hour. The Storyteller talks out downtime events with
effect fades completely a[\ hour after the last coke, unless each player and pauses to begin roleplaying when something
your ch nractcr continues to "medicate" himself. interesting happens to one of the characters.]
Hallucinogens: All dice pools lose one to three dice
depending on the srrengch of the hallucinogen. Your char- Marilyn used to know how to enjoy herself. She used
ncrl~r may experience confusing, frightening or enraging co enjoy listening co m hers' laughter. Now she just
hallucinations, although he may ma nage ro realize that rhey wishes they'd all shut the hell up. She can barely hear her
cxisr In his drugged mind only (lncelligcnce + Streetwise/ own rhoughts amid the cacophony of the carnival. The
Empathy, d ifficulry of 6, with the one to three dice penalry tinkling music from the carousel, the clamor of talking
in place). Depending upon the nature of your character's and cries of w,>nder, the children screeching, the screams
"crip," you may actually gain dice in a pool for a relevant from the rides and the calls of the barkers all encroach
T ra il t hat'~ e nhanced by the experience. The effects lase for upon her attention. She needs to stay alert, but it's
(8 minus Stamina) hours. difficult in thi~ gra ting din.
The nmmas of sugar, hot dogs and animal dung
Cocaine/ crack/ speed: Your character may experi- linger in her nose to rc~usc 1tatc childhood memories. A
ence a +I increase in Strength or S tamina, though he also glimmer of thnt same old excitemem tickles her spine,
may become edgy a nd paranoid. The Storyteller bases che but then an ecne man ~s through her peripheral
effect~ of the drug o n the volume that your character cakes, vision, and the fcehng dies as quickly as it came. She
how pure 1r is and on your character's state of mind. watches him walk b), holding her breath until it bums.
Heroin/ morphine/ barbiturates: Pain subsides, but He conunucs on wirhouc so much as a glance. He's just
your character cnceri. a dreamy state for (8 min us Stamina) another of the ignorant masses. Marilyn breathes again.
hours. All dice pools arc reduced by rwo dice during this time. He r boots sinking mto the littered mud, Marilyn
Salmonella (food poisoning): Your character becomes stakes out the crowd. She pays to sec the snake-man;
ultimately, another normal person, despite his impres-
nausciucd within an hour of eating and suffers one health
sive tongue. She pays to ride through the haunted house,
lcvd of bashing damage. I le loses one die from all Dexterity and searches for anyth ing chat may h ide irs identity
and Strength dice pools for (8 minus Stamina) hours. am()ng the a rrificial horro rs. Growing discouraged that
Poison: T he nature and strength of the poison deter- she's wasting her time, Maril yn buys a weak lemonade
mines how much damage your character suffers. As a general and a greasy hot d<>g - the first "meal" she's had all day.
rule, your character takes from one to three levels of bashing Standing beside a faded candy-cane-colored tent, she

I
damage per scene or even turn (depending on the imensity of lighcs a cigarette and discovers that trouble doesn't
che poison). The effects last and damage continues to accrue always hnve ro be searched out.

t uncil the poison wears off or an antidote is provided. Some


poisons such as acids and chemicals may deliver lethal damage
if they bum the mouth, esophagus o r stomach.
"You're a pretty lady," a small voice says. It comes
from the darkness between the tents.
Miirilyn spots an aniielic child, a little boy with a

'
hcan shaped face. Feeling little enthusiasm, she eventu-
l'ara?Arlllrrxnae ally replies, "Yeah, thanks." She cries to force her facial
muscles intoagho rof a smile and offers, "You loser' Her
Extreme heat o r cold has an adverse effect on your cigarerre Ila res llfits own accord, the fire catching a seed.
character. It may reduce his Dexterity, Strength or e ven le dmws Marilyn's eyes, but only for a momen t. Nothing
affccc his mental acu n y by reducing Wies. Under che worse unusual here.
conditio ns, it deals d amage. Frostbite, h ypothermia o r heat
exhaust ion have dire consequences. The Scoryceller can (The torytcller makes a secret roll without telling
represent extreme weather conditions through reduced anyone why. He wants to find out how alert Marilyn is to the
J1ce pools, increased d ifficulties o r even the accumulation boy, bur he doesn't want to give anything away if the roll
of damage. should fail or botch . He rolls Marilyn's Perception+ Alert-
J ness versu~ a difficulty of 8. He puts six dice into his pool

I
from her Perception (3) and Alertness (3) and rolls 2, 2, 5,

- .. . --- ------
8, 8, 9 - three successes. The Storyteller describes how
II Marilyn gets a strange feeling from the ch ild, a niggling fear.] she's nor supposed to handle these things alone. But, if she
refuses, they could lose the kid, o r worse, the kid could
grab someone less prepared co deal with the....
The little boy shakes his head. Flashing red and blue
lights strung nearby cast soft hues onto the boy's whice- Marilyn shakes her head ro escape the awful visions
blond curls. 11 is cupid's-bow lips curve up with the kind emerging in her mmd. Unwillmg co risk losing chis
of smile that snakes give as a salve to future wounds. potential lead, she goes with the boy. She can handle ic.
Right?
Marilyn frowns. Nm even she can explain why, but
something strange and surreal in the child's large, blue The boy sniffles, pulling Marilyn into the tent, into
eyes makes her spine tingle. She gla nces around for her the darkness.
companions, Kara and Tony, but they're nowhere in "It's okay," the boy encourages. ''You'll understand in
sight. She Jebates whether she's in danger, looks down a minute." He smiles Mppily, his cearsdrieJ up. PuJlingaside
at the kid again and feels her courage swell. He's just a a flap, he precedes her inside, rugging her along.
little boy. Marilyn leans in across the threshold, refusing co
Marilyn manages to put a smile on her face and ask. enter any further.
"What's your name?"
"Satan."

'
[At this point, the Storyteller give:; Kara and Tony's
Marilyn blinks. Her courage falters in her sromach, players a chance for their characters to see Marilyn disappear
threatens co desert her. "Don't be silly," she growls to with rhe child. He allows Kara's player an automatic success,
herself as much as to the boy. as she has seven dice in her Wits ( 4) and A lerrness (3) pool
The little boy shrugs carelessly, "Don't believe me. (the difflculry he chose was only 6). Because he knows Kara
I don't give a damn." will cell Tony, chc S1oryreller doesn'r bother co make either
player roll. Kara notices Marilyn going with the boy.
[The Storyteller makes another secret Perception roll for !Taking Kara and Tony's players aside, rhe S toryteller
Marilyn todctcnninc whether she notices any other pertinent asks rhcm whac their characrers do. They head toward the
information alx1ul the child's demeanor. The Storyteller tent. I le describes the discancc co the tent aml promises to let
forms chedice pool from Marilyn's Perceptaon +Alertness and them know when rheir characcers arrive.
sets a difficulty number o( 8. He gathers a dice pool based on (The Storyteller then asks Marilyn's player to make a roll
Perception (3) and Alertness (3). and rolls 2, 4. 4. 6, 7 and 9 using her Willpower score versus a dtfficulcy of 6. The player
z.
-one succe . This minimal success gives the character only
rhc most obvious information about the child.)
gathers six dice and scores 3. 5, 6, 8 and 8 - three
successes. Marilyn has enough courage to face what she finds t
in the cent.)
Marilyn studies the boy curiously, guessing that he
can't be any older than eight. His brown pants and green
sweatshirt fit him well. They're clean. Mud clings co his An oppressive darkness looms inside the tent. As
white tennis shoes, bur then her own boots are covered large as a two-car garage, it smells of kerosene, hay and
with the muck, too. The logo on h is sweao;hirt reads, dead skin. Marilyn blinks hack the dots before her eyes
"Jesus Loved Mc, Once." as she tries m acclimmc her vision. She feels the boy's
hand slip from hers and has the sudden urge to run. Her
"I'd better go," Marilyn announces.
rational mind fights back the panic, and she chastises
"No!" complains the boy. "You gotta come see my herself for her cow:irdice.
mama." He reaches for Marilyn's hand, his small fingers "Mama?" The lirclc boy's voice comes from some-

I
grasping. "You got col"
where in the darkness.
From the far side of the tent a new, feminine voice
(The Scoryteller states the child's incemion co take responds, "That you, my little angel?" Marilyn rums
Marilyn by the hand and, rather than roll dice for it, toward the voice. Its deep rasp lends credence to the
Marilyn's player agrees to go along for now, roleplaying the boy's claim that his mother is ill.
moment for dramatic effect.) "Yeah, mama. I brought a nice lady for you." The
boy's tone sings with pride.
With a shake of her head, Marilyn tries half- "Oh, you are my darling boy. Light the lamp, will you,
heartedly to pull her hand away, but the child refuses ro so I can look at hcrr A moment later, the boy lights a
release her, using both hands to rug he r coward a tent. match thac illuminates his face with a warm, orange glow.
"It'll only cake a minute, I promise!" the boy whines. He lifts the globe to a kerosene lantern and couches the
"My mama. .. ~he's very sick and I promised I'd bring flame co the wick. The lamp flickers its glow in a wide
help. Please! You gotta come see." T cars fill his eyes. circle, bringing most of the tent's secrets Imo view.
Marilyn's brow knits as she stares at the child Marilyn's eyes n:mow as she takes in her surround-
suspiciously, resisting as she decides what to do. She ings. A chick pole rises in the center, supporting the
scans che area, but her companions are still nowhere to arcked roof. Brightly colored silk scarves decorate it,
be found. She knows someching's not right. She knows swayingslightly man anonymous breeze. The impromptu
~-)1$. ._IWJ:llliililFtzllill-

'
living room hascouchcsandscrtees, piles of cushions and "Oh, darling, please," the woman coos patronizingly.
low coffee tables, all carefully arranged on che hay- "You're being h~ tcrical. He's just a very... friendly man."
covcred earth. In che soft lighting, the furniture has an
otherworldly feel: frm~ed upholscery and casseled cush-
ions of nch ruby, emerald, gold and sapphire. Marilyn has (Advancing evenr.s lnto combat turns; the Storyteller
the sudden sensation that she has stepped bade ro a asks all players to make initiative rolls for their characters. He
different time and place. where sheiks rule their subjecrs rolls for each of his three characters (the man, the boy and the
with murderous glee. For a moment, she almost believes mother), as well. Marilyn's player adds her Dexreriry (3) +
that ifshe turns around and leaves she'll step into a desert Wits (3) to gee her initiative rating.She then rolls one die and
of shifting sanJs. gees a 4, which she addsco her initiative rating for a tocal of 10.
A shadow ripple in the far comer where the light Kara's player rolls and adds chc resulting 6 to her iniriative
doesn't reach. rnting of 7 - Dexterity (3) + Wits (4) - for a total of 13.
Swallowing, Marilyn asks tentatively, "Youc son says Tony's player adds h Is initiative rating of 6 to his die result and
you're ill ?" She takes a step forward. A few feet inside won't gers n torn I of 9. The Storyteller's characters go on 12.
be coo dangerous. Tht~ exit is right ;ir her hack. [The players declare their actions in reverse order of
A deep chuckle rises, and the other woman an- initiative. Tony's player announces that his character breaks
nounces huskily, "ls that what he said? Well, yes, I into a run co ger ro rhc tent faster, as he still hasn't reached
suppose thar's one way of looking at it." The little boy's it. Marilyn attempts 10 gee to the exit. The Scorytellcr
giggle must please his mother, because she laughs with decides that rhe man attempts to grapple Marilyn again. Ar
him. "I try not co fret about it coo much. There's nor chc same time, the lirrle hoy tries to knock Marilyn down.
much I can do at this point. I'm lucky co be ... alive." Kara runs as well, bur circles ro the othersideof che rem from
Marilyn's hackles rise. She changes her mind abouc Tony. T11c Sroryrcllcr reminds all players that Kara and Tony
the whole situation. Taking a step back into the rriangu- don'r know wha1's going on in the tent, but agrees that
lar doorway, she slips a hand into her pocket and offers, caution 1s appropriate.
"I'd hettcr he going. then. I'm ... meeting someone." !Karn and Tony are only moving, so the Sroryt.eller
"'No you're not," the throary voice purrs. "You came allows them co approach the tenr unhindered during che
here alone and now you're afraid. Why are you afraidr' resolution phl\SC.
"I'm not afraid.,. rNext. the Storyteller characters acc. The man and boy
gang up on Marilyn. Her player decides co forego her action
"Yes you are. Don't try to lie to me. I can smell your later m the iniuative queue in order to defend against the
fcar." The sound ofsniffing and a pleased sigh come from
man, and she makes a succe ful Willpower roll rodo so. The
rhc obscured corner. "Don'c worry. I won't eat you." Scoryteller won't let her dcfond against che boy as well,
A shuffle of hay behind Marilyn alens her to the because Marilyn is too intent on the first attacker. They roll
presence of a third person. She cums to see a large man again, just like before. The resisted action roll results in
wearing denim overalls and a red-flannel shirt. His ragged Marilyn dodging the father's lunge again.
hair fringes down from a bald spot, and his eyes have a [The boy tackles Marilyn, but the Storyteller doesn't
limpid emptiness. He blocks the exit, towering over her. make it a resisted roll. He needs only a single success on a
''Daddy!" cricsthc little boy, pleased. The man gives Strength + Brawl roll. The boy succeeds in his knockdown
no resronsc, and Marilyn wonders if he's even aware of attempt on Marilyn. The Storyteller chen rolls the boy's
the boy. Strcngrh + l (3 ), difficuli y 6, to determine whether the boy
"Oh, wonderful," hisses the mother happily, "we're docs any damage. The Storyteller scores 2, 6, 9 - rwo
all here." successes toward hashing damage.

I
The man smiles mindlessly at Marilyn. His bulky [Marilyn's player may attempt to soak the damage by

t arms rise and spread, aimed at wrapping around her.


Marilyn thinks she cries, "No!"
rolling a dice pool equal to her Stamina (2) versus a difficulty
of6. The player rolls 4, 7. The one success is removed from the
damage total, so Marilyn's player marks only one level of

'
(Marilyn's player must make a resisted roll versus the damage on her sheer. She pursa "f' in the box next to Bruised.)
~ torytetler to determine whether Marilyn can dodge the
lunge. The Smry1eller rolls Dexterity (Z) +Brawl (Z) for the Meaty hands reach for Marilyn as the hulk pursues
chamccer, while the player rolls Dextcricy (3) +Dodge (2). her with single-minded determination. She edges around
Both roll versus a J1fficulcy of 6. The Storyteller scores 3, 3. the couch. keeping 1t between them until a solid push
4 and 5 - no ucccsses. The player gets 3, 4, 5, 7 and 9 - from one side o;cnds her sprawling on the floor. Blinking,
two successes. Marilyn manages to dodge.] Marilyn looks up mto angelic blue eyes.

, I
"You'rea bitch," the boy announces, plopping down
Marilyn stumbles back and pushes an ornate couch on Manlyn's chest.
between herself and her attacker. "What?" Marilyn gasps. The boy's father looms over
"Get th' fuck away from me!" she screams as an her. His mouth i~ open, drooling. He bas no tongue. He
initial line of Jefense. has no teeth. The black ooze of decay covers his palate

I
and drains over his lips.
[Everyone has raken an actions, so the Storyteller calls for

' rhc players co roll initiattve again. Each adds his or her initiative Marilyn screams. She shoves the boy off with all her
rating co one die todctennine ranks in the initiative queue. The strength, then delivers a solid kick co the farher's groin.
scores fall as follows: Kara (12}, Storyteller characters ( 10), Slipping in the hay, she crab-crawls backward, watching
T ony (9) and Manl~n (8). Marilyn's original initiative, 10, as the man doubles over. The sounds of the carnival seem
suffers a rwo-pom1 ~nalty because of her knockdown. disc;mt, like a famt mllb1C box.
[Marilyn's player announce~ her intention co scream,
auempt ro push chc boy off her and kick che father. T ony's
player decides char he slows down and sneaks aro und the ten t
"Bitch!" the mother growls. She has moved, unno-
ticed, co guard the exit. I
in hopes of overhearing something or finding rhc entrance. (All players roll iniriative again. The order th is time is
The boy and man try to hold Marilyn down while the mother Kara, Tony, Marilyn and the Storyteller characters. The
still remains uninvol vcd. Kara slows down as well and checks players announce their characters' intentions in reverse
ouc th e other side ()f th e cent. initiati ve order and then chc resolution phase begins. None
[In the resolution phase, the Storyteller a llows Kara to of che Storyteller characters do anything other than speak.
find the entrance flap co the tent first. He describes what Kara Marilyn distances hersel( and grabs rhe kerosene lantern as
sees when she pecks inside. On che Storyteller characters' a possible weapon. Tony finds Kara or che rent's entrance,
actions, n either the boy nor the man does anything, though drawing h er .44 M::1gnum and firing at the misshapen person
they will defend against Marilyn lacer. In order co reduce die standing over Marilyn.
rolls, the Storyteller allows Marilyn's scream as a non-action [The Storyteller asks Karo's player co roll Dexterity (3)
and asks her player co make a resisted Strength (2) + Brawl + Firearms (3) versus a difficulty of 6. She fires twice -
(3) roll, difficulty 6. The Storyteller rolls the boy's Strength multiple sh oes - and so reduces her pool by two. She rolls
(2) + Brawl (2), also agai nst difficulty 6, and his successes four dice for the flr~r ;mempt and gets two successes. On her
reduce the p layer's roral ~uccesses. Marilyn's player rolls and
scores three successes. The Storyteller scores none. Marilyn
s~ond roll, sh e reduces the pool by another die and rolls
three dice, garnering one success. The gun has a Damage
I
manages to push the child off her. rating of 6. Kara's ploycr rolls 13 dice in her damage pool (a
(Rather than make che player roll to determine whether
Marilyn can kick the father, the Storyteller opts to simply
total of 12 for chc two shms fired and o ne more die for the
excrn success achieved on rhe firsr attack roll). The damage
difficulty is 6. Kam 's player gets o nly three damage succes.ses.
I
allow it for dramattc intensity.]
The Sroryceller knows chat the carnival woman cannot soak
lethal damage,~ he places three "Xs" next to Bruised, Hurt
and Injured on her character sheet.

'D ...
m
~~ ...... ........ ..,~~ a
fScnsmg an impending finale, the Storyteller arranges [The Storyteller describes how the man and the little
the narrative ro make it dramatic, despice the order in which
acuons are resolved.I
boy arc caught in the burning hay and perish there with the
mother - assuming cheyJon'c rise again from even this end. I
The Storyteller agrees char Kara and Tony can drag Marilyn
The boy scrambles to his feet and runs to his from the rent and gee her home amid the chaos chat now
mochcr, "I med to pick a nice one, mama. Please don't permeates the carnival. Now that combat has come to an
be mad." end, he lees the player:. return co free roleplay. The characters
Frmen wirh horror, Marilyn watches as the woman talk and the Storyteller eventually announces that Marilyn
benJs 10 press purple, swollen lips to the boy's curls. The regainll consciousness.)
hand th ar strokes his cheek is missing cwo fingers,
knuckle bones extending beyond ragged flesh. Her red Marilyn awakens with the acrid smell of burned
nightgown drips down a body halted in its decay, breasts nylon, hay and manure in her nose. She opens her eyes,
melting and st0m:ich sagging. Maggots burrow in a sore cakes several moments to focus, and finally blinks up at a
on the cop of her fooc, writhing in che pool of putres- red-hnired young woman. Her throat bums and her lungs
cence they've created for themselves. The mother ache as she coughs hoarsely.
nurtures all her children. K::ira frowns, offering Miirilyn a glass of water. "What
Marilyn rolls co her feet and moves deeper into the the hell were you thinkin', going in there alone/"
cent. She holds the kerosene lamp in front of herself. Marilyn sits up to take the water.
Suddenly, two explosions resound, and the mother's "Leave her alone, Kara," Tony drawls from across the
body jerks aml jolts, exploding outward at the chest, room.
spraying chunks of rotted flesh and sending a fine misc
Kara cums co glare at him. The sway of her hair
of puss co cesc Marilyn's gag reflex.
reminds M11rllyn of lhe fire.
"Look, you back-assward idiot," Kara says, sounding
fThe Sroryreller asks Marilyn's player to roll Wies (3) + pissed, "she coulda gotten us killed." Her Brooklyn vow-
Srreerw1sc (0), difficulty 6, co determine whether Marilyn is els come out when she's pissed.
startled by the shots. Because Marilyn has no Streetwise "But sht- didn'r. clirl ~he?"Tony hii.s a way of making
Ability, she rolls only three dice in her pool. She botches, everything he ays sound like a slow declaration of
scoring I, 3, 4.1 mysrical rruch. He shifts as if the conversation is over and
his attention IS better directed elsewhere.
Startled, Marilyn drops the lamp. It breaks open and "I'm sorry," Marilyn apologtzeS quietly, voice rough.
fire spreads quickly across the hay. Chaos ensues. "It was JUst a kill. 1 figu red I could handle it."
"Mama!" che boy screeches. "Yeah, well you were wrong, weren't ya!" grumbles
The man turns slowly co watch as the mother ropples Kara. "I W1lS all th' way down by the Ferris wheel an' I
forward into the blazing hay. The fire spreads in seconds, could smell his sh it. Good thing I saw ya."
encouraged by the straw, kerosene and abundance of Marilyn glares up at Kara. "Look. Back off, okay!
fringes, tassels and canvas. Yeah, you saved my life. Thanks. But that doesn't give
"Fuckin' freaks!" growls a voice that makes Marilyn you che right co chew me out. You make mistakes, too."
wantto weep for joy. The ironyofKara'scurse is lost on her. Marilyn doesn't mention specifics, but both know what
she alludes co.
[Bue the drnma isn't over. T he Storyteller requests one Kara 1-1rowls and makes a fist, ready to retaliate when
last initiative mil from everyone. Once the queue is deter- Tony intervenes.
mined, he guides the plt1yers through the last part of the "Cuc Ir {1utl" Tony shouts. He stares them both
scene. The Smrycellers' characters take no offensive actions. down, then lowers his voice to a conversational tone.
Karn fires another few munds into the mother. Tony. seeing "Where there's one pack of rhose things, there's bound to
char Marilyn heads deeper into the tent, runs around to be more. Tomorrow night we go back to that carnival,
create an exit for her. As the fire spreads, the Storyteller and rhis rime, we stick together. Anyone who wanders off
makes Marilyn's player roll Stamina (2) versus a difficulty of alone dies alone."
6 to determine whether the character is overcome by smoke. "That's right ," Karn grunts at Marilyn. She points a
The roll fails.I
fi nger ar the ocher woman, "You just remember chat!"
Heart pounding, Marilyn covers her mouth and Marilyn lifts her hand in frustrated surrender and
rums away instinctively as she heads deeper into the sighs, "I got it. I got ir." She shakes her head and stands
tent. She searches frantically for a way out at the back carefully, ..I'II get on the computer and see what lean find

I wall. The fire crackles, spreading uncontrollably. Blinded


by the smoke, Marilyn runs her hands over the canvas,
claws her nail ac the seams and eventually falls to her
knee as her strength begins co fail.
Suddenly, a long kntfe stabs through the tent near
out about that carnival. ..."

her face. The last thing she sees is the fire reflected in
Tony's blade.

- -- - - - -
Email Program

Subject: jRe: Go Your Own Way

I
To: hunter.list@ hunter-net.org

From: Igod45 Send Get


Message Messages

While I look it and feel it, I know I'm nor immortal. But by God, neither are the freaks
that call us slaves!
.... ... ........._
2 ~ ~~

CHAPTIR 8:
yur T'RUT'H l

(ST'ORYTilllffG)
'I
Btlwld, he pw no mw in hU smiancs; and his
angels he charged w11h folly ...
-Job4:18
I

I You have stories co cell. Everyone docs. In H unter,


stories can be easy to cell because, at their core, they're about
o rdinary people like you and me. We can identify with the
businessmen, students and artists who live in the World of
Darkness. Their experiences aren't terribly fur from our own.
Throughout their lwcs, these people put their faith in ac-
cepted truths. The sky is blue. The only guaramees in life arc
setting of the game, provide rules for creating characters,
and establish sysrems for resolving events, the Storytelling
chapter explains how everything comes together. The im-
bued don't understand che real world in which they've lived
all along. Players may be familiar with ocher Storyteller
games, but they don't fully m ow how Hun te r fies into the
World o ( Darkness. This chapter empowers you, the Story-
binh, death and taxes. Monster.. are figments of imagination. teller, with everything you need co know to create an
When these fundamental, accepted ideas a re under- imposing, frightening setting in which normal people come
mined, proven wrong, the bonom falls out of reality itself. A face co face with the cuff of nightmares.
person exposed suddenly to the truth has many stories to tell, This chapter cells you how to run games and cell stories
but now they don't come easily. Now they' re terrifying, with Hu nter: The Reckoning. You learn how to create a
because monsters exist. story and chronicle. You're taught how to stage a prelude for
This chapter is perhaps the most important in this imbued characters. You learn the basic truths of the Messen-
rulebook. Although you need other chapters to establish the gers. It's all right here. Just cry co keep it from your players.
~--Ji~-s--

'
the story gives my hunter the chance to grow and develop,
APIAcriaSrm and her actions breathe life into the world you have created.
C lose your eyes for a moment. Picture yourself after a That is the challenge ofstorytelling. Hunter: The Reck
hard day at school or work. It's a Friday, so you eat out, either oning is about discovering absolute reaht)and coming co grips
alone or with family or friends. Picrure all the details of the w1 rh ir. Rri ngmg thc human soul robearagainstforces farmore
evenjng, the thing you rake for granted because they sur powerful. Staring unflinchingly into the abyss. Understanding
round you conna ntly. The traffic. The sleek sports car for the first time in a lifetime chat the greatest evils co mmitted
alongside you. The dirty silverware ac rhe resrauram . The are not necessarily wrought by hu mans hands, and declaring
couple sining al rhe table in the corner. The friendly wait enough is enough. Making a personal commitment to rake
ress. The smudged menu. Ie's an ordinary nigh t in an ordinary back what has always been denied mankind, and winning
world. humanicy as a whole ics freedom.
It's when the waitress comes co take your order, when In short, Hunter is about characters and how they
you look up, rhar you truly see the couple in the comer for the develop- or collapse - in the face of horror and obsession.
first rime. The man isn'calone. You can sec inside h im, sense Can family be held rogcrher when nights arc dedicated co
rhe chilling, malignant spirit that hides in his body and keeps stalking and ,u11fru11Li11g monstrosities? Must all semblanc1:
his own beleaguered soul at bay. The woman is going to die. of a normal life be ab'1 ndoned for the war against the
The spirit plans co use its host co murder her - revenge for supernatural to finall y be won ? Is even the ultimate sacrifice
a past indiscretion. And an innocent man will be charged futile against nighrcrawling hordes1 And if life is preserved,
with the crime. must identity be sacrificed instead 1As Storyteller, you draw
You don' t stop co question chis startling revelation. You on the characters' backgrounds, hopes and ambitions to
simply know ir m be rrue, as surely as you know the sun will create stories that challenge their - and their players' -
set. Suddenly, your usual surround ings don't matter any convictions and beliefs.
more. Everything you've always believed in or raken for As a result, assuming the role of a Storyteller in a H unter
granted is unimportant in the face of a simple fact: Evil exists. irame is very demand ing. Careful thought and background
Ir control~ helpless people a nd is bem on murder. Someone work are required co build character-driven chronicles and
has co do something. You have to do something. stories. You must create a world that is a nightmare reflection
The wa 1trc~ 1s bowled aside. The smudged menu falb co of our own, en ucing and rerellent, exhilarating and horrify-
the floor. Dirty silverware flies through the a ir. You act out ing. You must evoke the thri ll of mystifying power, and a fear
against the corruption that hides amid mankind, and that has of what might happen if the characters ever lose control.
done so for ages. And you can't lee rhe characrers just keep ro themsel ves,
Can you see the couple standing up to leave? Can you hoping to hide fro m whac they know and have become. The
hear the waitress asking you what you want to eat? Your night air is chick with danger and intrigue, as nagging doubts
companion asking you what you're looking at? The chaos about their own sanity compel the imbued to understand
that ensues when you ace! their experiences, a visions of unfathomable evil assail the
Creating these mental images is part of st orytelling. In senses, as hunters seek allies again~t the enemy, and as
H un ter, chese stories are cold with a group of people around monsters come in search of those humans who would dare
a table. The players bring their complete and well-defined oppose chem.
characters to the game. You, as Storyteller, bring the wo rld Storytelling sounds like a lot to manage all at once, and

I
and events char surround and confront the characters - the it is at first. Fortunately, you don't have to do it all yourself.
devdopments chat inspire chem to do something. T ogether, The secret co successful toryrelling is, ironically, the work of
you cell mies offear, tragedy, resolution and hope. Together, the players. Fulfl llmg the expectat ions and interests of a
you tell ~tories about hunce.rs. chronicle's players is the first trick to creating the game.
Then - if the chronicle and its overall story have been
CRotr STOOTil.lll: developed carefully - the actions of the characters, both
Forget about the pages of rules and handfuls of dice. good and bad, hflve consequences chat in rum spawn further
C lose the book. tum our the lights a nd cell me a scory about stories. Never forget : The more the players are involved with
horrifying sights and grim determination. I'll tell you about what happens in a chro nicle, the less work you must take
a hunter - a once-ordinary person made to confront the upon yourself. You aren't supposed to do ic all alone. You
horrors oft he real world, and empowered to respond to them. should have as much fun with the game as the players, and

I
She has talents and weaknesses, fears and motivations. You this chapter details how.
tell me what kmd of challenges she faces, what rewards or This chapte r illustrates the process of creating and
perils come her way. You plan the twists and rums the story running a Hunter chron icle, and it offers advice for
rakes, and I tell you how my hunter navigates them. Only you making the most out of the individual stories thac per-
know how the story ultimately ends, but only r know how the petuate the chro nicle. Building a derailed and cohesive
character a rrives there. Along the way, the work you put into background, a world for the characters co hunr in, begins
.._... a _~.:--~.._

with input from your players and your own ideas for the play characters in whom they arc interested. At this point
overall story yo u would like to tell. Once you've decided comes some a rnounc of negotiation and compromise. Per-
on the derails of the world, the next step is having players hap you can interest them in yo ur backdrop of political
create characters to fill It, again keepi ng in mind the kind conflicts and double-dealing, but you must shift the focus
of c hronicle you want co c reate. After the characters are in of the chronicle co the characters' struggles co a11oid the
place, you can wri te the chronicle in earnest, working out warring factions. Meanwhile, the characters pursue indi-
the evencs chat move the overall story along and draw on vidual agendas. The. important point is to make sure that
each character's goals and motivations. Each step builds

--
upon the next, giving you more and more background to
make each srory enjoyable and easy to manage. If you have ,
never run a roleplaying game before, don't be intimidated
by the big picture. Take It a step at a ti m~t..for fun.
, ..

t
Let your 11m1ginatlon run wikl.

T'f(fllST ff lmttEGurtn
I c srarcs with a couple of ideas. You read through
chis book and some things jump out at you. Maybe it's

)
the concept of self.righteous humanises determined
co find anything resembling a soul among the abomi
nations. Perhaps it's the angu ish of a lone, newly
imbued person frigh tened and confused by her expe-
riences, desperate ro find solace in someone, anyone
who can understa nd her. Something catches your eye
and sparks your mind, and you think, "This could
make a cool chronicle." The question is, how do you
tum these nebulous ideas into a well -ro unded foun-
da tion for che stories you want to tell?

,~
The f1m ~tcp 1s based on the players. Before you
can really develop the foundation of your chronicle,
you must have a trong grasp of what sorts of charac-

,,
ters they wane to play and how their concepts relate
co your ideas. Suppose you're considering a chronicle
sec against an urban war between supernatural fac-
tions - and the characters' hunters are caught in the
.
middle. You might envision stories ofi ntrigue, treach-
ery and the promises of power. But wh at if one
player has her heart set on playing a
world-traveling Martyr, and a n
och e r wants to be a shu t-in

I
Innocent, neither of which is
compatible with your overall
concept?
1t's never a good
idea to force a charac
tcr con cept on a

i player. You wane


players to feel like
rhcy conmbute to
the game and
~---JI~--
a
you r ideas and players' e xpectations are in synch before effect do these circumstances have on who the character
you even begin co develop your chronicle. This way you
can add pl:iyers' ideas to your o wn a nd make your job much
easier in the long run.
Once everyone agrees on the general idea of the
chronicle, che players can create their characters and you can
create the world in which they hunc. It's worthwhile co do
is and her place In the chronicle?
Likewise, allies or contacts are more than just dots on a
character sheet - they are people with their o wn feelings
and emotions. Suppose a player wants he r character co have
a mid-level contact in a hospital. Who is this contact, and
how did the character establish chis relationship? The con-
'
both things simultaneously because 1t allows your collective tact might be the character's uncle, a doctor who has a habir
ideas co play off each ocher. The syne rgy might also point you of asking pointed que~tion about the character's lifestyle
in directions chat you might not have considered otherwise. and frequem inju rie~.
S uppose, for example, that a player wants her character Each Background gives an added dimension to charac-
co have been a police officer before being imbued. You ter concept and contains a wealth of ideas to inspire you.
could rake t his idea and expand on it: T he characte r had How do the characters handle the sudden and irrevocable
aspirations of becoming a detective and busted her ass both separation from everything they have ever known or loved?
on rhe job and after hours to win promotions. However, it Do they fa ke their deaths or simply walk away from their
was o nly afrer rising through the ra nks that she discovered former lives? Do t he characters leave loved ones who simply
rhe corruption undermini ng he r precinct. Fellow detec- cannor accept cheir disappearance, and who go to any
tives were taking payola, doing favors and planting evidence lengths to find t he lostsoul?Torn by love yet knowing whar
for someone o utside the force. The character's imbuing might happen one night if monsters trail them home, can
occurred whe n she came foce co face with inhuman pawns the characters stay away from spouses or children?
of chat shadowplayer - and the wo man realized rhe awful These situations, some of the first dilemmas that char
rruth about he r peers and commanding officers. She turned accers must face, can inOuence thei r actions in many subtle
against t hem and 4uit t he force, intent on her o wn personal ways. While it 1s always tempt mg to gloss over the particulars
sryle of justice. of each characrer's imbuing and get on with "being a hunter,"
To add yet another level of con flict, you might decide doing so leave out a vital dimension in a character's struggle
that the f'Xl" er at work bchmd the police has decided the to maintain her 1denmy. Exploring characters" past lives
character can't be allowed to live - or at least muse be provides you w1ch a fertile field fro m which to draw ideas and
prevenred from revealing what she's leamed. That's when supporting characters.
rhe character discovers her younger sister missing, only ro
find her in the possession of nightstalking horro rs. The girl
has become o ne of them!
Having established these plo t basics, yo u can encour Combining the players' characters with your story and
age t he pla ye r to further develop t he local police setting ideas provides the basis for your game. Where you
depart ment and the character's new re lationshi p wi th her rake that game is up to your troupe, and several ideas and
sister. The player provides derails such as a hisrory and storytelling techniques for running stories are provided later
important personalities that yo u blend into your world. in th is chapter. However, before your chronicle can nm, it
T his lets he r fl esh o ut her character, a llo ws her to co ntrib- has to walk. The fi rst srcp of all is the prelude.
ute ro t he game as a whole and gives you valuable resource T he prelude is easily the most important event in your
material for your chronicle. Get your players to go into a characters' lives. and it's one of che most telling moments of

' I
lot of detail whe n creating the ir c haracters. Sic down with your chronicle. T he prelude is the "short story" that precedes
them during the crentio n process, and brainsto rm abou t your main narrative, rhe chronicle. Ir's typically a one-shot
their o rigins, then make the most of the information they or one-night gnme session in which you and the players
come up with. Players can provide you with a whole hosr gather to explain how the characters transform from every

' of characte rs, situations a nd conflicts that will be of use


late r in you r game.
It's also 1mpommt to take the characters' Backgrounds
day people with normal lives into hau nted outsiders with
terrifying insight and bizarre powers.
The prdudc is a rolcplaying session abour characters'

I
into account and develop t hem in detail when establish
ing the fou nJations of your game. Newly imbued hunters
m il have very strong ties to their previous lives. Enco ur
age the purchase of Allies, Contacts, Influence and che
like, t hen brainstorm with players to flesh them out.
Where do a c haracter's Resources come fro m? Is she an
heiress? Did she win the lottery? Did she srumble onto a
humdn lives, before the moment of their exposure co the
unknown. Players gee a taste of who their characters are,
what their ordinary lives are like, and then events conspire
co change characters' lives forever. The once-unassuming
characters are imbued. They witness a monster firsthand,
discover that everything they've always believed in is false,
and are granted startling abilities with which to react. When
,
drug deal gone sour and steal the bloodstained cash? What a person secs a walking abomination for herself and realizes
their pervasiveness, her world can never be the same again.

a
,....a ... ..Almlr
~ ~~--

'
That moment of awakening h aunts her till her dying day,
which may be closer than she'd lake co imagine.
The prelude 1 al~ fundamenral to your games and You haven'1 seen yo11r brorher in a few years - not since the
ston es because it sets the to ne for aU events to follow. The big fight that cm a rif1 1hro11gh )'Otlf family. You nuuk auempts to
characters' reactions to the h orror put before them indicate pauh things up, lmt he ne~>c reciprocatd. Usually, he just hung
their c reeds. What missions they pursue against the enemy up on you. That's why yo11're surprised t0hear from him ai now.
are thus determined, whether to wipe monsters from the face Ir's late; you were asleep when the phone range. You recognize his
of the earth, help the deserving back. from the brink, or voice immediately: "Joe, I'm in era&. Big rrouble!"
simply to understand how monsters can be and what they Each player undergoes the prelude alone or in a group
mean for mankind. with che Storyteller. A on e-on-one format helps concen-
Hunters start as regular folks. They don' t h ave ambitions trate rhe fee ling that che prelude is very pe rson al, thar ir's
to h eal the world. They a ren't crusaders. They aren't cham- the characcer's past and his a lone. A group prelude creares
pions of common people. They aren't d o-gooders. They're a a sense of community as disparate people inevitably meet
linle cyn ical, a little gullible, a little apathetic. They worry under circumstances chat non e of chem could ever have
aboutrhings 1h111wi ll11cvcr happ1m, wh ile ignoring their real imag ined. S imply turn fro m player to player in rapid
problems. They're ordinary. successio n to re lay the events they experien ce and to learn
Regular people aren't prepared fo r a n experience that their reactions.
virtually c racks open their skulls a nd pours in a poisonous Croup preludes are ideal if you want c haracters co be
dose o f rerrifying revelation. They have no t fasted, medi- aware of or know other hunters from the outset of the game.
cated o r Oagellared themselves in pursuit o f myst ic
knowledge. Instead, this aware ness seizes them, forces
irself into their minds and overwhelms their "common
sen se" unde rstand ing of realit y.
The imbuing and all the knowledge that comes with it is
bcwildcrinl{. sh ocking and disorienting. C haracters who have
thus far lived mu ndane li ves. and who suddenly wimess the
supcmarural, seek to come to grips with their experiences.
I
In a si ngle instant, a person's mindset turns from, "What's When ocher unmiriared people simply do n't understand, the
the quickest way through this traffic?" to "Monsters are real!" fellow chosen become the 1mbued's only recourse. The group
lc's from this revel:1t1on that the drama of Hunter : The prelude rherefore escabltshes an ideal paradigm for such self-
Reckoning derives. This truth is the one that all hunters undersra nding. Sooner o r later, characters who witness a
m~t accepc. This is the truth chey suddenly know. nighrsralker together turn to each other for comfort and ,
There's a word for such innate comprehension, such meaning. When they do, you know your game is truly ready
revealed knowledge: gnosis. Many ancient religions are based to gee under way.
on gnosis. Worshippers meditate, cake peyote or dance them- It's okay co take a heavy hand in controlling prelude
selves to exhaustion in an effort to make themselves receptive events. Give players plenty of decisions co make, and make
to supemarural kno wledge. When chat i nsightcomes, it's not them rapid-fire - make players chink quickly, so they act
in the form of po lemic or :i reasoned debate: They just know, instinctively in keeping with their characters. The point is,
rhc way you know when your arm hurts or your back itches. you want players co identify wir.h their human creations
The revelation isn't a theory, hypothesis or possibility. It before naiver~ is ripped from rhc characters forever.
cannot be communicated through words, pictures or ges- Ir's a November afternoon. It's already slidin1r into twilight.
tures. When you have the experience, you know. It is obviously Your brorher said meet /1im in the /Jark, lmt it's been halfan hour
true, above q uestion. If you don't have the revelation, you and he still ha.m' 1 shown up. You hear a dug bark somewhere in
ca n never really undersr:md. r:he disiance, and the sound makes yot,J>ainfully aware that you're
Schizophrenics describe similar experiences. So do all alone - rliere isn't anorlier human being wirliin sight. Except
hunters. one, maybe-a derelic1, stumbling along the path coward you.
What do )'Oii do!
In the World of Darkness, mo r people have understood
at one rime or anorhcr - usually during childhood - that During th e prelude, let the players explore the setting as
monsrersexm. Parenr~ ini.rruction and sociery's imperatives well as che rules. Have them tryout a few rolls. Let them swap
stifle those fears and though ts, however. A conscious effort a few Traits around 1f ic becomes clear during roleplaying chat
is made to ignore the truth, perhaps ma subconscious effort Traits don't accurately reflect character (alchough you
co remain sane. Instinct is suppressed. shouldn't allow such rearrangement if players just try co
create unstoppable superheroes). Explore characters' envi-
For hunters al the moment o( imbuing. that instinct is
ronment in detail. Find our why they have the Backgrounds
freed and empowered. Truth changes: The myth of monsters
they do - introduce allael> ~characters, or visit jobs (ifany)
becomes reahry, and the reality of society becomes myth. The
to reinforce how rent money is earned.
normal world is shown to be a veil of lies screeched thin across
a reality we once knew. always feared and always denied. Ir may seem oJd to play through perfectly mundane
scenes in the prelude, but these actually build a sense of
A life of safety is a dream. Hunters are rudely awakened.
normalcy chat is shattered when the supernatural takes the
~---lliii~~ ..--
scage. Once you juxtapose the tedium of mortal life with
2

look back on fondly for some time. Or his day may have been
ho rrific exposure and subscquem rebirth as a bunter, the
dramatic tension of being imbued is exhilarating.
As you describe things, let players interrupt with ideas
and derails concerning events as they occur. Remember,
you're telling this story together; the players are your part-
ners. You can also throw in details that provoke the players'
infuriating or frust rating, whether because of work or traffic
or ran illness. Thar tension is only compounded when evil
incarnate emerges.
Dealing wach each character in tum, but in a group
environme nt, combines the intimacy of the individual
prelude with che belo nging of a community introduction.
'
emottons - "Your gi rlfriend has tears in her eyes as she cells Lead each charac ter thro ugh the string of events that
you that she's pregnant." Once the character becomes a conspires to bring him co the fateful spot where his life will
hunter, he may no longer be there for her or their baby, change forever. Howeve r, you don' t have to draw a straight
despite his best I mentions. Hunter is a horror game at heart, line to the "scene of the crime." Players undoubtedly know
and the players must feel a profound sense of loss co truly what's in score for their characters, but they don't know
know whrit it's like tn be condemned co a new, startling life. when, where or how It will occur. Build tension by engi-
You glance coward the shabby man as he staggers closer. You neering some near misses and close encounters. Two
don't even reali~c yo11r brocher has arrived until he lays a hand on charncters might share a cab, but they both get to their
your shoa1.lder. Yori almost leapout of your skin. He doesn' cwasie desrim1tions uneventfully. Lace-nighters may stop at the
time with "hellos": "Joe , you gcma lielp me. They're after me. I same grocery store for food or beer. Tease the players with
wru doing some work for some ... people .. . and it kinda went what you all know is coming.
wrong. Now they've sent thi.~ thing after me." You're about co O nce you've created sufficient tension and the players
calm him down when a broad shadow falls between you and the have a solid feel for cheircharacters through roleplaying, you
park lamp. That's when you see it. can finally expose them to a walking horror. They are all in
Finally, a chramcter's imbuing should be roleplayed to the same place rat the same time when the Messengers ace and
the halt - this mo ment, more than anything else, defines reveal a mon 1er for all co see.
how she is changed by existence as a hunter. Play up the Depending on how heavily you wish co contrive the
sensation of being watched. Build the tension of an unseen ch11racters' coordinatio n, the Messengers may impose their
predator suilking the unwitting character. Although the will o ver the charac ters' fate . These beings are immeasur-
players know what's coming, they shouldn't know exactly ably powerful forces at work ln the universe. They bring
how. Describe the arrack in great detail so that it seems all their will co bear o n individual people who can become
che more real and frightening. You want the players to weapons in a war aKai nsc the supernatural on Earth. If you
remember the imbuing for a long time. wish to suggest rhaa some unknowable force works on the
8111DC:CumasToc:n111 characters to conuo l 1hei r fate, the chosen, no matter how
Pan of running a group prelude requires bringing char- divergent, can find themselves together at the same place
and time by almost any unlike ly means. A stockbroker's
acters together for the extraordinary events that unfold.
There are numerous ways to do this, and you will undoubt- e ngine mighr hreak down on the highway near a bad pare of
town. He's forced co pull off and seek help. A homeless
edly choose the W'ilY that best suits your storytelling sty le, the
person lives beneath the overpass. Meanwhile, a sports-star
needs of your chronicle and the characters in question. Get
to know each player's character when he is created. Where makes a charitnble appearance in the local community
center. The odds of the8e three people meeting are astro-
does he work? Where does he live? Does he frequent any
nomicRI, and yet they do, almost as if fate plays its hand.

I
places - a business, gym, park, restaurant or bar? Leaming
The results only re info rce that the imbuing is an imperative
these decails offers setting options for your prelude; you can
coordinate the imbuing to occur in a place a character tends co do something about the supern11cural, and co resist ic
would defy the powers that be.
to go in normal life.
Look for a locale that could be common to all the hlollYDStJS APn
characters. Perhaps they all pass through the same inter-
There arc several d ifferent ways to approach the
section on their way to wo rk. Or they ride the same train.
prelude and im buing as S torytelle r. Players may be en-
O r they freque nt the same sandwich shop. lf a common
locale isn't immediately forthcoming, you may wane to couraged to creacc c haracters as is traditional in roleplaying
inven t one o n some charac ters' behalf- " You' re halfway games: Everything fro m previous life to current existence

~, home fro m work when you remember that you have to


pick up your dry cleaning."
is defined through T raics purchased and ratings bought. In
Hunter, that means lemng players decide their Arrribute
scores, A bility racings and Background poincs - the
Before the raccual imbuing event can occur, address each
cle me nts that chan characters' lives before the imbuing.
player in cum co explain how his character's day has gone. It
Howeve r, this approach a lso means letting players decide
might have becn rcw:irding or relaxing, perhaps the lase
their characters' c reeds, Virtue racings and edges - the
enjoyable one he'll have for the rest of his life, and one he'U
mysterious aspects of their lives that follow the imbuing

- - - . - - ---- - - --
I - all before the game begins. The result is a complete
Hunter charac ter, al ready designed at the oucsec of the
first game session.
ers know what's coming in general. They're playing H unt.er
after a ll, so they know some confrontauon with the super-
natural is imminent. However, players do n't know how or
With this take on c haracter creatio n, in which players where It will happen, what the circumsta nces will be, or
have complete fore knowledge of what changes befall their what crcarure will be faced. Havi ng created o nly human
characters, che prelude is simply about narrative events characters, players are therefore forced co roleplay human
that let playe rs shift from depicting normal people co responses to the monscrosicies presented before them.
righteous champions. Players know what kinds of hunters Confronted s4ddcnly by the walking dead, most people
chcy want to play. They simply stage reactions to the collapse, flee or carry on in a desperate, subco nscious effort
monsters revealed according to creed, and che hunters and to remain sane. Wo uld-be imbued aren't so lucky. They have
the chronicle arc born. the will, courage, fortitude, compassion or curiosiry co see
There's nothing wrong with this conventional approach the supernatural for what it is, and react according to their
to character creation and the prelude. Players know who innermost idcncity. The angry or fu rious might attack out
their characters are in adva nce and can roleplay them right, the naive might wonder if the creature is in pain, the
honestly and accurately. You also know what kinds of inquisitive might wonder what that thing could be.
hunters rhey are and can adapt your chronicle to suit their In a prelude of stricrly human characters, each
identities and self.chosen missions in the war. characte r's reaction to che scene is based on how he or she
However, there's ano ther way co cackle the prelude is roleplayed. Ideally, the players know their characters
that involves more mystery, horro r and suspense, and chat well e nough a nd can improvise appropriate responses co
is perhaps more in keeping with the events chat occur co the abomination . Their actions indicate rhe creeds co
characters chcmsclves. Rather than h ave players create which each character may belong. Un
hunrcr characte rs whole, make chem c reate simply nor- h esitating a t tac ke rs might be
mal people. S uch characters have Attributes, Abilities Avengers. Those who intervene
and Backgrounds, but players do n' t choose any creeds, between the creature and the
Vi rtues o r edges. T he playe rs focus o n who their human defenseless mighr be Defenders
charac ters have been all their lives and leave character o r Martyrs. Imbued who seek
creation at that.
The moment of revelation, when chose
humans arc expoS{.-d co monsters and
1me reality, changes their
lives forever. Play

;;(' , . ~
~~--WJI~--
a
help or innovative solutions to avert harm could be
Visionaries. Characters might also gain edges congruent
with the creeds the y fulfi ll.
ASSClllCCmJs
The creeds are each indicated with the following
I
The result of the "impromptu" prelude is that you kinds of actions. Now, an Avenger doesn't always have
e)tabl~h the premise for the characters' proximity to and to attack, atrack, aruick; a Defender might do rhe same
confrontation with the unknown. The players take it from under the right circumstances. Ultimately, assigning
there. Their choices determine who and what their charac- creeds co otherwise nonnal human characters involves
Storyteller and playeragreement.These arc simplyguide-
ters become thereafter.
lines.
An Awnger typically takes direct action against a
Whether your H unter prelude involves one character revealed monster, anJ docs so more out of vengeance,
or the entire i;:roup, wholly created characters or hapless personal satisfaction, rage ora need to right a wrong than
humans who becmne something more, you must decide for the prmection of ttnyonc in immediate danger.
where the event takes place. Setting can be vital to deter A Defender takes aggre~ive action because of a
mining how imbuing events unfo ld. If the characters all desire ro s:ive someone who is ln immediate danger.
happen to be together in an open space, prelude events can There om be a flne line between an Avenger and
Defender. Create prelude events that allow for protect
g<l almost any way. Imagine characters scattered through
ing and attacking and see which characters take. Or
l)Ut a carnival when one of the circus freaks is revealed as a simplyask players why their characters behave as they do
linle more freakish than the rest. ln such a large, open co distifll(uish bc1 ween Avengers and Defenders.
space, characters have a variety of options for actions. A)tidge might nottake immediate acrion himself, but
Human characters played realistically are probably more does uy codirccrothers in 1heirown responses. Oimmands
likely to run from a beast than th ey are to confront or are n0t likely co be as 1maginarive (as tll0.5C ofa Visionary
address It. might be) as they are direct. A JUc4,-e is still a Zealot who
Remember, however, that the imbuing imparts a par- smves 10 see monsrers put down, but usually on a need-co-
ricular 1mpcrat1ve that is hard to resist, regardless of secring. kill basis; a creature that demonstrates a capacity for good
The imbued feel a powerful sense of urgency imposed by the oould be spared 1f ochers can help save it. Judges ay to
weigh 1h~ (,'T~.ite1 possible good in any situation.
Mcsscni;:ers (or the characters' own innate sense of responsi
b1li1y) when faced with the supemarural. This imperative An fnnocenr preaches undcrsrandingofomers, even
monsters, and docs not abide an abomination's desauc-
demands action. In the brief instant of a cre.ature's appear-
tion unless it displays wanton evil. An lnnocenc is fully
ance, each chamcter knows he must respond, whether because prepared tu peak co a creature and strive to undersrand
"Go<l tells me to," "It's the right thing to do," Someone has itsfedi ngsand mocwations. The thought ofbeing hunor
to do something," or "I was born for this moment." Charac killed typically doesn't occur or matter to these hunters.
ters might nlsosense affirming assurance thatgening involved A Manyr gives hi~lf to the cause for its own sake.
is the best of all choices. To act might conjure sentiments Hedoesn't ncces,<;<1r1 ly prmectanyone asa Defenderdoes,
comparable to those of great past achievements, such as and may not have any flercc p<lllllion air.iinst a creature as
c<>nfidence like that nr graduation, contentment like that of an Avenger might. A Martyr could divert a monster's
marriage or victory like chat of winning a race. Thus, even arrenrion ro himself or sacrifice something he holds dear
though running In fear might seem the most reasonable m swp it from acc.omplishing;) goal. Whereas a Judge
course of action, and rhe setting of the event may allow it, seeks ro find the gn:ntcst good in a situation, the Martyr
some compulsion probably keeps the characters there and strives to make it h11ppcn, even at his own expense.
motivates them to respond (and maybe running in fear has its A Redeemer is willing to communicate with a mon
own applicalion If the player provides a rationale and insight seer as an Innocent is. However, a Redeemer seeks to
know whnt the creatu re's intentions are as a reflection of
mro his characLer's intentions).
its spirit. He is prepared to allow the beast a chance to
The contra.st to the wide-open prelude setting is the reconsider its actions. and to strike against it if the thing
contained one. Imagine a red-eye plane flight chat experi displa~ no remorse or concern. A Redeemer might say a
ences delays before landing. As the horizon grows warm with prayer for the: soul of a damned monster, or might find
che rising sun, one of the passengers goes berserk, exhibiting excuses for a deserving monster's behavior.
feral fearures and an absolutely insane demand for shelrer. A Visionary lbll:ltly ~tuJies e\ery siruation, questions
All of the characters are aboard that flight for one reason or as.wmed lrulhs nnJ loob for ~tive ways around prob-

I
another. Now they face a raving madman with the apparent lems. Thoe hunters are even kno"n to respond aloud co
srrength of I0 people. In chat confined space, no one has any I lerald messages m hopes of gaining more information
opuon but to re pond to the creature, no matter their from the beings, but usuallytonoavail. Tothem,thevoice
personal motives. If chis maniac isn't controlled, people will of rhc Messel'btt~ 1~ ofrcn a disembodied orher.Visionaries
hope en unJerstan<l mtm~cen. at their core in hopes of
be killed and the crew may lose control. In this case, a closed
resolving the creatures' differences with humanity.
prelude setting assures that characters take action and fulfill
their imbued destinies.
....... a~ ~~----~'9r

'
The cype of setting you choose is simply a matter of how good prelude choices; rhey can'Ebe alive and certainly can' t
hard you want to drive the point home co players: You must be no rmal. Avoid initiating hunters with beings that could
do something! Everyt hing else follows naturaJly from there. be mistaken for people. A sorcerer or a shapechanger in
If charac ters have qualms about getting involved in human form isn't a good choice; there's nothing ostensibly
events with monsters, which 1s perfectly reasonable given the unusual about those beings until they themselves prove
circumstances, you always have the opportunity of inrroduc othcrwi~e. Aho avoid spirits that possess people unless you
ing the human fuccor: defonseless human, that is. Mo nsters rake pains to depict how heinous a spirit is, as in the sample
lurk e\erywhere among humanit y - in parks, subway run story earlier in this chapter. Characters already have enough
nels, office buildings, even family homes. When they arc to contend with given their freakish powers and the sights
suddenly and dangerously exposed to certain mortal onlook- before the m. Trying to spare a human host to get at its
ers, chose creatures will dl) whatever they must to restore possessor may be coo much.

I their anonymiry or more likely to escape. If that means


harming ordinary people as a distrac tion, o r simply as a result
of rngc m fea r, so be it. Protecting the helpless is often
111ot1v:mon for people to act, performing deeds t hat even
they wonder at afterward.
After t he wulking dead, spirits and vampires are fre
quent encoun ters. Wf1rlocks, shapechangers and goblins
arc onl y rarely encountered llt imbuings (unless you really
want co use thcm). because they're often too en igmatic to
understand flS n possible enemy, :ind they can be extremely
When chnraccers are imbued they are typically rhe powerful; too muc h for ll handful of baffled people to
only o nes made aware of the supernatural at their locale. contend with, anyway.
Regular people carry on oblivious. as they have all their Stick to n single cr~nurc in your prelude, unless you
lives. Thus, it's not really t he revealed monsters from whom want to inrrcxluce nwre for dramal ic or narrative effect.
the defenseless run, it's from the imbued who, for all intents Perhaps a group of zombies, Intent on a mission for its master,
and purposes, "go mad" against unseen forces or objects. isn't interested in the characters. so its members don't put up
Unm1ti:ucJ peurle 1yp1cally net: these insane riots. And if much o( ;i fight. Maybe rwo o r more va mpires fight amongst
onlookers actually see anything, they usually rationalize it themselves and would rather flee inrruding humans than
for their own unconscious protection o r misunderstand continue their battle. Perhaps a potential Judge must choose
ex;icrl y wh.1t h;irpcned. w1ch whom to "Jc m the hanle, 1fanyone. Ultimately, three
The m3$$Cs are therefore props to use as you will in a monsters is the most you should use in your prelude. Any
prelude. They can he victims who motivate the imbued to more and even imbued characters arc likely co flee rather
respond, o r rhcy can be obmuctio ns thac make imbued or than do something about the 51tuauon.
monster efforts more difficult. ln some cases, they're even C haracters' sudden awareness of monsters at the im-
haple individuals whom hunters, particularly Defenders buing b mo re a mancr of otherworldy intervention than
and the Merciful, M:ck to protect. it is the apphc:m o n o ( a ny Conviction points. Seco nd
When deciding the setting of your prelude, consider the sight and the defenses chat come with it are available to
ml<' n( rlw nhlivio11~ m n~sl"s. They C"'rln he your hest rools for cho en ch<1r,1ctcrs thanks to the grnce of the Messengers.
inspirini; actio ns. crc<1ting turmoil, and providing a litmus No Conviction points need he spent for second sight in
test for the c reeds co which hunters may belong. t he prelude. The insight Is more a narrative tool than a
game mechl'lnic.
MoMsms vmWHM
This sorr-of "divine intervention" quickly becomes
There nrc a ll kinds of inhuma n, unliving monsters in
apparent if the Imbued aren't the only ones to notice things
t he Wo rld o( Darkness. What kin<l sho uld the characters
arc amiss. The monster on the scene rn n also be aware that
perceive o r be exposed co at the imbuing? The Heralds, as
it has hecomc npparcnt ro certain humans. It might catch
cosmo l<'g1cnl forces, 1cnd ro engineer the situa tions in
the disbelieving stares of the chosen. It might sense che
which hunters ure bo rn. They do n' t wane their foot sol-
chill innuence o( the Messengers. O r rhe creature's own
diers to be destroyed before they've even begun co fight.
power of illu~1on or deccrtion may simply fail, leaving it
The Mc sengcrs therefore tend to construct events to
exposed for a ll to see (but o nly a handful to recognize).
reveal ind1v1Jual. weak. injured, cowardly, inexperienced
or stupid creatures at che moment of imbuing- monsters I low rhc creature respond~ to such exposure depends on
rh:n empowered humans have a chance of defeating or
driving off.
The walking dead, particularly the mi ndless, are the
most commonly encounte red creatures. Many hunters re
its nature or needs. It may try to flee further concacr with
humans. It may try co kill everyone in the area co cover its
rracks. It may do nothing, hoping to lose itself in the ano-
nym1ry of an unsu rccung crowd. Certainly the characters'
response determines the success of the monster's efforts. If
I
port being awoken to the real world by the sight of a
nothing cl'-t', che creature scno;cs that something has changed
shamhhng corp~c - something chat is clearly wrong, an
abou t the sccreti\'e Wdrld 1t inhabits and conrrols. The
offense co the living. G hosts and hideous vampires are also
masses arc waking up and cakmg notice!
, lhAtDC41rrACT kindred spirit in a creature when the message "YOU ARE
The nature and purpose of the Heralds is detailed
elsewhere in this chapter. Right now, you need to know
how these forces contact a newly imbued character and
what kinds of messages they relate in the prelude. The
Heralds seek to create warriors to fight back against th e
supernatura l menace that plagues the world and humanity.
BOTH OUTSIDERS" is delivered.
If players have created their characters whole -
including creeds, Virtues and edges - before the game
begins, use Herald me-~ages 11s reinforcement for charac-
ters' primary Virtues and creeds. Hunters' primary Virtues
arc their long-term goals in the hunt, whether to destroy
'
They look for people with the spirit, will, resolve, con- the enemy and claim a world for human ity, to pardon
science and responsibility to face monsters' existence and chose who still retain souls, or to understand mo nsters in
try to do something about it, whether co fight back, save o rder to free people of hidden influence. Hunters' creeds
rhe creatures' souls or break the things' tyrannical grip. a re the approaches that they cake to fu lfilling the goals of
Hunters arc therefore tools of higher powers, bu care nor their primary Virtues. A Judge seeks co pur down evil by
necessarily handled with care. The Messengers don't coddle always striving coward the greatest good. A Martyr offers

I
their creations. They leml them co the enemy and pull the himself to save o thers - even the enemy - if it makes for
a bccter world.
wool from their eyes. Whether hu ma ns th us exposed can
truly handle the experience is up to them alone. T he Heralds Players should kno~ these goals and the ir characters'
simply build the fire that forges the cools they need. approaches to them from creating well-developed h unters.
Herald messages at the imbuing rend to be blunt, However, messages from the Heralds can reinforce these
points to make sure characrerssray o n track, not only in the

I
shocking, disorienting and cryptic. If the chosen can't
handle the impact or deduce what's required thereafter, imbuing but for the ch ronicle that follows. The proclama-
thar person isn't hunter stock (and may become a by- tion "AVENGE THE VICTIMS OF EVIL" Is prercy clear
stander). The mo tcommon form of contact isa telepathic
about the Messengers' intent for an Avenger. A despairing
message heard in a character's mind. The message can be sense of personal loss and anguish helps a Redeemer under-
prophetic, "DEATH RIDES A PA LE HO RSE"; caution stand that the thing before her may not have chosen its fare.
ary, "BEWARE TllE DARK PLACES"; insuuctional, Such reminders can be as gen de or blatant as you like (and
"RAISE THE HAND O F JUSTICE"; informative, "IT as you think players and characters need).
DOES NOT LIVE"; mocivational, "PARDON IT OF ITS If players have created characters who are strictly hu-
SINS"; or reassuring, "IT CANNOT BEAR ITS OWN man - the imbuing will decide their primary Virtues and
EXISTENCE." This phrase can seem audible, even though creeds - base an y messages on the characters' human
there might be no one around to have uttered it. It might identities. A woman who's devoted her life ro helping others

, be heard over a radio o r television, interrupting regular is a likely candidate for the Mercy Virtue, and you can create
programming, and with no indication that che statement a statement that befits her likely response to a monster, say,
was actually part of che current show. Or the message can "RELIEVE ITS SUFFERING." A proud youth who chafes at
be heard stri ctly within the ch:iracrer's mind. Perhaps it's authority might lean toward Zcul, even before being chosen,
in his own voice, like an odd wayward thought. Maybe the and you can create a message that suits his identity: "IT
Statement is delivered with a distinctly foreign voice, DENIES YOU FREEDOM."
potentially the "voice of God." Try not ro pigeonhole characters into Virtues or creeds
T he kind of message you use is based on the character wi th the messages you use. Creeds are typicall y assigned to
characters based on their reactions to the supernatural at the

I
in question, tind the situ::1tion. Characters may need a
narrative hammer blow to justify attacking or confronting moment of the imbuing. An atrackcr is likely co become an
a terrifying monster. The voice ofseemingly divine author- Avenger, Defender or Judge, for example. Don't make play-
ity instructing a character on what to do may be required ers feel like their characters have co act a certain way because
for him to take action. Other characters may simply need of the content of your messages. The potential Merciful,
a gentle nudge - " IT JS IN PAIN" - assurnnce that above, for example, might have had a rraumaric week.
dealing with the creature is the right thmg to do. The Anger and rage has builc up inside her and reaches the
situation of the imbuing might also encourage characters boiling point. When confronted by the walking dead, she
to respond to a monster, a nd they simply need affirmation lashes out, perhi1ps for the first rime in her life. Suddenly, she
co Jo~. Take the )ample character Brenda in Chapter 4. may no longer be a contender for Mercy. Use the Heralds'
She doesn't need to be told to confront the monster words co guide players and characters to respond as you think
endangering her daugh ter, but the Messengers' instruction they'll necJ it most, but ultimately let players decide how
motivates Brenda to take decisive action. C haracters with- their characters react to the imbuing.
out existing reason to involve themselves with a creature Audible or mental messages aren't the only means by
might need a stronger push from the Heralds. A disaffected which the Heralds make their desires or warnings known.
youth who would normally avoid danger might recognize a There arc all kinds of ways to make their statements and
inspire characters to action. Playing o n any of the senses is

/
.... a ~-~.:-- ~~ ..
valid. Characters might be overcome with a nauseating ht1nt gets compared to the greatest accomplishments and

' smell of rot just moments before a zombie's presence is


revealed. A piercing, shrill sound might cut through char
acters and make them hostile at the moment a bloodsucker
appears. A sudden gut-WTenching sensation might wash
over characters in the presence of a ghost to signify the
creature's inherent wrongness. Characters may simply feel
joys in hunters' lives: getting a driver's license, grad uating
from high school or college, getting married, having a
child, attaining a lifelong goal. For many hunters, experi-
encing this satisfaction makes the hunt worthwhile, despite
all the pain, isolation and death that comes with it. Some
hunters even consider this "high" a goal in itself. Express
that the world is closing in. Time might slow to a snail's this reward to players or reluctant characters. If a woman is
pace and events appear to occur in slow mo tion. Light unlikely to confront a monstrosiry at her imbuing, explain
might diminish to a dull, red glow, inspiring ominous how refusing to ac t feels like a crime, perhaps even the
dread. The letters of a newspaper, advertisement, billboard greatest failing of the character's life. Meanwhile, doing
or screet sign could rearrange momen tarily, offering inspi- something seems like che greatest possible feat she could
ration or direction. A line such as "Attendance at the game accomplish. This kind of epiphany may be all a player
was ... " could become "NOT ALLS INS ARE WANTON ." needs to feel he roleplays realistically, when his character
"Silly rabbit, rricks arc for kids" could c hange to "IT IS A defies everything she ever held dear and goes face to face
DEVOURER OF C HILDREN ." Perhaps characters have with a walking horror.
precognitive visions of imminent events, or they enter - On the other hand, disrurbing sensations that coincide
dream-states in which sickening transgressions occur, and with Messenger contacr can be used to suggcsr a character
then the characters snap back to their current time and has strayed from his intended purpose. Perhaps an Avenger
place. You can use almost any sense or sensation to convey has begun ro lose vigor for the hunt and has spared the enemy
the Heralds' message to potential hun tcrs. As with "verbal" our of depression, uncertainty or apathy. Subsequent con
messages, just decide in advance ho w aggressive and in tact with the Messengers suggests punishment or reprimand
structional such contact needs to be t_g_make characters through disorientation, stunned senses or physical illness.
react to the creatures they witness. Such narrati ve tools are useful when you perceive characters
The ~-peci fic content of Heralds' messages is completely ro be straying from the tenets of their creeds and primary
your decision. Yo u can have characters hear any phrase or Virrues, the values that they once upheld and for which they
experience any kind of feeling. The key is to relay as much were chosen.
or as little as you believe players and characters need to The volume of Messenger communication at charac
understand that something extraordinary is happening. The ters' imbuing is at your discretion. Each cha racter could
Messengers typically keep their contact to only a few words, receive a warning or vision, all the charnctcrs could have
which are usually somewhat cryptic. While they may leave one as a whole, or small groups of characters could experi
chosen baffled or bewildered by contact, the Heralds use ence their own contact. The choice is yours based on rhe
exposure co abominations as the punc tuation to their mes similarities of characters' motivations, and the events that
sages. A strange, echoing statement such as, ''EVIL WALKS take place. If two human characters are in a fight of their
AMONG YOU," may startle and confuse characters. How- own in the prelude, one message could be used co rum their
ever, the same message followed immediarcly by the intrusion combined attentio n to che real enemy. A single message to
of a raging cadaver makes an unquestionable point. all characters, perhaps over a rail-station loudspeaker.
Contact with the Messengers can have various ef- might be sufficient to inspire the whole group and change
fects on c haracters, whether at the imbuing or later in their lives thereafter.

I
their hunter existence. Othcrwo rdl y forces intruding on Lndividual forms of contact for each character probably
a person's life, mind and psyche is rarely a gentle experi provide the most dramatic a nd rewarding approach. Players
cnce. Contact can cause memory gaps, nausea, fugues, feel their characters are unique when communicated with
exhaustion a nd even re mporary blindness o r deafness. It specifically by the unfathomable Heralds. Individual con
can also invigo rate characters with. a singular sense of tact also allows you ro tailor a messi1ge to each character in
purpose, righteousness and confidence. Whereas grap cum, pulling his strings and helping co define his identity.
pling with a creature of the night might be unthinkable to Individual communicacion also gives each character (and
a character before the imbuing, doing so afte rward might player) a sense of personal involvement in the hum; she is
seem the first truly right thing the c haracter has ever done. not just a number amid the legion.
He senses unquestionable justification, even as he risks The frequency of Messenger contact during the pre-
his life and inflicts harm to another c reature. A character lude is also at your discretion. Many hunters claim to have
who offers a hand of aid to a loathsome beast finds more contact with the Heralds during their imbuing than
unsurpassing joy in the act, as if doing so is the greatest at any time thereafte r. You can use chis intensity of com-
virtue she could ever exhibit. munication to make any points to characters and players
Many hunte rs e xpress a profound sense of reward and that you feel are necessary co forward your narrative. Some
accomplishment in their pursuit of the cause. Staging the characters may leap into the hunt headfirst. Others may

j
l
need coaxing, and if other means of doing so are ineffec-
rive, direc t Messenger intervention can be the hammer
you need.
Imagine a character a rtacked by the "living" body of
his dead brother. Roleplayed realistically, the <.:harac.:ter
probably cannot bring himself to fight back against his
brother, despite rhe circumstances. However, if the char-
acter needs co be able co defend himself, and the player
needs justification for striking back, you can seep in with
rhe Messengers. A simple scatement such as, "IT IS ONLY
HIS SHELL," may be enough to make fighting back a
plausible option.
Using the He ralds as a narrative hammer is rather
heavy-handed in storytelling. Search for ways to motivate
characters toward plot destinations through characteriza-
tion, fear, previously unknown confidence or the need to
understand before you resort to the deus exmachina. Players
hate to have their characters led around by the nose.
However, if you use repeated Messenger intervention in
terms rhar motivate characters according to their own
identities, as in the example above, then you strike a balance
between narrative guidance and character development.

,' If all hunter Traits are chosen at character creation,


players know what rhe ir edges are before the game begins. If
players create strictly human characters, they don' t know
what edges co expect. Realistically, in the context of the
imhuing, the chosen don't make any conscious decisions
about what kinds of powers they use against a monster. Such
people have onl y just awoken to che truth of reality; they
certainly are not fully aware of the powers at their disposal.

'i .
I

r I r
~ - -1~;.-. . . . .~ ...~~
~ ~ I . .
'
O nce characters' creeds are established, you're advised
SrmcC.CmMorrvm11 to choose an initial edge for each character for the imbuing.
An effect ive tool to reinforce players' chosen If characters ha,e been pregenerated, just pick one of the
creeds, o r to help decide creeds when players ho.ue not edges fro m each ~heet. That's the power the character mani-
chosen them, b to ask playeNi to voice character fe~n; ar rhC' imbuing. For strictly h uman characters, it's safest
mot1vauons at the imbuing. Rather than a llow each to assign the level-one edge of a character's apparenc c reed
player to quietl y know what inspires his character, path. If a character assaults a creacure d irectly, he migh t be
make him explain what compels every action. Thus, if an Avenger and you can assign him the o ne-dot Vengeance
a potential Visionary confro nts a zombie to under-
power Cleave for the scene. If a character approaches the
stand it- "Whatarc you I Where did you come from?"
- require that the player explain the characters' monster without fear and unabashedly asks if it knows it is
reasons aloud, for all to hear. Perhaps the cha racter terrifying, that character migh t be an Innocent and can be
wa~ once in the military and was always co ld what to assigned the level-one In nocence edge.
do wlthnut knowing the reasons. When orders insisted The secre t to assigning edges for use in the prelude is to
tha t he kill without apparent justification, he vowed make sure chat every character has some thing unique co
never <1gain co l<1sh o ut wi tho ut proof of wrongdoing. bring 10 b1.:ar against rhc supernacurnl. Each hunter should
Voicing motivations at the imbuing helps players be able ro perform an lncreui bl1.: foat that clearly indicates
develop their c haracters. The "Virtue" and "creed" he has changed or been empowered. A would-be Judge can
en cries on their chamctcr sheets suddenl y mean much recogni ze am:ui ng deta ils about the monster before him,
more when cxplaineu in terms uf c haracter origins. and the scene in ge neral. A Reueemer can bring a c reature
The exercise also helps choose creeds for charac- to a halt with a command! An Avenge r's wrath is vented
te rs who have thus far been only h uman. Why does a
through crushing blows he never thought himself capable
character usher vulnerable people out an exit, away
of de livering.
fro m a monsced Why does a character stand face to
focc with a beast and insist that it explain itself? Why If two characters appear to be of the same creed, assign
docs a character search for guilt or fear bcnea~ a chem differe nt level-o ne edge if you want their first acts as
nighrsialker's fierce demeanor! Players' anS\\~ers to hunters co be inspirational. If t wo characters are Judges, let
these que.m ons hdp you choose potential creeds and only one have the f'l~1Judgment power. The other character's
empower char.icters a t the imbuing. faen if a charac- edge can be chosen from those hstcd on his sheet. Or, in the
ter flees the scene rather than confron t a monster, case of"h uma n" characters, he can be assigned another levcl-
creed can st ill be c hosen if the character's motivations onc power, probably from another path of the same primary
arc rationalized and explained. Running away co get Virrue. In the case of two Judges, choose an edge for the
the police or a weapon that's elsewhere is still doing
second from either of the Avenger or Defenders paths. If
somechmg. Running away because the character feels
he must live for ocher reasons - co provide for a other characters in the group already possess those powers,
family, for example -doesn't necessarily deny him a choose one from a rath belonging to another Virtue. T he
c reed. second Judge might have a level-one power from Redeemer,
The rule of thumb is: Ch aracters' reasons for Martyr or In nocent, o r fro m Visionary.
actions shoukl usua ll y deri ve directly from who they If a starting edge ass igned to a character does nor belong
ha ve been All the ir mundane lives. Don't let players to his primary path, make sure it still suits his identity. If the
act our of choracrcr simply to get the creeds that they Judge, above, is cool 11nd calculating, his starting edge prob-
wanr. A person who's been defined as meek shouldn't ably comes from the Defonder, Redeemer or Visionary paths,
suudenl y become a ho ly terror. A person who's always rather than from rh ose of A venge r, Martyr or Innocent.
f strived toward objectivity shouldn't suddenly become
opinionated. Make sure characters' human identities, Assigning an initial edge from outside a character's
actions at the imbui ng anu assigned creeds all coin- primary path also imposes some requ iremen ts on further
cide. Vi rtue and edge choices. A Judge with the level-one Vision-
The exception may be for characters who un- ary power now need~ 10 !"1."...Css a poinr of the Vision Virtue.
dergo a radical life-change because of the imbuing. The player's ch<>ices for assigni ng his three Virtue points are
The meek person. above, may find that the imbuing therefore limited. So if o starting edge is assigned to a human
suddenly mvigor:ue:. lum with the energy and confi- character for the prelude, make sure it appeals to the player.
dence that he's always lacked. He will no longer allow Otherwise, you force his character in directions he may not
him~lf ro be mild-mannered. He wilJ assert his will wane to go.
and pcr<;(maltty, and now he has the power co do it. Assigning edges from other paths of the same primary
Such radical shifh ofidenr1ry are fine as long as they're
Virtue even poses this problem. Giving a judge character the
explained aloud for the group and Storyteller, and
level-one Defense edge now limits what other powers the
creed should be chosen o r assigned appropriately.
player can choose. He has to have the one-dot Judgment
edge, so has only one point left with which lO purcha~
f another power, if any.

l
I

t
a ,e
~& .... J~. . z_.

'
Perhaps the best thing to do when determining charac all their lives. Only after the finale do characters real he the
ters' creeds and :my scarring edges during play is to take each enormity of what has happened- that they have manifested
player aside. Explain what creed you believe che character incredible abiltties. "How was that possible!Wheredid those
is, and explain whac edge you wane co assign him at the powers come from? What have I become!" All these ques
imbuing. If the player agrees and believes the choice is in tiom are aJllt\\en:J in the Jays and weeks that follow the
keeping w11h his character, you may proceed. If the player imbuing, as characters come to tenns with the new world
doesn't wa ne co go in chat d irection, you can discuss other into which they're thrust.
creeds or edges. Players dop' ran nounce that powers arc activated during
the prelude. Rather, che Messengers curn edges on for char
Mwm111:im
The way in which a character's initial edge manifests in acters. Players can make rolls to use their edges - and can
the prelude depends on your narrative needs. Do the charac even invest Conviction points into rolls to capture the
ters need a hard push to act against the monster, or do they drama in game terms - but responsibility for calling up
bizarre powers ltcs more with the story you tell than it does

I
need only gentle guidance?
with initiative rolls and combat turns.
Characters who need inspiration co act against the
unknown may numifcsr their abil ities in ove rt ways that 6mAlll8S
clearly empower the m. An Avenger may suddenly hold a Confronted with the spectacle of people running around,
fiery brand that doesn't hurt his hand. Clearly, it's a attacking something and creating a discurbance - not to
weapon that he can bring co bear. An Innocent may stand mention the presence of a supernatural being- most normal

I
immediately before a creature, but t he t hi ng looks past humans flee the scene of an imbuing. Those who can't or do
him as if he weren't there - or he were invisible! Al nor escape foll unconscious, gibber and drool, or simply fail
though these apparent abilities would normally be shocking to recognize that anything is going on. And even if they do
(and might frighten a character more than docs the beast witness anything, they fail to remember it afterward.
before him ). edges manifest with an inherent rightness, as Obviously, hunters arc not these people. They are cho
if charaClcri.ttre nw;m r 10 h~ve them and can do no wrong. sen and even directed ro be In the right place ac the right

' The characters have never exhibited these capabilities


before, but they intuitively understand what to do wich
them. How a character interprets that sensation is based
on his own beliefs or origins. "God intervenes," "My
potent will makes me capable of extraord inary feats," or
"Exposure to this creacure conjures up powers that all
time, and made to see the supernatural for what it is. Ones
who do somethmg about it arc imbued.
There is another breed of person created or changed by
hunters' imbuing. however. These people are potential hunter
candidates. They're also coincidencally at rhe right (or
wrong) place at the righr time, courtesy of che Messengers.
people have, they simply don't know it." The form of the Yet thanks to some fulling in their spirit, courage, idenricy or
, character's reassurance ulcimatcly doesn't matter. He sim
ply possesses an amazing capability and becomes aware of
will, they do not respond to the unknown. Racher than
answer the question of the monster's existence, these people
it in the presence of the supernatural. simply watch and witness everything that occurs. They see
Characters who would truly be frightened by their own rhe creature. They sec the hunte rs and all their edges at work.
powers, or chose who don't need overt displays to act, can They rememher everything they see and hear. They just
manifest rheir edges subtly. Powers aren't showy or pro don't do anything.
vocative. T hey're understated, perhaps even imperceptible,

I
The result is what is known in burgeoning hunter circles
yet they hiwe full cffecc. Cleave, for example, might be as a bystander: A person with no edges, but who is exposed
activated and used in the act of swinging a board. The to the truth of the World of Darkness ac ocher people's
auack is extremely potent, probably surprisingly so to the imbuing. A bystander doesn't have any second sight o r
character, but not "magical." Likewise, Bluster could be protection against monsters' mind- and body-control powers
used to stop a monster in its tracks. The Redeemer may be
I surprised by the results, but no overt display occur~. Hunt
crs who wield subtle edges are aware that they can do some
(gained through Conviction). However, he has the full,
torturous, gruesome knowledge that monsters exist. And the

I
most frightening part of all: After a bystander's failed imbu
strange things, buc they do not wield "superpowers." Their ing, he can't see ur sense monsters again unless he actively
true understanding of these capabilities comes with time goes in search of them. They could be anywhere, posing as
and puri.u1c of the hunt. anyone - anJ unless a creature willingly or unwittingly

I
Another narrative tool you can use in the prelude to reveals itself, a bystander never knows what chose creatures
introduce edges is the denouemm1. In the course of the

'
are or what he's up against.
prelude, t he characters are confronted by a monstrous crca Bystanders arc rare, even more so than hunters them
cure. They act, exhibiting their edges and dealing with the selves; most potential chosen have the presence to earn their
rhing. No questions are asked. Using edges simply comes powers. Bystanders aren't born at every imbuing, but they
naturally, as if they're cools the characters have worked with exist. A character may have the Bystander Background

.,
, _a -~.:-- ~'91t
-..

'
Trait, which indicates how many "failed hunters" he knows.
These people may be created ac his imbuing, or he may come
in contact with them in the course of the hunt. C!MlsCIDlsA111Cl'S
For rhe most pare, bystanders are hunters' allies. A player may discover after roleplaying her
They, of all ~ople, can sympathize with hunters, because character in the prelude that the creed or edges
both groups share the same awareness. If they feel the chosen during character creation don't fit the direc-
need co gee invo lved in che hunt after the fact, bystanders tion in which her character now heads. You muse
can provide aid, resources, weapons and information co decide if characters can change creeds and edges
hunters. Ho wever, few are willing to risk their lives unless after the imbuing. If you think about it, the chosen
remo rse or depression inspired by their awakening drives don't ask to be imbued. They make no requests co see
chem co do so. the true Wo rld of Darkness. Yet they're ex~ed to it
anyway, and powers are thrust upon them by un-
Even if no charnccer in your group has the Bystander
known forces. Perhaps players cannot change creeds
T raic, you can involve some of these people in the charac-
or edges o nce they've been chosen; that's what the
ters' imbuing to introduce sympathetic (or antagonistic)
Messengers have hesrowed.
characters of your own. Bystanders are intended as Story
teller rather than players' characters. Alternatively, you can let creeds and edges be
changed as long as the chronicle proper has not gotten
l1dhsm'sfm under way - only the prelude has been mid. Perhaps
T he Messengers create a meeting of imbued people and a newly created hunter is highly malleable in the
a monsrer, the result of which is a confrontation of some hands of the Messengers and can be reshaped as they
kind. That can be a figh t, an interrogation o r an effort at decide they need. Maybe a character's own identity or
reconc iling the creature back into rhe human fold. The will can combine with the Heralds' influence to
events of the meeting depend o n the callings of the charac- evolve the kind of hunter that a character finally
ters and the danger posed by the creature. Monsters cypically becomes. Although a character may have exhibited
revealed are low-powrred, inexperienced with their new Cleave in the prelude, that power escapes him now,
states, wounded and vulnerable, or simply non.sentient-all even as others manifest. Any or all of these narrative
the easier for hunters co contend with them. explanauons for changi ng creeds and edges can be
So what becomes of the monste r e ncountered in a used in your stories. Juse complete any such changes by
prelude really depends on how the characters receive it, the beginning of the first true game session. Huncecs'
and whee her it provokes or can nego tiate wich them. The identities are set in stone once they finally make the
point is, don't assume an imbuing automa tically results in conscious effort to p1mue monsters.
a fighc. Caregivers and the inquisitive might have o ther Fine-tuning creeds, Virtues and edges ls actually
more pressing issues than inflicting harm, and yoUI crea- somewhat common when players come to the pre-
ture should have the capacity co receive these overtures lude with only human characters. The players know
to create roleplaymg opportunities. Sure, a staggering their characters' mundane identities. When a mon-
corpse is dead, and perhaps o n a vile mission of its own, ster is revealed, they respond in keeping with those
but it reme mbers life and doesn't necessarily wane co kill identities (or according co any personality changes
everyone. A vampire may have been c hanged recently and that derive from the imbuing). You might decide
still wrcscles with its morality - whl le starving for human I ''
creeds and in itial edges for the characters, and make

I
blood. A ghost may simply wish ro be la id to rest, but them stick; the I lcralds have spoken. Or you could
vents its frustrations as a poltergeist. C haracters may even let players adjust your decisions after the prelude.
help a c reature at their imbuing, per haps gaining an ally Perhaps a player feels her "Defender" is more of a
against the many other, less congenia l creatures that they Martyr. Maybe an Innocent was being roleplayed as
will encounter. a Visionary. That Discern edge might be more appro-
Be prepared for a variety of contingencies ac the char- priate as Witness.
acters' imbuing. C reate a short sto ry through which che You should review any such changes. They
hunters may go if they choose to work with, rather than should still be in keeping with characters' human
against, the monster. And if the characters do fight tbe identities. Radical changes in personality - and
monster, tS the battle cold narratively by you with player creed -should be justified in terms of the story. If
contributions, or is a traditional combat scene rolled for you're noc convinced, don' t agree to a change.
using the rules? Does the monster fighc to the "death" or will Don't let players a lter their characters simply to
it be driven off before then! Is the creature a thinking being gain more power.
with its own agenda, or a mindless entity (and in either case,
is killing meddling humans a priority)? Wo uld the monster
prefer to disappear rather than fighr!
~---- :1--
. a
And if the crearure is destroyed, what remains of it? proof that what seemed to happen did happen. Now is the time
Dust? A corpse? The answer depends on how difficult you
wane the characters' lives ro be at this early stage of their
rebirth. How can they explain standing over a dismembered
corpse, their own hands bloodied - yet the body has been
dead for wee.ks?
Ctoa
that the characters and players must rake everything in and tty
to make sense of it all - or not at all.
To put yourself in anything remotely like a similar
context, think back m A flght you may have gotten into as a
kid at school. Or remember a fight you wirnessed. The scene
all boiled down to rage. Hit. Kick. Bite. Punch. Throwing
'
By the end of the p relude, the players have walked a mile everything into winning, into causing more harm than was
in cheir characters' shoes, roleplaying events in the lives of received. T o be the winner. All the kids watched, chanted
ordinary people. Then, without warning, the characters are and jeered, "Get him," buc really they jusc wanted to sec
violence. It didn't matter who won.
faced with a horrific revelation: Monsters are real. The
imbued respond ro the sight a nd contend with the creature. When che playground flghc was over, an uncomfortable

'
They exhibit amazing capabilities. Their eyes are opened ro silence foll across the combacants and crowd. There was
witness u world they never dared imagine. T he characters' shame for hurting, shame for losing and shame for watching
lives will never be the same again; they will be waking at all. Everyone went tlildr separate ways as they cried to
nighrmarcs. avoid atrenrion and che <listurbing emptiness th at followed.
The majority of your prelude is complete, but how do Alchough hunrers' experiences are more adult and far
you end it 1The characters have fought a terrifying being. Do more morti(ying, the sensations are probably the same.
they nonchalantly introduce themselves, "H i, I'm Dave. Realistically, most people who find themselves in the after-
From your powers, you must be the group Avenger!"? For the math of a hunters' imbuing would leave the scene. Escape.
love o f God, no! Try co deny that ic happened. Refuse co believe what they did
Now more than ever, the players have lo climb into cheir and saw. They'd try to resume a normal life, but they can't.
characters minds to dt.'Cide how they react to everything that's The flnal~ of your prelude can take any form you and the
happened. The dust has i.ettled. A sil<:m calm falls. The players like, but never forget that the characters are still
chamcters have iusr seen and done things that should not be h uman. They do not adapt 1mmediace ly co bizarre powers,
possible. A dead creature may lie in their midst- undeniable monstrous sights or mysterious voices. If any kind of resolu-

,
! '!? I ..
......._l:lll--.
2

'
tion is suggested for Hunter preludes, it's that there is none.
The imbuing is the start of characters' new lives. The story
is just beginning. Characters might flee the scene of the
event and try to shut it ouc. but memories of it and visions The period following hunters' imbuing is perhaps the
that follow in~i<r rh:it the world is no longer che same. The most difficult in all Lhcir new lives. Certainly. the months
characters must adapt o r lose their minds completely.
The prelude therefore ends without a satisfying resolu-
tion, because there can't be one. The characters pray chat
word of what they did never gets back co chem, and that
and perhaps years co follow will be filled wirh hardships, as
days and nights arc dedicated tosral kingsupcrnatural beasts,
friends are lost in the struggle, family drifts away and h unters
potentially lose life and limb. H owever, the challenges faced
I' I
nothing more ever comes of it. H opefully this anticlimactic
approach to events is sufficiently unsettling that players
by a seasoned hunter don't compare to those dealt with by
the newly imbued. The experienced hunter has been through
I
I
empathize with their characters and wonder, as their charac- his difficult formative stage. H e believes he knows his

acmMig:=:happenn11ex=tinthelive11s11ofthme=mimbuedlll.
~ =citc=~=:=o=;~h=
purpose, he's aware of his weaknesses, he has tricks co use
against che enemy, and he has back-up to call upon. The {
foundling hunter has none of these advantages.
The days, weeks and even monchs after a person's
Depend ing on how direct a role you want the imbuing are what make or break him as a hunter. [e's in this
~ Messengers to play in you r Hunte r chronicle, and
period that the chosen muse come to grips with che twisted,
o n how poignantly you wish to depict the charac-
ters' imbuing, you can use symbolism tO convey the corrupt world into which he has suddenly been reborn.
significance of the event. T o create a pseudo- Monscers arc facts, not fantasy. They lurk in all the dark,
supematura I H unter game, describe followers of hidden places where humans cannot or will not look. The
the three primary Virtues in difforenr ways d uring creatures are in charge of society, politic.~, religion and
the prelude: Zef1lots as wra pped in flames, the culture. They pull che strings of pawns co ensure that their
Merciful as bathed in light and Visionaries as ta inced vision of things comes to pass.
whipped by winds. These three portrayals unmis- As much as the chosen tries co close his eyes and mind
takably emphasize the eno rmity of the imbuing - to what he'ssecn and knows, as much as he clingsdesperarely
rhat some o therworldly force rakes a hand in the
to his hollow former life, he can not deny chc cruch. Every-
characters' lives, charging them with divine o r
ethereal power. The chree imbuing images also case where he looks - on the streets, in businesses, in church, in
characte rs into cheir respective primary Virtues, positions of power - arc monsters hiding in shadows or
and create distinct divisions among them to rein- disguised as ordinary people. They lurk, sneak and slither,
force the va rious hun ters' uniqueness. playing their ga mes with unwicting lives, and sacing their
This symbolic approach to the imbuing helps hideous appetites on human fears and flesh.
players and characters understand that something Worst of all, the ign.o rant masses have no clue of the
amazing and disturbing occurs to chem. Yet, when no truth. Indeed, they're incapable of knowing, as subversive
one is hurt by rhe fire, lighc or wind, and an unmiscak- powers and crushing lies break the common person's ability
able mo nster makes its entrance, the characters' to truly comprehend. Noc even public displays of impossible
symbolism helps con trast them from the creature and powers or terrible beasts enlighten che herds. They simply
emphasizes their need to address the abomination. turn away, or the hunter's effort at exposure is covered up,
The symbo lic imbuing is ideal for sta rting

I
and his existence is made known to the real powers that be.
roleplayers, or for chose who chafe at ambiguity in
character roles. The righteousness of the characters' There's no one for the recencly imbued to turn to,
missio n seems dear. Now, all characcers need do is either. Family and friends rry co to lerate his bizarre stories
decide how their individual missions should be ac- and behavior, but they eventually grow concerned for his
complished, which is the narrative equivalent of sanity. Coworkers look ac him askance as he behaves mania-
deciding creed. cally and eventually stops showing up altogecher.
If the hunter can bear the weight of his knowledge and
the apparent futility of his existence, he may eventually
realize that che only people he may turn co are o chers with
the same burden. Surely, he cannot be the only one. His first
option might be to look for the people who were there that
fateful night, the ones who stayed and fought o r negotiated
or schemed. Perhaps the outsider goes in search of others of
his kind by scouring the streets, leaving signs of his passing,
searching newspapers for odd evencs, or surfing the Internet
in hopes of finding information abouc his "condition."

t f 2
~~ .. .........
---~~ a
For most hunters, awareness of the awful truth can be Family and friends become worried, distant and perhaps
ignored or resisted only so long before they muse do some
thing about it. Just as they could not cum away on the nighr
even fade from the picture, whether che character realizes it
or not. The mundane concerns of her former life - work,
I
of their imbuing, they must eventually tum their gaze upon bills, appoi ntments, and perhaps even house, caror dasses-
what prowls the shadows. Sooner or later, whether in the become meaningless in the bald face of the truth. Life as it
company of fellow chosen or completely alone, a hunter secs used co be probably falls apa rt unless the character is a
out to oppose the creacures he wimesscs. His intent may be veritable rock and balances her past and present lifestyles
to restore them to humanity to save himself, understand (and the player convinces you chat this can be done at all).
them so that he may understand himself, or wipe the mon Ultimately, let the player decide how bad things get for her
seers fro m the face of the Earth out of revenge for what's been character, based on the hunter's identity. It's up co you co
done to him. mak.e sure developments are realistic. Knowing that things
If a hunter is lucky, he may survive his first intended rule the world, and maintaining old relationships and re

J
J
encounrer with the supernatural. The lessons he learns teach sponsibilities may simply be incompatible.
him to be smart, cautious and resourceful. The result is a Another approach m relating the decli ne of the newly
seasoned hunter who seeks :.~1 lvuLiun and protection for imbued is in your ch ronicle's Initial stories. Perhaps the first

l mankind and the world. episodes aren't as much about fighting the supernatural as
they are about coming to terms with its ex.istence. Monsters
may never even appear in these se~sions, at least not in a
The preceding string of events is typical of hunters' confro ntational manner. Player:. simply roleplay their char-

I
experiences and development us chey strive co make sense acters' decline and, perhaps, desperate union. Events at work
of their calling. Many die trying and neve r learn what it was seem meaningless. The boss gets irritable. The spouse o r
all about or what they were supposed to accomplish. If your significant other wonders what's wrong, and then cums angry

, troupe's characters survive, it's your job to depict the


hardships, loneliness, confusion and obsession they un-
dergo, and perhaps even the t riumphs they celebrate. It's
not an easy job. You portray human development that must
when the character can' t pull out of her depression. Mo ney
gets tight. Food nms short. But all che while, there arc
mun~terl> in the hidden places, watching, waiting. And then
there are the voices, the half-glimpsed warnings and the
occur over a considerable period of time; imbued aren't terrible dreams that remind the character that obscenities
superhunters by their first true "adventu re." It takes time, rule rhe night.
focus, luck and skill for hunters to become good at their
fnffwlDTll~
game, but even then, the hardsh ips of the calling don't
Contact from the Messengers declines sharply after a
necessarily fade. Friend:. still die, lost loves remain lost, and
character's imbuing. The Heralds arra nge all the elements
monsters arc always out their In seemingly endless numbers.
, T1IDAvArm
that create their wamor, and then throw him to the wolves
to see if he's worth y. That doesn't mean the Messengers are
The period immediately fo llowing the imbuing is easily :ih~olurely ~ilent in hunters' early days, though. Rather, the
the most difficult, for the imbueJ have innumerable ques Messengers act co deny newly imbued the chance to hide
tions and no answers. Yer the source of their fears - from the truth. Whereas one of the chosen tries to ignore
monsters - appear everywhere. You can descri be t he whM he d id last week, the Heralds rl!mind him in the form of
"downtime" between characters' imbuing and t heir first more sensations, messages or images. The intent is to drag

I
traditional story in a couple of ways. You may sit with each him out of his shell and make him struggle to survive.
player in turn to explain the suffering her character endures A common Herald strategy is to make a hunter aware of
as she tries to rationaliu: and reconcile the events of that a monster or suspicious circumstance so that the chosen feels
night. Trear this session like an ex.tended prelude, explain compelled co investigate. A character reading a newspaper
mg how the character sees mon tcrs repeatedly, despite her account of his own imbuing might witness, "So far, the police
I best efforts to ignore o r avoid them. Allow t he player
courses of action - what to do upon seeing another
admit ro having no leads in the bizarre events of Sep. 14rh.
Inspector Weitz THE PAWN OF DARKNESS SEARCHES

I creatu re, whether to confess actions ro family o r the au


thonties, how to hold onto past life- but remind her chat
her character is still ostensibly a normal person; it may be
coo soon for butchery just yet.
FOR YOU 1s reported co hd ve undisclosed theories about the
perpetrators...." Of course, the otherworldly message disap
pears in the next moment, bur the sign is enough to shake a
character out of denial, especially with hint that he is not safe
from incrimination or discovery.
The characte r becomes increasingly paranoid, afraid

' chat the creatures can see her, coo. S he worries that the
events of her change will come back to haunt her, that the
police (or worse) will follow the ua ii back to her - and finish
wh,n she started.
Use such Messenger communication to inspire charac-
ters to act, even in their early days of the imbuing. If the
authorities are in league with monsters, and those agents are

1I 3 / .. _.!!!!!!!!!
in search of the characters, perhaps the imbued need to do only a maner of time before
somet hing about it - whether go into.hiding, seek aid from hunters warily encounter each
othen. prcscnr that night, or dig up someth ing that can be other and perhaps even form an alliance.
used against the enemy. Herc lies the stuff of your firsc rrue Some suicidal or foolha rdy imbued have been known to
Hun te r stories. scare the h unt right away, intent on understanding what
fllMS111Pm they've become through trial by fire, or desperate to put an
Ultimately, the newly imbued's o nly comfort in his end to their suffering. The lucky aren't found by the enemy,
harrowing existence is other hunters, those who know but rather by other h unte rs performing their own patrols,
what's go ing on, can support what he has seen, and can perh::ips even by those chosen who were present at the
confirm t hat tht: initiate isn't insane. Mose hunters are character's own imbuing.
imbued in grm1ps, the automatic makings for "platoons" of The Messengers have also been known to reunite hunt-
sold iers. Starting hunters probably cum to t hese people first ers crettred ::ir rhe same scene. Separate visions, state ments or

I in their organization for the war. Perhaps t he easiest way to compulsions ddivered to each of rhe characters gives them

i.
I
find fe llow imhued is to return LO the "scene of the crime."
It ma y cake days o r nights, bur hunters who want to find their
reason to converge on the same place or to look into the
same series of events. Suppose a child is murdered. All the
fellows in misery are most likely co find them here, as others characters had a connectton to her - one as a reacher o ne
in the group have the same idea. as a neighbor and one as a family member. The chara~cers
There are o the r means to locat ing hunters, though, suspect foul play o( che worst kind and start digging. Their
and nor necessarily ones imbued alongside a character. The efforts lead them co the same conclusions and to each other.
hunter code of symbol~ 1s a language that comes intuitively When the same people converge as they did that firsc

I
to che chosen. Characters may not fully understand what horrendous time, ir seems dear that fate has something in
rheydoodle, sketch o r scribble at first, but rhe symbols take score for them colleccively.
on meaning and significance in time, especially when And, of course, there's the Internet. The web eventu
novice hunte rs discover the amesymbolsspray-painredon ally become the primary mcansofhunter communication as
urban walls. worked mto logos and letterheads, or posted they use it to learn about the enemy and them.selves. The
on websites. Hunters use these symbols co indicate their hunter-net website is the foremost of hunter contact points,
presence in a vicin ity, sort of a "help wanted" sign for the but is also jusr starti ng. It~ designer, Witness I, founded the
imbued. Once a marker or call for he lp is recognized, it's site o nly recently and is well aware that it has been compro

hr
_.~ ........ ......... ~~ a
survival purposes only. This approach teaches harsh lessons,

'
mised by the very creatures that hunters stalk. Yee the site,
and others like it, persists, despite even hacking and subver- but italsocrea1 e~ an 1nrense moodof theunknown. Noc only
sive anrrusion. lt's almost as if hunter sites ha,-e a life of th eir are hunteN ignorant of the creatures in the world, but they
own on the net, where so much human consciousness, remain largely 1gnoranr of themselves. Imagine trying to
creativity and communication exists for all to share. maIce sense of a new reality when you can' t even make sense
Newly imbued who log o nco a hunter website find the of who o r what you are.
salvation that they so desperately crave - proof that their
experiences have been real (a revelation that certainly has
a douhlc edge). AILhough it's dangerous due to the possibil-
ity of setup~ or trap , hunte rs o nlin e can confer and join The players' characters have been through the prelude
fon~es in their crusade, whether in the flesh or stricrly and their imbuing. Faced with the chilling truths of the
through the electronic medium. world and its secret inhabitants, and faced with the painful
Regardless of how starting hunters ftnd allies, if at all, fact that humanity nt large cannot comprehend the danger
once they find strength in numbers or strength in them- it's in, the imbued have sought each other out. T heir initial
selves, your chronicle can officially get under way. contact might simply have he!'n ro reiissure each other and
confirm the ir own stohil ity. However, in time, after ongoing
Mwrsr111: On1a1 DGIS visions and encounters with walking malignity, characters
Hunters typicall y exhibit one o r, at most, two edges in eventually decide chat t hey have to stop che evil occurring
the prelude. They may have other powers, though, whether all around chem. T hey have to put aside their own fear and
chosen by players at character creation or after the prelude perhaps even mortality to rectify the supernatural crimes
is complete. Hunters usually learn that they're capable of committed against mankind. Thar's when rhe characters
mo re fcacs in the days after ihe imbuing (a fact that only genuinely sum their hunt. That's when your Hunter stories
compounds their fear and confusion). You can incorporate and chronicle rruly get going.
discovery of these powers into your narrative of downtime The remainder of chis chapter addresses ideas, themes
events after che prelude, o r you can work it into any prelimi- and conccpcs of creating and celling Stories. If you're a tried
nary short Stories you cell. and true Storyteller, you already have your own approach
Hunters can realize or discover that they're capable of and style. There arc concerns yet to be addres..ccd that are
still more feats through a variety of means. They may truly unique co managing an ongoing H unter chronicle,
simply sense after the imbuing that further capabilities lie however, conditions that you may not have thought of but
beneath the surface, just waiting to be called upon. Intense might encounter in your own games.
concentration, nightmares o r preliminary hunting efforts
may draw these edges forth. Powers can also manifest
Kmft:T11Cucrmrocmo
through accidents. Shock, sudde n pain or emotional o ut- When the Messe nger~ imbue people, they don't scruti-
bursts could criggcr heretofore unknown capacities. nize human interests, ethics or compatibility, they empower
Subsequent supernatural spectacle.s could inspire unex- individuals who have che rnw materials necessary to act
pected eJge effects. Suddenly seeing a creature in the against the unknown. The Heralds want weapons against
workplace mighL activate a power despite a character's humanity's monstrous tormentors. Whether those "weap-
ignorance of the ability. Whether he t urns that power ons" get fl long Is irrelevant; the mission is all that matters.
agai nst the creature Is up ro him, but doing so publicly may Although thi.: Messengers' unearth ly perspective is

I
have iLs own repercussions. cold and distant, the foundations of their presumptions are
solid. Hunrers need each other. The imbued are individu-
Even if a starting character has no more edges at his
disposal to discover, his known o nes may still manifest als, each of who m possesses certain powers co use against
under any of the above circumstances. Control and per the night. Some chosen are able to recognize evil and
haps even mastery over edges comes from ex perimenting discern it from good (o r from the partially good, if such is
with them to learn their parameters and limitations. A possible among monsters). O thers bring violent retribu-
hunte r who doesn' t learn to conc rol his edges, like any tion against abominations. Still orhers raise up the deserving
weapon , is as much a danger to himself and defenseless from the enemy horde to save them and perhaps even rum
the former against chc lau er. Finally, certain hunters have
J people a he is to t he enemy.
Of course, you may choose to take newly imbued char-
the presence and insight to look beyond the night-to-night
fray to understand who's winning the war, why it must be

I acters fro m the frying pan and throw them into the fire.
Unexpected cdg~ may nor develop - and old ones may not
reappear - until characters take an active role against the
upcrnatural. That is, you may keep players and characters in
rhe dark about their capabilities, shedding light only when
fought and an which d1rccuon it should be taken. Unfortu-
nately, no single hunter possesses all of these abilities. No
single hunter can wage the war himself and expect to
contend with only the corrupt. No solo hunter can hope to
separaLc all the penitent from the damned. No solitary
the hunters' lives are at stake; their powers manifest for

/
f ,_ ......
a _.:~---._

hunter can hope to stem the tide by himself. Without this a machine of the cause. Previous values, loves, hopes and
versatility, no single hunter can hope to survive without dreams no longer matter. Only the hunt and the precepts
someone watching his back. T here's strength in numbers. of the character's primary Virtue are important. T he char-
Together hunters stand, divided they fall. acter goes on to pursue the hunt according to the tenets of
Hunters also need to stick together because they must her creed - Judge, perhaps - with the goals of her Virtue
share their resources. People are chosen from all walks of life, in mind - say, destroying the enemy - but does so by
with all kinds ofskills, information and contacts. All of these means chat are unfathomable to "lesser" hunters. For this
resources must be called upon in the course of the hunt, and Judge, seeking the greatest good in a situation might mean
if imbued don't have them, they are vulnerable in their killing people and monsters co ensure that the monsters are
efforts against abominations. A hunter with friends among exterminated. After a ll, isn't the greatest good still accom-
the police and perhaps even politicians is important for t he plished for the human race as a whole? A Martyr with 10
influence he wields. A mechanic is invaluable for the trans- Mercy might believe that everyone should give of them-
portation he provides, the quick-fix he can make to a selves for the hunt, and she "volunteers" people to make
get-away vehicle when zombie masses bear down, and for his sacrifices. An Innocent might tum his attention to all
potential to repair general equipment that might be dam- kim.ls of corruption, supernatural or otherwbc. Perhaps
aged. A gang member is indispensab1c for her knowledge of ordinary people are no longer to be tolerated if their hearts
the streets, the enemy's courc and killing grounds. She can and minds aren't in the right place.
also acquire weapons and knows how to use them. Any one Such an extremist hunter only seems human anymore;
of these people trying to hunt alone would not last long. his mind and soul are beyond. Indeed, he is so far gone that
Sooner or later, he or she would need access to skills, other hunters might feel t he need ro put him down like the
information or contacts that she does not possess, but that rest of the unknown. Such a character becomes a virtual
others do. narrative tool, a possible enemy for other characters, a
Hunters also need each other for perhaps the simplest mystery as co what lies at the extremes of hunter obsession,
reason of all: a sense of belonging. Being imbued, knowing and as a warning of what lengths nor to go to. If you think a
the truth of reality amid a sea of people who are blind to it, player is up to the challenge of roleplayi ng such a character
makes hunters outcasts, outsiders. Unless they previously realistically and compellingly, you can leave it in his hands.
lived all of their lives that way, the alienation they now The tension that results with other troupe characters is
experience is perhaps their greatest opponent. Monsters can certainly dramatic as they try to rationalize or reconcile with
be destroyed, but loneliness and self-defeat can be impos- the wacko among them, and he simply tries co comprehend
sible to resist. Hunters therefore need to tum to each other, them (or doesn't try at all).
no matter how adept they become, no matter how potent So what is the lesson extremists teach to other hunters?
their edges arc. Monsters, death and isolation are still terri- Remain grounded. Remember who and what you hunt for,
fying no matrer how capable a hunter is. T he chosen therefore and don't lose sight of those values. Above all, retain your
stick together just to remind themselves of their inherent humanity. Stay among people to remember humility. And
value and humanity. stay among fellow hunters w make sure that others learn
those lessons, too.
'~4 I.
Imbued who throw themselves headlong into their
personal mission, though, ones who dismiss their vulnerabil- So when tensions among characters rise over deci-
ity and live for the hunt alone, lose touch with their sions, goals, race, c ulture, gender, gender preference or just
humani ty. For some hunters this tendency occurs as a result basic values, remind characters of why they need to stick
of inbred nihilism or self-revulsion. Such behavior was together. Confront individual hunters with monsters that
usually exhibited before, bur now it's compounded to match they can't deal with alone. Maybe the key to confronting
the intensity of the World of Darkness revealed. Yee these that thing is information or an ability possessed by another
characters are still human, despite what they may believe, group member. A reunion could be in order. Painful isola-
and have some soft spot or glimmer of hope. Although these tion and despair might be coo much for separated hunte rs
chosen may avoid human contact ,or working with other to bear. The death of a family member could bring home
hunters, they tend to resign themselves to it sooner or later, the point that a hunter really can't go home <1gain, at least
even if other hunters must come to rhem. not to his "natural" home. His adopted one may be another
Other imbued lose touch because they literally stop story. Or, a loner hunter might cross paths with a true
being human. A character whose primary Virtue score rises extremist among the imbued, a hunter with a vision for the
significanrly high begins to embody the objectives and war that's so warped that it's incomprehensible to rhe
beliefs of the Messengers rather than his own identity. The character. There might be comfort in the wacko's company
process begins as high-Virtue hunters de,relop derange- for a little while, but when unacceptable prices are de-
ments (seep. 203 ). However, when a character's primary manded of the character or defenseless people, "former"
Virtue rating reaches 10, she is for all intents and purposes allies may nor seem so bad. In face, they may be needed to
confront this lunatic.
~~- .. .........
---~~ a

Keeping hunter characters together throughout your Of course, not all acting hunrers want to initiate a
chronicle really isn't much of a problem, then. Players and
charncrers tend to recognize the need for alliances when
newly imbued. The stranger might seem a liability rather
than a boon. Existing characrers mighr suggest that the
II
rhey glimpse the abyss that is conducting the hunt alone. newcomer ignore and forget everyth ing he sees and hears
The larger world proves more dangeroul; and daunting chan In o rder co hold onto his former life. The recently chosen
do the simple differences posed by ocher imbued. hunter may therefore not join the established group for a
while in game time. However, the compelling faces of the
ll!T8ICll:Pkwlblns true World ofDarlcness inevitably motivate the new char-
Sooner o r lacer, players' characters are driven off, made
acter to understand what's happened to him and his
invalids, debilitated emotionally or mentally, or killed. It's
surro undings. The newly imbued probably comes back to
a fact of hunter life - and death. That means players create
the characcers as h is only hope in despe rate times. Even the
new characters. New players might also join your troupe. In
most jnded of hunters is hard pressed to resist such a needy
eirher case, you need co introduce new characters. Forru-
case. Or the spurned character might even set out on his
mircly, Hunter has no experience levels or relative power
own and survive. He becomes an accomplished hunter in
factors to consider arming characters; monsters are suffi-
his own righ t, and ir's only a matter of time before he runs
ciently pervasive that all kinds are encountered everywhere.
into those who o nce denied him. He can savor the poetic
Hunters don't pick and choose r;irgers with which ro con-
justice when rhe orhers now need his help, or he can
tend based on the challenge (well, most don' t anyway).
swallow h is pride when he musr still solicit the aid of his
They respond to all creatures, some of which are mindless or
previous detractors.
weak, others of which are polcnt and deadly. The poinr is,
in a realtty of ages-old evil incarnate, the truly powerful An initiate isn't necessarily the only one moved and
among the enemy arc a threat to all hunters, regardless of affected by a surprise imbuing, one that occurs within an
exming chronicle. W1messmg an awakening can spark
edges possessed or information known.
memo ries and rekindle emotions char even a hardened
So inmxluce new hunters to your chronicle whenever
h unter may have rhoughc buried. The shock, revulsion,
you like orneed. lfthere arc experienced imbued in the group,
fi:rvor, compassion, dismay and confusion that a newly
rhey can reach newcomers everything they need to know.
imbued character displays may force existing characters to
Afrer that, it's up to each hunter to persevere and survive.
recall their own preludes. You could even recreate and
New characters can have been imbued apan from the roleplay scenes from characters' previous lives, past episodes
rest of the group and meet with the others in the simple chac the transformation calls up. T rained hunters might
course of the story. Ir's best to take the player aside and tell believe themselves facing the same creature that broughr
his own prelude so that his character has an introduccion to about their own change, only co recognize it afterward as a
the setting as the rest of the group did. After the newly diffe rent monster - and co realize that a new hunter has
imbued comes to grips with what he has become - perhaps been created. The feelings and memories dredged up might
through his own pre-game narrarive or short stories - he even compel characters co take the newly imbued under
may meet rhe group while attempting his own huncing their wing; an undeniable bond is formed by all the charac-
efforts. Or maybe the newcomer searches for others of his ters' awa kening. Maybe the new character has the Mentor
kin<l and happens upo n the group, which has been at the Background in the form of one or more fellow characters.
hunrforsome time. He may even have learned the arcs of war The potential for dramatic ro leplay ing in a spontaneous
himself- you allow a playe r co c rea t e a character with a few imbuing is enormous. Make the most of it for all players and

I
"free" experience po ints under his belt- and has something characrers, new and old.
to offer would-be allies.
The most dramatic way to introduce a new character DmtOPM:Mlwoo
to your game is t h ro ugh a spontaneous imbuing. T he When characters immerse themselves in the hunt and
Messengers awaken a normal human in the presence of the live to rell the tale, they inevitably gain more Vinue poinrs,
ocher players' characters, and in the vicinity of a monsre r and therefore more edges. Vircue points have no obvious
or more. This kind of welcome is exciting because the new bearing on the mechanics of the game or on the personality
character is subjected co truths about the real world that of a character until she acquires a very high score in her
most imbued take weeks or months to experience; the new primary Trait and becomes less human, more a vessel for the
hunter is born co a built-in support group that can educate, Messengers. Edges, on the other hand, are clear and obvious
manifestations of acquiring authori ty and capability in the

I
shepherd and direct h im. Here's a chance for battle-weary
hunrers to ease a person into the reality that they were h unt. Bue because new edges arc not trained for, researched
thrown into so callously. Herc's an opportunity to gain a or taught - they're not acquired by spending experience
new ally with unto ld skills and contributions. Here's a points - how do characters get them and know the powers
chance to tum to yet someone else who will o ne day are in their possession?
understand what hunters mu t deal With, and who can help Edges arc the direct result of advancing the Messen~rs
support those who came before. purpose in the war against the supernatural. As a character's

-
.
-------- - - - ' /
- ~!!!!!!!!!!!
.... ... a~ ~~----,_

'
Virtue ratings rise, she may gain new and varied edges. The come naturally to characters; they can bring all edge effects
player may choose how to spend h is character's Virtue to bear right away.
points, bur the ch aracter herself asks for no new powers. Nor Finally, you have authority over whar edges players may
docs she implore the Heralds to bescow new capabilities upon choose and characters may have. If the theme of your chronicle
her. In story tenns, new edges are simply handed down to Is re venge, edges along the Innocent parh may be off limits.
hunters by the enigmatic Messengers. It's up to a character to Indeed, dots in the Mercy Virtue may be denied characters. If
discover her new resources and to learn co master them. the group already includes two adherents of Zeal, other char
Characters can recognize new edges in the same ways acters' wield mg Avenger edges may be overkill: characters'
that they discover all of their powers after the imbuin g (sec powers become repetit ive and hunters' priorities blur. A Vi-
Manifesting O ther Edges, p. 235 ). The means by which new sionary character might not uit the Cleave power that his
edges appear and arc discovered depends o n the narure of player wanrs. O r you might really need a character to possess
your story or chronicle, and the idemi ry of the character in acerrain edge for acomingsrory, and rc4ue t that a player takes
question. A trauma such as a barely ave rted car accident it. If he chafes, goad him into it with promises of stardom in
mighc trigger a power never displayed before. An unexpected upcoming mies. Also, remember chat characters' primary
or emcitional monster confrunlULion. say wiLh a family mem Virtue ratings Cflnnot be exceeded by their other Virtue scores.
ber, might activate a new power. The simple act of carrying A Redeemer wirh a 3 Mercy c;rnnot have a 4 Zeal or Vision.
out rh c hunt may suddenly put a new weapon ac a character's Characters' highest rated edges in their creed paths cannot be
disposa l. The paranoia theme of your chronicle may suggest exceeded by edges of other paths, either. That is, a Judge with
that a power develops after a series of unprecedented Messen the level-cwo edge of his creed cannot possess a level-three
gcr-imposed visions, all portraying rhe hunter becoming power from any other edge path. Ulti mately, it'syourchronicle.
~methmg more than human; these intrusive beings are out W ork with players to decide the directions in which their
to get the char.1cccr, and here's physical proof. characters grow.
Afte r deciding h ow to introduce a character's new
TllSrluttlft
power, consider when it appears. A player chooses wh at
Lee's face ir. Given rhechance, we'd all like to take a peak
n ew edge he'd like his character to have, but she exhibirs
at test answers before an exam, or see our own performance-
that power only when you say. New edges may manifest
review notes before meeting with the boss. Players are like
du ring downtime, between swries. The development oc-
curs a lmost as a n afterrhoughr: "In the days that follow, that, too, only their sneak peeks are caken at chapters like this '
one and the one following, which reveal the secrets of your
you notice yo ur vision gains some kind of clarity, as if you
chronicle, and the powers and weakne.sscs of monsters. Unfor
can sec details th at not even second sight reveals." By the
tuna cely. doing so eliminates the charm of playing a hunter
time the n ext story begins, the character has fully devel-
awoken to a new world; players know things their characters
oped her new edge.
don't. The extreme of this condition is players who know the
Or new powers may arise during the evenrs of a story. other Swrytellcrgames, and all o( monsters' capabilities. It can
Introducing powers in this way can be created much like the bedifficulr for chcsc players to scpamte player knowledge from
inirial power th at a huncer wields at her imbuing. The character knowledge: "I know that's a v:'lmpire, not a zombie
capabiliry can activate o n its own, rriggered unconsciously. as the Storyte ller is leading me to believe."
The character suddenly finds herself able to use and control
Players who possess too much information but play along
ic. Alrernacivcly, th e character uses th e power unwittingly
with you can still enjoy Hunter. They play dumb and enjoy the
and on ly realizes what's happened afrer the events surround

I
naiver~ of their charocrcrs. The ones who don 'c play along ruin
ing the activation serrl e. Whether a humer is frightened by
the game for everyone by announcing their forbidden knowl-
the manifesracion of a new capability is up to her identity and
edge: "Look out, it's a feral uampire, nor a werewolf!"
ro leplaying. However, at this stage in a character's hunting
career, the appearance of new powers is evidence that unseen Fortunately, there's a \\rc1y to deal wi1h spoilsports. The
forces arc st ill at work and a greater struggle remains ro be same method also helps infomled-but-mutc players to enjoy
the game even more. Break the rules. Gi\'e monsters powers
fought. New powers are probably not as traumatizing as they
thar they shouldn't have. Let ghosts take solid form. Make
were during the imbuing irself.
shapechanging a disease spread through infection rather than
If you wane, new edges can require training and prac
rice before a character can use them automatically or with
precision. Like any skill, using edges takes effort and train
ing. It may be some time before a character demonstrates
complete control over an edge. You could even require that
a ble~ing or curse passed down through heredity. Lee the
walking dead disappear underground ro reappear elsewhere. If
you make up or swap powers and abilities of creatures, the
playing field changes completely. Suddenly, "educaced" play
ersareasignorantastheircharaccers.Loud-mouthedcharacters
I
experience be spent to reOect such tra ining; perhaps on e o r
look like idiots, especially when their "informed opinions"
rwo poin ts' worth per level of the edge in question. Difficul-
prove to be unerly false - and may even result in a person's
ties may be inflated or edge dice pools reduced until full
(even a hun ter's) death. Your H unter game is yours. Don't let
control ls achieved. In a fast-paced game, powers may just

t-
> I a
players run roughshod over It, and help everyone have a good
11me. If that means bending or breaking the rules for the sake
of the story, go for it.
lllfwSronSncru
The typical hunter identity quickly lends itself to vio
lence. The most common and easiest response co the
supernatural is to fight it, and to flee if it can't be beaten. A worked toward staging it. Bullets might not help when loved
Im of hunters, especially Zealots, concentrate on hitand- ones are the targets. And kicking ass holds no thrill when the
run cacrics, mainly because they operate with the notion charncters are just as merciless ::is their opponents.
that all creatures arc inh uman by default and must be
The fo llowing arc some story ideas to help you flesh out
destroyed. However, not all monsters have forgotten their

I
the potential of your chronicle. Muzzle flashes might occur
oncc-morral existence, and some may actually sympathize
here and rhere, hut each o( these concepts is designed ro
t wirh mankind even as they are forced co prey upon it.
Likewise, not all hunters want to destroy everything they
come across; the Merciful and Visionary often wane to
force players to think and roleplay before they make Fi.re-
arms rolls.
A character's family member or friend has disap

'
undcr>tand and help nighr creatures. There is cherefore a
spccrrum of hunter menrality and activity, with violence peared. Followini; a winding trail that suggests a bizarre
string of cvcnc~, rhc characters find her only to discover char
.imply at one end.
she has hccn turned into a vampire -and that she embraces
Why, then, let your Hunter stories devolve into bocly-
her new existence. Can the related character bear co destroy
armor-and-shell-casmg extravaganzas? There are so many
her, or must he allow her to exist! Does he cry to save her
other cales co tell, based on mystery, investigation, drama,
against her wishes? Do ocher hunters, perhaps even in the

I human values, passion and maybe even love. Sure, emptying


clips makes for exciting scenes, but relentless violence be-
comes boring. The success of a H unter chronicle rests on
combinmg and mixing even ts so that all the stories under the
same group, seek todesrroy her, and thus need to be stopped!
Where does a huncer's own life end and his calling begin!
The characters discover that an important official is
secretly a rot. Hb minions cover up his "indiscretions," but
rainbow can be told. A lot of investigation and research makes
the hunte~ are on to him. To attack the official outriahc
an action scene all the more rewarding when characters have b

< 1
, ....... .... ~!!!!!!!!!!!
-.1112~
1:--s Al9r

'
would attract the attention of mortal authorities, the rot's only to discover that the "monster" is a homicidal human. Is
servitors, and any allies he has. The result might be the killing other humans the domain of the imbued ?ls chat their
deaths or ongoing pursuit of the characters, and perhaps the purpose? Is judging fellow mortals the role intended by che
compromising of the imbued as a whole. The characters' Messengers? Matters grow worse when the ki ller turns out to
investigation, however, proves that the official has close be a hunter gone rogue. If the characters put him down, are
criminal ties. If his corruption can be revealed, he might be they any better? Could they become the same? Can the
abandoned by his supporters and hung out to dry- easy prey wacko be rehabilitated?
for the people who set him up. As characters wipe out a bloodsucker nest, they are
Some kind of new nocturnal faction has arrived in confronted by orie who was changed recently. She struggles
town and a power struggle is under way. Normally, that with her new existence and longs to be normal again. Do the
would be fine - let the <leaders and wolfmen kill each characters have it in them to save her! Does word of their
other. However, innocent people are caught in the crossfire, sympathy get out, forcing chem to run a gauntlet of hunters
and the police are covering it up. The imbued at least know to get the vampire safely o ut of the city? How far are the
their resident adversaries. T here's no telling who the new characters willing to go to save one person? Must others be
o nes are. Do the characters make a temative alliance with hurt or killed in the process, and is that price worth the end?
their traditional enemies co oppose the newcomers - Hunters in the city are dying one by one, killed in
better the devil they know? Or cou ldt the new faction wipe their homes and workplaces. Someone is selling o ut the
o ut the old, giving the hunters t.he edge of being an imbued! There can be only so many in the area, and charac-
unknown factor themselves? ters investigate those they know. Ironically, the trail leads to
Local gang kids are running drugs and guns. Little do one of the very characters in the group. He has fallen prey co
they know that they're funded by nighcstalkers. The kids a monster's mind control and subconsciously releases infor-
aren't the characters' rrue enemy, but they don't tolerate the mation on his allies. Even if the hunter's tormentor is
hunters' interference and defend thei.r hidden masters. All- disposed of, can the character be trusted again? And do other
out warfare would destroy the neighborhood and could hunters respect the group's decision to let him live?
result in only human deaths. Can t he characters make the In their pursuit of a horrific beast, the characters
punks see the light? Do the gang's suppliers have a weakness capture one of its servants in hopes of gaining more informa-
that can be used to expose or undermine them? Do charac- tion. The lowly creature is hurt grievously, though, and is in
ters have to infiltrate the gang co discover its patrons? Can no condition to even speak - at least, not yet. The hunters
the kids be saved before they prove their worth to their could simply kill the toady, but then they'd have no leads. To
masters and join the rot legions? what lengths will they go co nurse the creature back to
A reporter investigates a local figure whom the "health"? Feed it blood? Give it the fear or pain of innocents
hunters know co be rhe enemy. They a re watching him, too, on which it thrives? Do the characters seek other sources of
gathering information and awaiting an opportuni ty to strike. information and use the convalescing pawn to test the
The reporter endangers their plan by visiting "crime" scenes legitimacy of intelligence and ocher leads? What docs the
and snooping around operations. Can the characters solicit creature demand in return for betraying its master! Do the
the reporter's aid without revealing their own nature? ls she hunters learn sympathy for the creature in its weakened
a reliable source of information or a troublemaker? Can she condition? If so, will they protect it when the master's other
be trusted, or migh t she blow the lid off (he whole thing goons come searching for the missing agent?
before the imbued can act? If the hunters reveal the truth to A braggart hunter claims to have destroyed a power-
her, does she tum her full attention on them and hunter ful , local creature. His story has enough of a truthful ring to
culture in general? be legitimate. If the creature isdestroyed, itssecretsareupfor
Miraculously, one terminal patient after another grabs to whomever can claim them. However, winning the
makes a dramatic, inexplicable recovery at a local hospital. prize means venturing into the creature's lair and dealing
Each is healthy, alcrr, even robusr. Of course, it's all too with any traps or defenses that may await. Other monsters
good to be true. The hunters soon discover those same may be after the same goal, too. Indeed, other hunters may
patients victimizing other people for blood or spirit energy. be after the being's secrets, and they might not want to share
Can the characters destroy these "monsters" who Ii ved with the characters (not a ll imbued have the same motives).
such miserable lives and have found peace only now? And Can the characters outwit the enemy and the traps arranged
who made the former patients what they are? Its motives for them ? Is the monster really dead or was word of his
seem to have been good, if misguided. Are the characters destruction merely bait for a larger trap? Can the characters
able to track down the "miracle worker," and, if so, does it use their knowledge of the truth against the rivals with
deserve saving or terminating? Can hunters in the same whom they race?
circle even agree? A bystander, exposed to how the world really is, uses
A gruesome string of deaths sends up all the warning the knowledge for his own gain rather than for h umanity's
signs of a nightsta lker's rampage. The characters investigate good. He gathers evidence against the people who were at
......mil
~
~ 11---Jll~---
a
its beginning, but which came first, these beings or the

'
the scene of his awakening, and he blackmails them. The
characters must learn who knows their secret and has infor- universe, is unknown. In their roles as caretakers, the Mes-
mation about their activities, which could be released to the sengers have affected human and Eanhly affairs on a grand
press. Even 1( p1cLures would never get through monsters' scale previously. In pamcular, an age m which human heroes
control of the media, those pictures would hetray the hunt fought demons and supernatural creatures has been brought
ers co their enemy. How can characters destroy the evidence about at least once by these entities. The reasons for their
against chem while on the run? If evidence has also been interference in human affairs and apparent intervention
gathered against some monsters, are the characters willing against the supernatural are unknown, but to anyone who

I
~ to make a deal with the enemy to discover the source of their can perceive rhe Hcrnlds' actions, they appear to be at work
mutual threat? again in the modern age with the creation of hunters.
As celestial spirits, the Messengers certainly have the
STllYT{llJETll~ capacity co be malevolent toward mankind and hunters.
They certainly cannot empathize with the insignificant and

I
Perhaps one of the greatest mysteries of Hunter: The relatively impotent speck that is each hunter. And yet, the
Reckonini; in player and character minds is: "Who or what Heralds inflict no specific harm upon the imbued beyond
arc the Messengers?" There arc all kinds of answers, some of arousing them co the true conditions of rhcir world. Obvi-
which are patently wrong, others that are partially correct, ously this awakening causes its own suffering, alienatio_n and
and still ochers chat arc on the money. Hunters atrribute torment, but any subsequent harm that befalls hunters is at
their rousing from the slumbering world, the bestowing of the hands of the creatures they face, not at the hands of the

I
their abilities, and the charge imposed upon th em to many creatures that open their eyes. If anything, the Messengers
sources. Some look to themselves and humanity in general. encourage the imbuec.l to rake up the cause against the
The voices that hunters hear and the startling sensations supernatural as befits those people's beliefs. (Indeed, some
they have arc the products of some portion of the uncon- hunters speculate thac the Messengers' values reflect the
scious mind becoming conscious, maybe due th e next stage three camps - b:ised on the Virtues - that seem to form
in human evolution. Or abilities that have lain dormant in among the 1mhued. Thus, the Heralds choose those with
mankind for centuries arc suddenly awakened because an beliefs like their own.)
ancient war with "mythical" creatu res must be fought again. The Messengers' ultimate purpose for the W orld of
Or sheer c.letcrmmauon and will activates the ability co heal Darkness is to impose a reckoning upon the monsters, crea-
the world's miuries. tures and abominations that have dominated and controlled
Other hunters attribute their revelations and gifts to humanity for ages. lc's as if these forces incend to clean the
the work of outside, unearthly forces. Aliens have arrived to world's slate of corruption personified, using humanity as the
create warriors to combat a universal enemy. God or some tool of destruction. To what end this cleansing must occur is
divinity has reached down co select worthy individuals to for the Heralds to know. However, some religious accounts
cleanse the Earth. The Devil or some extraordinary Evil ofsuch a reckoning foretell it as the completion of the cycle
afflicts people with suffering like that endured by Job. Those of life, perhaps the end of the world as we know it. Yet
who can resist the punishment and rake up the cause against humanity seems co have an insrrumencal role in accomplish-
Evil arc worthy c>f salvation. A rebellion is being staged by ing this goal. Perhaps mankind is therefore not meant to
the world's governments or secret agencies to create an army suffer rhe same fate as the creatures that would be obliterated.
to combat the real powers at work. Or, individuals who have So the Heralds ore not hunters' real enemy, despite the

I
stumblec.l upcln the secret agendas of world governments are pain they inflict upon people by opening their minds and
deluded Into believing that monsters are real. endowing them with strange powers. But how do you con-
In order to tell convincing stories, you as Storyteller vince players and characters that their benefactors can be
need to know which if any of these Messenger interpreta trusced, or at l~st arc not the greatest threat at work? The
tions is accurate. Otherwise, how can you create a convincing best way is to show characters the ultimate good that comes
background and setting for your chronicle? The true nature ofotherworldly intervention. The Heralds never comedown
of the Messengers is shared here, but understand that not all and say, "Hey, trust us. We're the good guys." They convey
their secrets are revealed. Even these forces have hidden the same scnc1ment through a variety of means that you can
agendas and private affairs thi1t unfold only with time. work into your roleplaying and stories.
The Me:.scngers arc cosmological powers in the World When hunters arc imbued, and when they pursue the
of Darkness uni,crse; they're forces of nature. Various hu- hunt thereafter, a certain undeniable sense of righteousness,
man cultures and societies have sensed or guessed at these clarity, epiphany o r JOY comes with the expenence. Activat
beings throughout human history. They can be likened to ing second sight, using edges and risking Conviction points
gods,deitiesorcelestials. The terms "angels," "fates,""muses" in edge rolls all offer hunters a subtle reassurance that their
t and "spirirs" are applied to them by many hunters, and by might makes right. To make your point, liken these feeling~

!
people in general. These forces have overseen reality since to sentiments players could understand from their own

- - - - - - - - - - -----
.. ..
a -~~--~,_
'-
experience. Extending rhe hand of salvation to an appar
ently horrific creature might remind a character (and player)
of rhc peace she felt when she had her child. Striking down
evil might infuse a character (and playe r) with rhe same
conviction he felt when he rose up against a childhood bully.
Deducing the solution to a supernatural threat might over-
come a character (and player) with the same sense of reward
he felt when he graduated college. Coin hunters' vigor for or
gratification in the hunc in terms that players also find
compelling, and they will share their characters' intuitive
trust in the Messengers.
Cerra in Iy characters' e mpowcri ng cou Id be imerpreted

t
as an illusion or trick meant to make hunters dupes or
puppets. However, only characters with the tenacity, will,
compassion or insighr to e ndure the m1ch of the World of
Darkness are chosen to be imbued. C losed-minded, weak
or deluded people - those who would kill themselves or
go mad in the face of monsters - do not number among
hunters (alrhough just the opposite may seem true to the

l imbued). Looking back on their old lives, beliefs and


morals, thoughtful hunrers realize char their values really
don't change afte r the imbuing. Indeed, rhe ceners by
which chey used to live are now the guidelines and bench-
marks for measuring their new purpose and direction. A
person who used to be objective, austere and purposeful
now embodies those features when he applies them to the
supcrnacurnl as a Judge. A person who cook everyone and
everything at face value, without question or suspicion,
now offers that same latitude to any salvageable creature
i1s an Innocent. Players who believe cheircharacterstainted
or abused by che Messengers might therefore reconsider
after comparing "old" idencities with "new." Hunters'
identities and senriments remain the same as always. The
concext in which they apply their convictions has simply
changed. How, then, can characters be "puppets"when
their will still prevails?
Of course, some characters (and players} don't
need convincing to perceive an inherent good to the
imbuing and the forces behind it. These people often put
exuaordin;iry faith in themselves or a higher power in nor-
mal life. Maybe they were extremely independent. Perhaps
religion was the foundation of their lives. The basis of such
characters' conviction doesn't matter. What matters is that
these people now have the wherewithal ro act upon their
beliefs and accomplish the goals they always aspired to. A
fiercely self-reliant single parent now has what it cakes w
provide for family in the mundane world - and in this
frighrening new one. A religious devotee suddenly hears a
higher calling, as she is made aware of a world where her
srrengr h and compassion are sorely needed. A dreamer who
always believed rhere had to be more co ex istence than the
mere day to day now discovers a universe in which existence
is tenuous at besr. He realizes that spirit and determination,
noc malaise, are required to preserve life and freedom. For
people with such personal conviction, the Messengers are

5
simply aspects of a bigger picture; they're not an enemy or players and cha racters co answer these questio ns makes
even necessarily a concern. T he Messengers are simply cools
like hunters themselves. beings requi red to make sure the big
chem consider che long-term goals of their actions: "Where
does opposing the ~upernatural lead?" "What will be the
II
p1ccurc hangs tra1ght. resuld" "What do we hope co achiever' Sooner or lacer,
the chain of quesuons probably leads to fundamental
T11Hll!T1ITu
conclusions about h uman rights and liberties. Monscers
The idea or concept that encapsulates the Messenger's arc wrong hccause corcure, condemnation, slavery and
will for humanity and the chosen - t he premise rhac is tyranny are wrong. If those c rimes compose the supernatu-
hunters' ulcimme driving force - is "lnherit the Earth."
ral itinerary for hum:mity's existence, then someth ing
When hunter:. arc imbued, they're made to realize that the
must be done. A new order and a new world must be forged
e nvironme nt t hey've always lived and believed in is a
where human freedom and prosperity are upheld, not
const ruct, a veil that hides che e xistence of monsters who
downtrodden. W hen characters make t hese realizations,
are the real powers that be. There's no telling how lo ng
"Inherit rhc Earth" may become the flag to which chey
h uma nity has been under these creatures' heel; perhaps
rally. That's when Hun ter's theme becomes the single
centuries c>r millen niH. T he truth is, monsters have always most tang ible aspect t)f your chron icle. That's when the
existed, <l n<l t hey have a lways lived among and preyed
Messenge rs t um fro m suspic ious beings to a llies.
upon mankind.
T he Messengers seek to make th e supernatural answer
for irs persecution of h umanity. Hunters are their means of
doing so. The imbued are mean t to take back the night and Now that we've covered the unique storytelling aspects
reclaim t he Earth or a world where the mere natural can exist of H unter, we get into sroryte lling in general: How to create
unco itself. a srory or chronicle and keep 1t running. It doesn't matter if
Suddenly confronted with knowledge of their oppres- a story is told on stage, o n film or in the pages of a book, all
sion by things, hunters arc automatically aware of the srories have something happening somewhere to someone.
Mcs:.enger agenda, wheth er they realize it or not. To the That is, every story hlb de mcncs of plot, setting and charac-
imbued, monsters' a trociues cannot be allowed. The crea- ter. In o rder to run a good game of Hunter, you need to be
tures must be stopped; survival and freedo m demand it. The familiar with these tools and comfortable using them.
rcsu h of chi cohesion of purpose is an inruirive huncer
imperative to find (or make) a world for mankind to exist
beyond the reac h of monsters. No story takes place in a vacuum. When characters deal
For those who bring anger co and who demand action in with the environment around them, the interaction can
the hunt, this world already exists: the Earth, which must be reveal personality and idenciry just as strongly as can ex-
wrested from creatures' control. T h at's why Zealots are so changes wich other people. In fact, sometimes dealing with the
prepared and well-armed for war with the supernatural. environ ment is more revealing. T here arc numerous licerary
For those who bring compassion and forgiveness to the stories, for example, with only um: major ch aracter. I le or she
hunt, a wo rld worth saving must be tolerant and peaceful. is pitted agninst inhu man or inanimate challenges. The Old
Perhaps that wo rld can be found only when wanton evil is Man and the Sec1 nm! "To Build :.1 Fire" spring to mind.
eliminated or this world ends. T he Merciful offer hope and Hunter's sectlnl( is rhe World o ( Darkness. This realm
grace to rhe people - and even monsters - willing to share offers a wealth of background mate rial for use in your games,

I
it, in hopes of find ing a better place. C rearures that refuse an bur it's still a laq;e milieu. Setting probably needs to be
offered hand seal chelr own fate. narrowed down for your stories. Most Hunter exploits cake
For 1hose who question t he di rection and meaning of place in cities (where prey is common and hunters can hide
rhe hunt, a world worth saving could be anything: this amid the human masses), but what part of the city do you use?
world, the next, a continent, the future, another planet, the The sleek, aloof skyscrapers of the business district? The
Internet. Human freedom might no t be limited co anything trashy, bleak lums? The impersonally comfortable suburbs?
so convenuonal as the Eanh. These hunters suffer no Each has its poss1b1lit1es, and each lends a very different

,
preconcc1veJ nouons, and so may find worlds to inherit that flavor to the stories that develop there.
no other hunter can. That's why Visionaries scand apart Setting 1s concrete: Physical locations not only creace
from other hunters. question their motives and are perhaps atmosphere, they make action more exciting. A figh t in an

I the greatest leaders among the imbued.


You can bring the Messengers' "Inherit t he Earth"
theme to the forefron t of your ga mes by making players
and character:. ask the ques tion, "Wh y!" Why is che
supernat ura l so clear ly wrong? Why must monsters be
abandoned house IS a clich~. How about a fight at a car
dealership? There arc acres of vehicles to dodge into, under
and around. You have showrooms fronted by place-gla.~
windows and full of new models. Around back are repair bays,
stocked with tools, hydraulic lifts, high-intensity lil'.lhts,
countered / Why is taking a stand important? Forcing generators, raclcs of tires and many, man)' types of flammable
. . . .2.Sllimll~L,_
. . . .S~J9r

or caustic fluids. Why slug it out with the walking dead in a of daylight can penetrate the heavy curtains. The only possible

' haunted house when you can pin them under a brand-new
SUV and set the whole thing on fire?
Setting is also ephemeral: Ir conveys qualities like cone
and atmosphere thar are very 1mponant co stories (especially
to horror stories, and co a game that focuses on character) but
difficult co point at directly. Tone and atmosphere are hard
ill11minacion comes from candles and oil lamps. now dark. 11CT)'
light bulb has been tlnscrewed. There's a mr/d smell ofdisinfecrant
in the air and a faint b11u:rng sound from somewhere.
Except for iu darkness and silence, 1he apartment appears
normal. There are books on the shelves - romance 110\.iels
mosrly. Phocographs line ihe walls in cheap plastic frames -
co grasp, bur chat doesn't make chem less vital. pictures from weddings, vacations and graduaiion ceremonies.
You see her in several of them -smiling, her arms around people
~Smlll
The most obvious and most important element of set
ung is yourJescription of places and objects. It's very easy to
underplay characters' surroundings: "You're in a dark fore~t
at night," is considered good enough for a lot of Storytellers.
who look like brothers, sisters, friends.
As yo11 step into the living room. the butting becomes louder
and rhe dis infectani scent more intense. \Vhen yo11 open the
bathroom door, yo11 see why: There's no longer a bloodstain on
the tiles, but rhe grout bert11een ihem bears traces, rust-red and
I
le shouldn't he. Consider this, instead: dry . The br.ttt is the sound of flies <.wwling on the floor, and on
The sun is going down behind the trees, and cutting shadows a wastebasket conraining a bag. The bag is ried sh11t, but the flies
across the ground like prison bars. The temperature has dropped, circle its neck. The seem of disinfecram is scrong here. Under-
and ihe cold wind leaves )'Our ltmgs feeling raw. The unet>en neath ir is a smell like roadkill or an old grease trap - a smell
gro1md is thick with deca)'ing autumn leaves - the wp layer red coming from the crash bag....
and crunchy, bur wirh a strong smell of mold and decay rising
Individual derails arc good for individual scenes. How-
from the sodden layers beneaih. Your steps rustle and crack
ever, if you think on a larger scale, you can tie all the details
hidden twigs. Every noise you make sounds loud and foreign in together into larger schemes. For instance, you might pay
your ears. You strain - isthat the sound of howling wolves, or particular arrenrion ro rhc lighting you describe for each
jllsl rhe t11ind? fa>erything you try to hea.r is drowned out fry the
scene. Is it harsh, Jim, vibrant, glaring, pitch black? Also,
noise of your own fee1.
make sure that the lighting description 1s appropriate to the
On one level, this description tells the players that the action of the scene. If every fight rakes place in glaring,
ground is bumpy, chat it's cold, dark and late in the year. On blinding brilliance, battles have a different feel than if they
another, it im~es the feeling that the characters don't take place in d1soncntmg shadows. Your players may not
belong there. That description neveT comes out and says, consciously connect lighring with action (and if they do, it
"you feel uncomfortable in the woods" - but it doesn't may be time co switch co a more subtle technique), but they
need to. may become nervous whenever a description is similar co
Some artists draw every brick in a wall because they char of previous unpleasant encounters. They won't know
know the bricks are there. More skilled painters can indi- why, but they'll know bright lights are bad.
cate the bricks through a few Lines and areas of color. You It doesn't have to be lighting. Use whatever descriptive
can use a similar technique to quickly sketch the details of element you want to establish setting and create mood. The
a scene. Pick oul a few clements of the setting thar are technique or element you use doesn't even have co be the
rypical of che who le, a few items o r derails char convey what same for each character, either. A character's Abilities and
you want playe rs to know. Describe t hose in particular and Backgrounds indicate her interests. You can use t hose to
they scand in for an exhaustive (and boring} catalogue of a determine what a character would notice about a place. An
room's contents. expert cook notices takeout cartons, unwashed dishes and
Suppose the ch aracters have en tered a vampire's lair the smell of rancid food. A master criminal instinctively
during the daytime. The vampire hasn't been undead for looks for valuables- or hiding places. A musician wants to
very long - she still has ries to her human life. There's a know whar CDs are piled by the stereo. All of these details
conflict between her new narure as a blood-hunting mon- offer infonnation about what has happened in an area, and
ster, and her memories of life as a normal person. The abour the personality of the peTSOn who was there.
objects in her home, their arrangeme nt, the derails- all of
these can imply the conflict that the charac ters have no T
way of just knowing. Suppose your players have also !arched A game's cone conveys the general feeling of events. In
o nto the idea rhar vampires have preremaruraUy keen wnuen fiction, it's often created by word choice. ln cin-
senses. This iJea - that their prey can sense them before ema, it's handled with camera approach and character
they sense it - has been a major source of discomfort. reaction. When someone gets beaten up in They Live, it
Naturally, you decide to play it up. doesn't have the gut-wrenching feeling of the torture scene
The door opens on oiled hinges, yet you flinch because the from Reservoir Dogs. The difference is intended; both mov-
aparnnenr is whisper-quiet - the thick door and walls provide an ies have distinct tones. One is lighthearted and over the
effective banier to aU sound. l t' s dark inside - not a single shaf1 top, the ocher sleazy and intense. Pick a cone for your games

$ 7 .
19' .........~~.......
a .
and keep it at the back of your mind while describing imprw ion. If someone's bedroom has a thick smell of
people, scenes and events. ls your game brooding and
methodical, where each act squeezes the vise tighter around
jasmine incense, it creates a different feeling than fresh air
and ralcum powder. Similarly, temperature can be used to
II
the characters until t hey explode at the climax? ls ic frantic imply emotional states as well as physical ones. Fear is a
and h ysterical, with the characters always attacking or shalcy chill Humiliation is an itchy, prickly beat that's
retreatinj!, never having a moment to rest and gather their completely distinct from the hot flush of anger or the wa.ml
thoughts? Is it tense and suspicious, with a calm ourward glow of contentment.
appeara nce concealing murky intrigues and hidden vio- Just as the tone of individual scenes can contribute to a
lence 1Picking a general tone for a story o r chronicle gives story's overall tone, so it is with atmosphere. If you con-
your Hunter game a coherence that only strengthens the stantly describe items, buildings and people as "angular"
more you play. "tall" and "lean," you p:iint a picture in the minds of players.
The trick to using rone is: Keep it consistent. There's They scare to perceive -on a subconscious, pre-verbal level
room for different emotions in the same cone structure - the uncomfortable ~tarkness of the world their characters
(especil'llly if they're used as brief mo ments of contrast), but inhabi t. You can achieve an entirely different feel by relent
having a predlcrnble rnne lets your players suspect (and lt:li$ly ut:sc rlbing scenes a~ clultcrcd, dusty, filled with objects
dread) what comes next. T one can therefore be a powerful marked by unidentified smmlges of matter. Go ing the other
tool for building suspense. way -describing settings that are empty, barren, sterile -
Yo u can demonstrate your chosen tone with your voice. creates ycr another at mosphere.
Even if you r word choice is identical, a scene that's described If you apply consistency to you r descriptions. your game
in a fl<ir monotone or an ironic sneer has a different feel from develops a feeling of coherence and completion. O n rhe
the same scene described in a tense whisper. most practical level, consistency makes it easy for players to
You can convey tone with word choice, as well. If your ge t into the swing of things at the beginning of each session.
tone is confusion and db trust, long sentences full of compli More importantly, constancy of atmosphe re lets them un
cated words can inspire those feelings. If you go for a bleak, demand rhe scrring. Maybe they don't know everything
heartless and inflexible tone, short words with hard syllabics about If, bur at') fam1l1ar, even as 1t'sscary and challenging.
create that impre ion. Words full of hisses and sibilance
create a feeling of suspicion and unease.
fCwarroUSl
Once you decide the general concept, tone and atmo
Finally, you can demonstrate tone through actions, the sphere of your setting. you have to help your players feel
people they 11wo lve and the settings where they take place. these foggy concepts. As 1s implied above, detail is cricical.
(More on this appears under Plot and Characcer, below.) Just as important 1s the idea of showing, no t telling. Playing
ArlllOSIB Hunter is interactive. The player.. don' t wanr co sit back
Where tone is "what things mean," atmosphere is and pa~sively receive the story. They want to be involved
more about "how things feel." Most immediately, how and figure th ings ouL themselves. Your job is to give them
they look. Some artists portray everything with straight the clues they need. Saying "Brandon Geddes is an evil
lines and h11rd, ju tting angles. Others use curves and man," is boring. Let the characters see Brandon Geddes at
shndes of color w create an entirely different effect. Pick his worst. Not only do they draw their own conclusions,
a "look" for your setting, just as a movie director does for they know what kind CJfbod man he is. An unthinking brute
a film . (Ever notice how almost every episode of The X- who savages anyone who gets ln his way? Calculating and

I
Files has a scene in which flashlig ht beams pass through unemotiom1l, willing ro do what it takes to reach his
intellectual goals, hut with no passion for his murders? A

,
clouds of dust? That's no accident.) Because you describe
events Lhrough storytelling rather than show them, you misguided maniac who believes that every vile act he does
have a bigger set of tools for es ta bl ishing atmosphe re. It's is in the service of an ultimate good? Maybe he's a vicious
not just loolc. It's the sounds the characters hear, what sadist whose "goals" exist o nly as dubious justifications for
they smell , the textu re of what they couch and the feeling acts of c ruelty.
m the air. It's everything that's all around them. That's Your chosen atmosphere and tone should be like air.
why it's called atmosphere. Just lilce tone, a coherent, invisible, unstated, bul always present. Don'c just tell play
thought-out atmosphere can strengthen your chronicle ers, "Oh. this game is going to emphasize sudden changes,
by making its stones hang togethe r. unexpected tw1stS and hmme, unsettling events." Just do ir.

I While you thlnlc about how to describe a scene, pay S1m1larly. you don't have to let players know about your
attention to subtleties. Color choice can influence how a
scene feel~. A room chat's draped in pastels makes a
different Impression than one that's naked gray concrete.
chosen atmosphere, o r even that there is one. You have co
think about that stuff, but they don't. They feel it. instead.
So, to introduce these hidden srrengths to your games,
f
Scents are an immediate and visceral way to create an here's what you have to do:

-
.......
2 7-l:IL--S6:'9f

'
Decide on them in advance. Write chem down. Joe machinations of the creatures teaches that the media- and
down a few idea~ for concrete de tails t hat imply your tone police! - have been compromised. The harder the charac-
and armosphere. ters fight, rhe more they should realize the scope of their
Find orher sruff with the right fee I. Maybe you like the opposition. Early opt imism is revealed as simple ignorance.
movie St'1e11 and want to give your game the same gritty, A few dcta11$ that play well with this cone include:
freaky, morbid sense. Try co flnd ocher movies, novels or Fair-weather friends. People who seem willing to
music with chat same creep)' aura. Examine chem for what h elp, but who later bail or die.
provides that emocmn, and emulate it in your games. This Solid friens. Goo<l, decent hunter allies who really
process doesn't even h ave co be conscious-just being aware believe in The Cause.
of the feeling you want co create shapes your voice, word
Layers of the onion. A few splashy early victories
choice and attitude in the right direction. !e's inchoate and
chat mean less and less as che characters learn more about
nonverbal, bur It works.
the world.

t
Keep ch oices in mind when preparing for your games.
H ysteria and Confusion. There's is a frantic, frenzied
If you know severnl places the hunrers are likely to go, chink
race from dc~perate battle to hiding-hole, and back again.
of h ow tone and atmosphere come through in th ose loca- The charncrers get caught up in events and struggles beyond
t ions. If you know hunte rs are going to spend a lot of t ime
their comprehension and arc tossed hith er and yon by the
wirh a particular Storyteller character, make sure you know
forces invo lved. They're nor movers and shakers; they're the
how chat person fits Into the larger emotional environment
moved and shAkcn, trying to (ind a way co survive until they

l
of your story.
figure out what's going on.
S.UY"OllS This can be an easy tone to run, but a hard one co
Pa ranoia. The hunters know what 's going on, but they maincain. It requires conscanc pressure, and char can become
can't con vince the unthinking sheep who surround chem. exhausting if unreliev\.-<l. 11le crick co making chis work (and
The undead have almost inconceivable influence over the ro m:ikmg 1c fun) is to get the players to put pressure on
world of the h\ing, and they use 1t ruthlessly co suppress the themselves. If you a ttack the characters the first few times
truth about themselves. Everyone's either a dupe or an they rhink they're safe, pretty soon the y never feel complerely
enemy. Anyone can bccrny you - often with the best safe. Note that you shouldn'c attack characters e\!ery time
incentions. ("Honey, these men are going to take you some- they scop to rest. O therwise players get discouraged o r
where you can get the help you need. n) Secrecy is your only characters narc semng traps all the time. What you need to
hope. Trust no one . do is create che fear of 1mmmem attack.
A s a paranoia-themed g-.ime progresses, make sure co All the details from the paranoia tone can work here,
keep removing things a character chinks she can rely on. The too, but they need to be followed up immediately by enemy
bank forecloses on her house, her kids are taken away by action. Ocher details that help:
family services, her friends betray her (either deliberately or Unending opponents. The characters rarely see the
by being duped), and even her allies start co seem suspicious. same goon twice. Sure, there is a recurring big villain, but he
A few derails thtit could c reate paranoia include: o r sh e always has a fresh supply of ruthless muscle to throw
Jn(uri<1ting events. Have the pho ne ring incessantly. at che ch;iractcrs.
When R ch11racter picks up the receiver, the person on the Overwhelming forces. Make sure characters under-
ocher end h angs up. stand ch at sometimes they have to run. Make a blatant show

I Susric ious even ts. Long black sedans with tinted of overwhelming force (''Our in the darkness, you can see at
windows. There always seems to be one around, bur they all least 50 glowing eyes, coming in fast!") so hunters know
have Jiffe rent license plates. their only chance o( survivAI is ro flee. When they win a
Peculiar behavior. People stare at the characters in fight, it should be because they were backed into a corner or
public, even when they aren't doing an ything unusual. because they plann ed a counterstrike carefully and well.
It's A lmost with in RC2cb. The su pemarural has hid- C lose co home. Kill characters' friends and neighbors.
den among normal people for ages, but its rime has come. Anyone who helps rhem is a legitimate target- (You can also
Tech nology makes monste rs' advantages obsolete. A ll it brainwash frien~ and neighbors for variecy.)
rakes is a cadre of dedicated, well-armed hunters to reveal The Dying of the Light. This approach doesn't cast
chem ro the mortal wo rld, and then the real purification hunters as hopeless so much as irrelevant. The unliving
can begin. shrug off thei r a ttacks. When a zombie is cut down o r a
The twin themes of chis concept a re hope and frustra- shapcchanger 1s ehmmarcd, another simply comes along to
tion. Every rime rhe characters think they almost have the cake its place. Eventually the characters scare asking if it's
problem S(llveJ, 1t becomes apparent chat it's worse than even worch it. Nothing seem:. to make a difference. Nothing
feared. Knock mg off rehmvely weak monsters brings hunters changes. Nothing gee:. better. A particularly effective way to
co the attencion of stronger ones. Trying co reveal the work chis cone is to have a sneaky undead creature use the

t 1-- I - TF .... a
,.......... ........ ~~ a
hunters as weapons against its enemies. When uncovered, together. They're on the fast ttac.ks in their careers, they
chis mastermind offers them a chance ro make a real differ-
ence agamst the legions of the undead - but only against
those who have offended the thing. The characters can
refuse, of course, but then they have no direct opportunities
to attack the creatures behind it all.
The biggest danger with this kind of tone is making
have spending money and good taste, and rhe ugly details of
life arc beneath their notice. Too bad they have spirits
hanging around like Otes over a dead skunk.
This atm06phere is pamcularly good when used for
contra t . Everything looks great - it's only when you pry up
chc lid that you realize these bcaunful people have hideous
'
enemies limitless and thus depressing players instead of problems. You can go one of two routes with this serup. One
characters. To avoid t his undesirable result, make sure that is chat their fair fo~ade hides moral corruption. The ocher is
you reward players when they have che guts ro stick to their chat they're defenseless people who must be protected from
guns. Not every time characters do the right thing and the supernatural dimgers that their very beauty and happiness
refuse to give up the fight - that's too easy. Maybe one attract (there's no reason to pick one or the ocher, of course).
time in three or four, just enough to keep players and Details thac crnphnsize an upper-class atmosphere include:
characters goi ng. Good looks. Emphasize again and agai n how every-
Deta ils chat really bring out this tone include: one the c hnracters meet is well dressed, has great hair,
Denial of comfort. Friends flnd loved ones who don't perfect skin, go rgeous clothes. Even the people who
understand, and who begu character to give up the fight (and aren't blessed with attractive featu res had poise a nd grace
probably to get some therapy). hammered into them at fin ishing school.
Separation from the past. Sacrifices for che h unt Blase wealth. I( you're rich and you knew only rich
(money gees right, a character misses his kid's school play, a people as you grew up, you don' t really care about status
lover leaves) that do nor pay off. At least, not immediately. symbols like nice: cars and expensive watches. You simply
Reminders of pain. Even after injuries have healed on assume that every~ drives a Mercedes and has a cell phone
character sheets, old leg gashes twinge, a poorly healed
broken ;mn stings, o r that wrenched shoulder feels sore. The
rules may not penalt:c characters, but make sure they know
their bodies arc be mg punished (after all, half
rhe fun of an action movie is watchin g
the hero keep going even though
he' bruised and begrimed).
SwlI ATt10S11Ds
The Beautiful People. The
characters deal with people who (su
perficially) seem to have cheir lives

- - -- ---- - - - -- - - - / , ..............
..._,_,_____,.... ....,
11or..--
: . "
---.. a -~.:--II J191r

'
the size of a pinkie finger. This approach is especially effective vampires, space aliens and {of course) JFK are all connected
if the players' characters artn'r used to plush surroundings. - all facets of one master plan.
Brand names. Hey. Madison Avenue has spent mil- Poor social skills. Lunatics aren't eloquent. Thev
lions creating knee-1erk associations with certain brands. speak intently, chey use a lot ofb1g words in the wrong places,
C heck ouc Bret Easton Ellis' American Psycho for an ell."Ueme and they don't bathe or brush their teeth quite as often as
example of 1h1s technique. they hould.
Down and Dirty. The exact opposite of the previous Clucrercd Information. Books, blurred phoc0graphs,
armosphere cnsts the characters into a setting that concen- scratchy audio tapes and countless notebooks full of ram
trates on the disenfranchised and downtrodden -everyone bling notauons are the earmarks of a good lunatic. There
from the marginalized, uneducated working class down to should always be a new weird thing just lying around when-
the genuinely homeless. (Imagine a Hunter chronicle in ever the characters visit.
which the characters are migrant workers, living hand to The Secret World. While this atmosphere is superfi-
mouth while crying co erodicute the undead.) cially similar LO tht> Lunatic Fringe, it has a great deal more
Th is setting is goo<l when you want to crank up Hunter's immediate worth - the truth isn't out there, it's right here.
"righteous fury" elements. Here are people who have shitty You just have co be an "insider" to find out about it.
schools, who suffer malign police neglect in their neighbor- The scary part abour the secret world is that it implies
hoods, and who have become handy political scapegoats the characters hrwc wasted their lives to chis point - and
because they don't have clout - all good reasons for mon- that all their "normal" friends and loved ones are just dupes
srers ro prey on chem, too. who don't really matter. The important people are the ones
Details to include: with power. Ofcourse, Hunter at its core is already about rhe
Mundane horrors. Slavering vampires aren't required secret world, that of mons1ers. But imagine othe.rs in the
for people co die in this milieu. Poor, old people die in the same setting-circles within circles. Monsters! What about
summer because their air condittoning is cut off. The home- all the clones... !
less freeze to death in droves during winter. Maybe characters Details that make a secret-world atmosphere work a.re:
encounter a cop who could do something to improve his beat, Passwords. Every subculture has slang. If rhe charac-
hue he JUSt doe n't give a damn. And that's all without ters learn that the phra:.c, "You deserve a break today," is a

I
recourse to the n1ghcmaresof inner-dry drug culrure. (Check signal meaning, "I'm ready to help vampires take over the
our Clockers. b)Richard Price for a clear vision ofa cocaine- world," it naturally makes them nervous to order a burger.
draven underclass.) The more common and Innocuous the phrase. the better.
Dirt and clutter. Just as everything looks nice for the Mysteriousfnend and mysterious enemies. Someone
beauuful people. everything is dirty and broken for the you don't know who tries to harm you is frightening. Some-
underclass. Even new buildings and objects look cheap and one you don't know who tries co help you (for unknown
shoddy - rhey just waic to fall apart. reasons) con be even more frightening.
Sickness. Wmking ~md living in eight confines makes Hidden places. Conceal locatiuns within locations.
it easy for cold (md flu bugs to spread. A persistent cough The outer, visible locale is as mundane as can be - a gas
going arouml a neighborhood, factory o r housing project can scacion, a split-level suburban ranch, a small business.
serve as an unspoken reminder of che social ills that spread Inside chat location is a secret meeting place for Those
just as invisibly. Who Know. This approach is especially effective if you can

I
The Lunatic Fringe. Who believes in werewolves and establish the miter location as ::a bland feature of the
vampires? The same people who believe that the ClA characters' daily lives. ("Damn! Lwent to this laundromat
tampered with their LSA T scores, because keeping them out for years and never suspected it had a basement- lee alone
of law school was a crucial step in the Roswell cover up. this basemcnr.")
A conspiracy atmosphere works panicularly well with S.USm11GDrm.s
a paranoia tone. The former can also add an clement of
Animals. No m:mer what atmosphere or tone you're
self-doubt to Hunter's stew of outward-directed fear. lf
looking for, animals c.m be used in a variety of ways. They
the characters can get help only from people who are
can imply character (someone who owns a savage, barking
obviou~l y a few cans short of a case, the hunters' own
Dobennan is likely to be very different from someone who
samry is called into question. Finding sympathy among
spoils and coos over a purebred Abyssinian cat). Animals
crazies also raises the fear that these people are right about
can also reveal a lot about a location. (What does it mean
other th in~' as well.
when no birds sang in the woods! What does it mean when
Details of the lunatic fringe include: an apartment is full of roach~ and rats!)
Bizarre connections. Conspiracy theories tend to be Books, Records and Videot.apes. The best way co get
all-inclusive. Weather control, the Elders ofZion, the IRS, a glimp~e into ~omeone's mind is to check out what they

s4 a
read and listen to. If someone has vintage Tiger Beat chance to make a permanenr change to their situation (for
magazines lying atop a Rock of the BOs CD, you can make good or for 111). A climax can simply be the granddaddy of
a few shrewd guesses about rheir tastes. On the other all fighc scenes, or it can be a more subtle internal conflict.
hand, someone with S&.M porn in the VCR and death For example, the gang ters might simply have co shoot
metal blaring out of the stereo probably embraces a their way through a housing complex full of zombielilce
different aesthetic. servants in order ro face the chief of the local undead.
Clothes Make the Monster. What people wear says a Then, they have a tremendous fight with him and either
lor about them. Someone in cutoffs and a faded T-shirt may win (becoming the new local crime lords} or they lose
not have a big clmhing budget - o r maybe values comfort (becoming worm food - or more lilcely, becoming loath-
over appearance. A hauie couture gown may cost the same some servants of rhe undead). That's pretty cool - but
amount of money as a conservative business suit, but it imagine sticking some Luke Skywalker/ Darth Vader ac
makes R Jisrincr srnccmcnr about the values of the wearer. t ion in there, roo.
The right clothing details can reveal culcute, history and The girngstcrs fight their way through the legions of
personality, without having to come right out and say it. underlings - but now, when they confront the chief of the
unJe<tJ, he.: uffcrs chem <1 dt:al:
Ptor "I'm impressed. I never dreamed that mere mortals could get
A story can have an elaborate, well-conceived setting so far. You have eamed my respect." With a mocking smile, he
and still be boring if the action Is no good. The Storyteller applauds you. "Yo1i can try :odescroy me now, if you wish-or
system places a great deal of emphasis on a particular plot yo1' can join me. I can offer you notonly u1ea.ltlt, but power. How
structure, ca 11 ed a ch mn iclc. Whe reas ocher games set up an would )'Ou like w dominate the minds of your feUows! How would
unstructured series o f events - the heroes go here, do this, you like lhe power w shmg off gunshots! How would )'OU like ...
then go rhere, do that, in an unconnected string of adven- w liW! forever!"
rures - Storyteller games emphasize a definite beginning Now the ch:irncters have a real quandary. They can
and end, with structure becwcen to make the connection srick to their j!un~. have a big, chancy fighr, and maybe come
mean something. out on top. Or chey can rhrow in with their enemy and get
T o put 1t another way, many games arc picaresque - a whole new world of lroubles and opporcuniries. Either way,
like a sitcom, there are numerous episodes. but they're things can gee very interesting.
connected only by the characters and setting. There's very That leach us to falling action - the aftermath of the
lictle "carry over" between events. Stones don't affecc each climax. Youcan'r (or shouldn't) force your players co choose
othe r. The chronicle structure makes Storyteller games only one option at the cltmnx. (Nothing bothers players like
more like a movie, where every scene contributes co the being pushc<l around by the Storyteller. They might as well
overall movement of the story. be watching TV i( they have no real conrrol of their
characters' choices.) Once the choice has been made, it's
your job to show the consequences of rhe decision. These
Before the i:arne begins, you need to have an idea of can be good, bad or (most likely) mixed. Let's suppose rhc
what your chronicle is about. To know that, you have to gangsters tell their low-rent Mcphiscopheles to go screw,
know the elements of plot. They are: premise, rising action, and they mnnagc co dusr him after a tough fight. The
climax and fa lling action. repercussions Cl)uld include:
The premise is the basic idea of the plot: the starting They're now crime kings of their neighborhood, with
point. Ir can be something simple: "Inner-city gangsters all the money and perks (and headaches) that implies.
decide to kick the undead off their t urf by using plenty of The po lice srnrr crncking down on the gang because
violence." Or more complicated: "Rock band decides to no one is using minJ control to keep them back.
alerc the world to che p resence of the unliving." Other undead creatures try to ally with the characters

'
Rising action ls a series of conOicts and setbacks that becau~ they're obviously a force to contend with.
prevenc or delay the characters from accomplishing their One or more characters might have died in the final
goal. Maybe the undead fighr back a1r-1insr the gangsters and conflict. How do thcirfamilies and friends react? How do the
wipe out most of their allies. Maybe the rock band loses its other h11111trs reacd
record contract because of undead interference. There are a Stories arc tools for exploring ideas, and storytelling
Imo( different ways in which characters can respond to the

I
games are no different. Decide in advance what big ques-
conflicts of rising action. As Storyteller, you have to be uon you wane 10 ask your players through the story. Having
prepared to roll with the punches. You also need to have that goal makes building plots much simpler. You can
conflicts ready to impede the characters, no matter what figure out how to get there, but only if you know where
I chey do. you're going.
The cllma.x is when the situation comes to a head.

! This is che big confrontation, when the characters have a

-., ,.~~. .-'~~ ....a;. .


....... 2 0-~llL-- ~Amir

Swl!PlOT f IAJJlWlllS RlMK YOll!PlOT


' 1 Want to Believe. The characters are pri marily inves
tigators. They don't underscand che new world of mysterious
power Rnd fearsome unlifc chat they've entered, but they
wane to. H.acher than exterminators, the hunters see them
selves as explorers, trying to find the truth about these
strange phenomena. Some climactic questions for this frame-
You hilve an overreaching plot frnmework for your
chronicle. Now you can build ind ividual, smaller conflicts
into game seiiSions to provide vuricty while work ing toward
the Cln::il climax. These subplots all have the same structure
as the large plot, they're just on a smaller scale.
A ~ hook" replaces the premise seep. This is just some-
work might be:
th ing that gees the hunters interested or involved in the
When is the price of knowledge too high? What if
event you have planned. You have co take care with the
learning the ultimate truth means allying with the forces you
in1ual plot hook, though. If the humen. don't bite, they're
once fought ?
likely to go off on some tangent of rh eir own, and all the work
Once you understand, what do you do with your you've invested into developing the story is wasted. Some
knowledge? times, tangents developed by players provide a great deal of
What questions shouldn't be asked? What's too in cerest, though.
much informat ion ? The easiesr ways to hook charucrcrs all come down to
Here There Be Monsters. The hunters are less con self-interest. You can hold out something th ey want, like
ccrnc<l with understanding and more:: Ctlnccmcd with bloody information. ("In the dead creature's day planner, you find
carnage. Like Eliot Ness and the Untouchables, they wage a notation for someth ing called 'the Grand Sacrifice' righ t
war, plain and simple. This is an action -oriented chronicle, above a downtown address. It's scheduled five days from
but there's still room for tough moral decisions, such as: now ....") You can also do this by threatening something the
Victory with honor. or VIClOI') at any price? Are the characters already have. ("You hear your wife's voice for
hunters willing t0 accept "collateral damage" to mortals? only a moment before the creature's sickening rasp comes
What tf it's the only way? back on the phone. 'If you wane co see her alive- or at least
Are they all really monsters? What happens if the mobile - ever again, here's whar you have co do .... "')
hunters discover that some of chc beings identified as Next comes the individua l story's rising action: The
"unnatural creatures" don ' t seem to be a ll that evil or h unters rake various steps to secure a favorable outcome, and
dangerous? If they decide co fight a war of exterminatio n, they face various antagonistic forces. If rhcy succeed during
arc they really any bercer than t he worst of rheir prey? On the rising action, the climax is made easier. If they fail, the
the other hand, once you start making exceptions, where climax is more rislcv or requires greater sacrifice.
do you stop? The climax of a subplot occurs when characcers con
What's the ultimate result of wiping out the enemy? front the source of the problem. Domgso should (one way o r
Whar can be left for hunters after that? another) bring them closer to the climax of your overall
Strange Bedfellows. Some hunters may soon learn (or chronicle plot. Evcnafuilure in:i ~11hplnr (rhe hunrer!Odnnor
intuit) chat the supernatural isn't a united conspiracy against prevenc the Great Sacrifice, or the hunter's wife is killed)
humanity. They may choose to side with one group or can steel their resolve to pursue the greater goal.
another in order to h arm another, more dangerous faction. Fln:illy, your subplots n eed co have consequences. 0th
This o ption raises the fo llo wing questions: erwisc rhe players have Iittle reason m care if rhcir characters
succeed or fail. If the hunters imerrupt the Great Sacrifice,

I
Why would the unliving trust mortals? One side
mighr use rhe hunters and rhen claim common cause with they should learn a litrle more about the big plans of the local
the o rher in order to discard the characters. undead. If the character's wife is rescue<l (or gets turned
What about other hunters? Some who've heard the undcad, for that matter), she ~hou lJ be in a position co
Call are prercy militant abour any alliances w1rh unnatural explain some things co them.
beings. There's no enemy more dangerous chan a rraicor, s.t.E Pm ~UIIJITs
afte r all. The characters may find themselves pursued by T oo Good to be True? The ch aracters run across
rhe1r fellow imbued. someth ing t hat seems remarkably useful/ amactive/ good
Who bells the cat? What if, once the struggle between to them. Ir could be an eccentric millionaire who migh t
th e two undcad factions is resolved, the hunters' "allies" are possibly be persuaded to fund the ir harebrained schemes. It
now in a position of tremendous stren gth ? Do the hunters could be an abandoned ch urc h that somehow "feels right"

'
betray chem (at great risk to themselves) or throw in with an to chem. It could be a really nice woman who moves in next
enemy they once despised? door and seems friendly. The question is: Can they trust
appearances? After all, iccould be a trap set b~ theirdevious
supernatural en emies.
..---~~--&....
~~
Damsel in Dist ress. A classic. This subplot is any-
thing but subtle. Someone (not necessarily female, of
course, but someone sympathetic and/ or helpless) is seized
by the enemy for unspeakable purposes and is held in a
reputedly impregnable fortress. It's up to the hunters to go
to the re'ICue.
The Pri:e. The hunters learn of some object of tremen-
'
dous power/ inOuence/ value, and decide to steal/ find/
acquire it. Of course, they're not the only ones who have
designs on the Mal tese Falcon/ Ark of the Covenant/ Spear
of Destiny. There are competito rs willing to kill anyone who
stands between them and the item.
Red Alert. Something big and dangerous rampages
near rhc hunters' home, and they decide to nail it before it
can find and destroy chem one by one. The threat may be
more than a match for all the hunters put together, mea ning
they have LO ger help or come up with some clever strategy
to give them a decisive advantage.

S1umrWRCllMAcrBS
While the hunters arc the protagonists or main charac-
ters of the story, 1hey meet lots of other people (and sentient
beings) in the cour...c o f the chronicle. O ne actor plays all
these "supporting cast" members - you.
Po maying d ifferent characters is a critical skill for a
S coryteller. A complicated plot can fail ifyour characters are
all so similar that the playen can't tell the difference be-
tween them - or don't care. Similarly, the best tone and
atmosphere in the world won't make players care about the
fate of boring characters. ("Why should I risk my life for
them? They a ll suck!")
As Storyteller, you have a broader task than do the
players when it comes to characterization. After all, each of
them h~ ~ only a ~l nglt p<:'n ro deal with - you have
dozens. Their charucters im: "on-stage" all the time, though,
whereas yours go through in rapid succession. Thus, while
you need more characters, not all of them need co be
developed fully. This isn't an excuse to get lazy, of course.
Bur just as a few re II Ing details can convey the impression of
an enrire room, <l few words and gestures can rell the hunters
all they need 10 know about a minor contributor.
8uulc YOllC .CTllS
When designing characters for your hunter group to
meet, keep rhe seuing and plot in mind. Every elemen t -
especially characters- should upport those aspects of your
I
chronicle. Ask yourself the followi ng questions:
What is this character's function within the plot? A
mino r ancagomsc? A mysterious manger with available
informat ion ? An a lly? A red herring?
How does this character fit in the tone and atmo-
sphere of the setting? b the character t he embodiment of a
certain facer of the tone? Or docs she illuminate the atmo-
sphere by contrast - being the onl1 person who seems

I....
' immune to the general feel of events?


'
These questions give you an idea of the character's way for the hunters to win - it doesn't have to be easy or
purpose, and h ow co present her. Once you have these obvious or even fair, but it should exist.
basics down, you can decide how much attention you need Something to keep m mind about your scories: le isn'c
to spend on the character'l> personality. A gas-station "you against them." It's not Scoryccller versus players, and
:mencfanr who saw a ghost! The hunters may speak to liim n ever should be, even though you control the antagonists.
only one 1ime, so he doesn't need to have scats, Trairs or a Your job 1 n't co ladle our erushmgdefeat. That's frustrating
thoroughly realized motivation. A major ally or a promi- for players and boring for you. Your job is to set up a challenge
nent enemy? That's a different matter. Someone the - to create enough doubt and teruion chat victory means
characters arc going co encounter again and again n eeds to something when, and if, it is achieved.
h ave Jcpth and comp lexity.
DadtsrlATlll: CQem
When building a prominent Storyteller character, start
with Nature and Demeanor, just as if you were a player You dcmonsrrnre character with your voice, almost to
buildi ng a character. Puc some thought into h ow the o ut- the exclusion o( everything else. I ( you have the skill to draw
ward signs of th e individual's personality depend on chose a picrurc of A Sroryrcllcr character, or the patience to find
rwo pillnr~. Figure out how th1: chunu.:ter pursues her goals one chat fits, t hnt helps. Bue mostly it's the words you choose
(and what chose goals are). O nly when you know who the that bring your characte r w life. You accomplish this with
dialogue and description.
ch aracter is, wh at she's do ing and why, should you worry
abouc putting numhers t0 the beast. Dialogue is when you speak in a character's voice -
. Few people ever think, "I'm evil I'm doing the wrong h aving an inch aracter conversation with the protagonists.
thmg nnd I /eve h." The mustache-twirling villain is a This is a ch ance for your acting skills to shine. Change your
srereorypc that rarely occurs in reality. Worse, the black- teno r. If you usually have a clear, low voice, try speaking in
haucd villain has been used so often thatit'sacliche-more a high, scratchy tone for one particular character. Use
a joke than a menace. W hen people do bad things, they whispers, slang or accents if you think you can pull it off
usually have some ra tionale bchmd 1t. "It was him or me." (even if you can't, the re's always a place for comic relieO.
"It's for the greaier good. I was just serving my councry." ~He The human voice 1s a versaule instrument; don't be afraid to
was scandmg m the way of progress."") lost control because stretch your boundaries. (Jr's all in fun, righd) If you're shy
she provoked me." Everyone wants to feel like a hero. The or self-consc1ous, reserve unusual voices for minor charac-
scariest people are often the o nes who use the end to justify ters. Doing so serves two purposes. You rarely use the voice
chc means. you don't cruse. And 1t makes that minor character more
memorable and distinc1ive.
Granted, there are sadists and bullies and various
psychopathic freaks out th ere - especiall y in the World of Description can also be used co demonstrate character,
Darkness. T h ey make good villains in che short term, but and all the tricks that apply to tone and atmosphere apply
a steady dice of blood-lusti ng undead can become indigest- here, coo. Explain what a character looks like. Tell how she
ible. Likewise, an endless array of devious sch emers who aces. Detail how she dresses, what she drives, how people
weep and beg for mercy wh en they're finally confronted look at her, what she smells like. Just like describing a
gees t iresome. And a sec of hon orable, p leasan t, but utterly setting, find concrete derails that stand for intangible quali-
ruchl css and misguided an tagon ises is repet it ive. Change it t ies, anJ stress chc)se dera ils.
up. Kee p yC>ur players guessi ng, or t hey'll get bored. If every Portraying a character thro ugh description can play
major combat opponent is a big bru iser in a leather jacket, back into your armosphere. Suppose a femme fatale interacts

I there's nothini:: to make this week's episode differen t from with one of your more libidinous hunters. The bland descrip-
last week's. By util izing e nemies wtth different tastes, tion , "sh e's a real hottic," doesn't d() much. Here are cwo
methods and motivations, you can test all of the hunters' descriptions for a bcauriful woman - from chronicles with
limils and abilities - n ot just their edges, social skills or rad ically different atmospheres.
combat abilities. Rachtl is a lush , curvy redhead with skin like a ripe peach.
The numbers are really 1he lease important part. Just cry She's wearing a clingy dress that matches her hair. It looks
ro keep your ch aracter balanced w he poses an appropriate strained to 1cs lim1cs, u'<Uting for her w spill ouc of ir like a harvesr
challenge to the players' characters. Mmoranragonistsshould pouring OUL ofa conmcopia. She's licking an ia cream cone, and
be weaker than individual characters - dangerous if they her plum lips smik as you walk inw view.
have superior numbers or get really ludc.y, but noc much of You're ~ung at the comer when Beth steps out of the fog.
a th reat o ne on one. More :.ignificant antagonists should Her long jack.Lt is rrimmtd with fur, and tight black glotres grip
match the characters - maybe not in the same areas, but every inch of her long, delicaLt fingm. Above the dark fur, her
should be of roughly equivalent power. Major chronide- smooth, pak skin sums co glow like moonlighr. Her mouth is
nmTOW but ~vy, and it always seems pursed in renuJrive
shakmg enenues (should you need on e) can face down a
who le pack of hunters. But make sure there's a legitimate appreheruion . Mosely rhough , yo11 nouce her eyes. Big, dark,
deep, rhey always seem poiJed co sp1U a cear.

I
Ii p 2
119'~1. . . .~~Z~msilillll- I
Don'r forget your inflections when you speak about a
character. You'd be surprised how much a description of a
You're rhe Storyteller. You have tremendous power to
interpret the rules, to generate and modify the background,
j
seemingly nice, wholesome person can be undermined by an to introduce evcntb and to adjudicate them as they occur.
ironic or threarenmg tone of voice. You run thing~. But deep within the heart o( each player is
A final tool to remember for emiblishing identiry is a little voice chat says, "You ain't the boss of me." And that
your body. Change posture co reflect the character you voice is nl{ht. Ever, rhing you do, you should do to challenge,
porrray. lfhe's a tiny person, hunch up. If he's big and brash, intrigue, fuscmate and en1ttta1n your players. Never forget
srand call anc.J look down on your players. Someone who's that you do it all for them.
hesitant and nervous mighr perpetually pull at her lower lip. Along with your authority, you're responsible to the
Facial expressions can speak volumes, and a well-rimed players. You owe them challenges, invention and fairness.
facial tic can odd 3 whole new layer of meaning to what a Now, "fairne:.s" doc~n't mean that every fight should be a fair
character says. one. Hell, no! It mt:ans you should stick to tht! premise of
SAMruCHWcmQuAtlYD your game, that you should be fair to the setting as you've
defined lt. If the players screw up in some ghastly, stupid
Energy Level. Is the character bias~ and relaxed, no
fashion, it's only fair for you to school them hard for it. If you
marter whm happens, or is she nlways jumpy, energetic and
let them off rhe hook, you don't do them any favors. You're
fidgety? Someone who's usually wide-awake and intent, but
making the game less challenging and less fu n in the long
is now quiet rind stil l, can be remarkably spooky.
run. Similarly, if the players do something brilliant and tidily
Attitude T oward O thers. Does this person act superior sidestep one of your challenges, you owe them a reward.
and snobby? Friendly and welcoming! Formal and polite? Failing ro recognize invcntivcne~s. cleverness and staying in
Habits. Is the character always filing her nails? Brush- character is ju~t as much a violation of the setting as giving
ing hair back from her forehead? Smacking her lips or players breaks or setting up low hurdles.
grinning nervously? Buying lottery tickets and cursing when In the final analybis, thac's what cooperative effort
she loses?
means. You provide a scuing. plot and a series of challenges.
Bir Characters. Nor all people and monsters whom the They provide mtere ung characters, and they decide how to
characters face hould he powerful, magic-wielding forces of navigate your challenges. Maybe they make bad decisions
narure. Nor all o( them should get char.icter sheets or even and call vast trouble onto their own heads. That's fine.
sratisric profiles. I( a Sioryteller character has a minor role, Maybe they succeed, gain trcmcndou advantages, and then

I
especially in combat against the hunters, let him be a throw- abuse them in some d1sgu ung or mfunatmg fashion. You
away character- n minor opponent whom the protagonists may not like it, but you have to respect their choia.
dispense with quickly. Chapter 7 details "streamlined" health
levels (p. 202) for shortterm opponents. Use these rypes of Aleh,AWlllc-MC!oTK
characters when you want a horde of henchmen or zombies At some point you may run into a situation like this:
co intercept or Jeter the hunters, but not stop them cold or The hunters heaJ toward the lair o( some funk-ugly king
kill them outright. Such "bit characters" therefore play their monster. One of its brainwashed servants lies in wait with a
role by presenting t>bsrncles and creating drama, bur they 12-gauge. One of your bcsr players has his character lead the
don't slow down your main narrative. Wait till the players' way. 1le's playing right, not taking any stupid chances, but
characters face their primary enemies before you pull out all the player blows an easy Perception roll - the goon with the
Trait, power and health level scops. gun gets the drop on him. Usually no problem, but that
player also manages to screw up his initiative roll. Still not
T'llPARr1CUCARSlf coo bad (you think); maybe the outclassed goon softens him
up before che hunter creams him. Then you roll the shotgun

S1~rU1EGMls damage and ic's all /Os. Yikes! Bue che hunter has a high
Stamina. He'll surely soak some of those - but no.
So far, rh1s section has dealt with the "story" elements of A series of wdrJ die rolls has just wiped out a good
storytelling games. Now it's Lime to address the "game" aspect character. That's bad. Bur what feels mwlerable is that the
- the parr that makes this form of storytelling unique. character has died for no good reason.
There' rwo ways you can handle such a scenario: strict
Cm:iRTM&'forr
or loore. The strict way as to let the dice fall where they may.
When n novelist sits down to chum our a book, the
Hey, hunting rhe unknown is dangerous stuff, and people die
characters don't rebel. James Cameron didn't have to worry
from srupid, meaningless acc1dencs every day. If the other
chat the protagonist o( Tuanic might shrug, grunt and say,
characters pull him out o( the f11e with some fancy Defender
"Let the rich ho cake care of herself for once!" A Storyteller,
or Marryr scuff, maybe they can bring him through it, but the
on the olher hand, has to accept the free will of the players
rules are the rules and the players knew the risks going in.
in her game. Without that element, the whole exercise
becomes one of manipulation and frustration.

' a a a
The loose way is to let the other players think the

' character is dead. Let the player think his character is dead,
too. Run the rest of the scsskm, possibly with that player
taking the role of an a lly or bystander so that he still gets
some action. Then, right before everyone leaves, rake rhe
player aside and say something like:
You wake up in terrible. terrible pain. The last thing you
At some point, players make decisions you haven't
anticipated . It could be a big thing or a little thing. It
could be a decision that helps them, o r o ne that puts them
in unnecessary danger. It could be something that doesn't
really change things, o r it could threaten co derail your
plot completely.
remember is che smell ofgun smoke, a crashing noise and a bright
light. Your eyes open wide. Looming over you is che hideous face There's a strong impulse to punish players when they
of rhe vampire Hovorka. He giggles, leans inand whispers, "Your "go rogue," but resist that urge. If you do your job right, they

I frit.>nds lefr you for dead, hue I knew better. You're going to be my have no way of knowing whac's coming. It's hardly fair to
UYJ. Understand! And ic's gonna be forever!" blame them for messing up a future chey aren't even sup-
posed to suspecr. You have to suck it up.
On one hand, you've spared the character the ignominy
of a pointless death at the hands of a minor opponent. That's If you're good, you can wing it and think up stuff on the
mercy. On the other hand . none of the other hunters know fly. Your players may not even suspect that they run into
the character is alive, and now he's rhe enslaved servant of things you never planned. Still, don't be afraid to declare a
a psycho vampire. So no one can really argue that you rook little pause and wander off to the bathroom for a meditation
it easy on him. break. You may find that taking a deep breath and asking
yourself, "What's the logical result of this?" does the trick. If
You "cheated," but you've been fair to the player and
not, stall them until the end of the game session and think
fair to the setting. Most importantly, you've created a chal-
about it at leisure until you get a solid idea.
lenge - one that can push your plot forward, instead of
halting it.

~~. . . . . . .
.Jlllllll.. .....~.-~
I:
~~--Jl~ .. Flt-g_.s

anention to describing what you know instead of making


Most unexpected derailments are minor, but if you run
into somerhing major, or if rhey become more and more
frequent, you may want to take a step back and consider the
things up on the spot.
Story First, Ru les Second: Rules are cools. Use
I
structu re of your chronicle. For inscance, suppose you envi- them, bur don't let them trap you. If you make the odd
sioned an epic of scheming and plotting and subtle maneuvers, change here or there to encourage the flow of the story, no
but \'Our players consistently choose the "grab the guns and o ne will notice - or at least care.
kick ass" option. Description, Dialogue and Action: Intense, well-
Maybe you should give them what they want - not in imagincd description creates a sense of immediacy. It makes
rhe sense of providing pape r tigers and meani ngless victo- people pay atten tion to the story. Interesting, consistent,
ries, bur by giving them the challenges they want to explore. frequent action kups them interested. l look them by mak-
Of course, this doesn't mean changing horses mid-race, ing it feel real. Reel them in by making them want to know
unless your current hor c is dead. A radically changed how it rums out.
chronicle is bcner than one t hat gets scrapped - as long as A void Stereotypes: Perfect examples of type are
you c hange it to provide more fun for your players. rare. People who try co fit into a stereotype usually do so to
cover up some secret insecurity, and (on close inspection)
T'tt: T'atCOMMAPOerTS may not be flblc to carry it off. People who naturally tend
In volve Players Whenever Possible: Incorporate toward being stereotypes often rebel against being just like
their ideas and backgro unds into your city and ch ronicle. everyone else, and may go co great lengths to show that
Doing so interests the m immcdia1ely, gives them a voice in they're unique.
your scory, and can go a long way coward forestalling un- Be Fairto Your S1:tting: If the players work hard and
pleasant surprises. The players' characters should be the make smart decisions, their character ' success must be in
most imponanr- rhough nor necess;uily the most powerful propomon to the challenges faced, or the players will feel
- ones in your chronicle. lc's well worth your time to work cheated. Conversely, don't reward characters if they don't
wirh players to develop their characters, even becween game cam it or the reward will be hollow.
sessions. Don't T ell Them Everything: Much of the chal-
Be A ware o f Playe rs ' Expectatio ns: Giving play- lenge of a game is in the mystery, the pares of the story that
ers the general kind of challenge t hey want is a good you hold back for the players and their characters to discover
t hing. On the other hand, being predictable is not. If the on their own.
characters think vampires are sleek, powerful predacors, Do n't Abuse Your Power: Remember that you're
you can change it up on them by p resenting a neonate there to r rovide entertainment for the players, as well as for
vampi re who's psychologically codependent on his living yourself. Respect your control over their characters. You
girlfriend. Or introduce a vamrire with little brainpower both initiate and arbitrate events. Use your power to pro-
and impulse control, but tors o f wicked powers. Or some- long che story, not to force your friends to play out your
thing that looks like a vampire but is a creature of a vision of how their chamcters should act.
d ifferent narure encirely.
Don't Panic: If the players pull the rug ouc from
Work Things o ut in Advance: Every erg of effort you under you, don't be afraid to call a break and take some
spend preraring saves you I0 ergs of desperation during the cime to c<lllcct your thoughts. It may happen a lot ac fi rst,
actual game. If you know in adva nce what's in a place, or but after a while you will be able to handle anything they
what motivates an important character, then you pay more throw at you.

I
I
I --- - ----- - - - -----
Email Program

I
Subject: (No Subject)

I
To: [email protected]

From: Isender unidentified Send Get


Message Messages
Copied To: .________________________________,
So you are the ones who have recently made my life so ... interesting. Good. Fi nding
you chis way only makes the game more enrertaining. Now I know who moves the
opposing pieces, whose wits I match. l should warn you chat 1 have been at this a very
long time. I may take your King - or, better yet, your Q ueen - without you ever
knowing. O r I might anno unce my next move before it is even made, just to watch you
fret and squirm.
Alas, I know that our match will be short-lived. While your bodies seem invested with
intriguing powers that ch allenge my own, your minds are still mortal, still weak. The
humanity that defines you, that drives you, that inspires you is also your undoing. That
is why I abandoned mine ages ago.
....a ... ........_.......
~ ~~ ~

CHAPTIR 9:
T'HE EtlEMY I'
(AffT'AGOHIST'S)
'
They gather themselves t.ogecher against the soitl
of the righteollS, and condemn che innocenr blood.
- Psalms 94:2 l

tick tock tick tock 1 was a lready in the hospital when all that weird stuff

I
dong dong dong happened with the fi rst site. I'm still a lirtle unclear about
click clack click click what happened and what it all means, but when I recon
drip .. . drip ... drip nected co the web cwo weeks ago and somehow found this
site again, Witness l asked me co share my expertise with all
My life iscurrcnclydefined by repet itious soun ds. There's
the newcomers. (I'm still not sure how 1 found the original
the grandfather clock actually given t o me by my grandfa.
site again, since any search engines I used reported nothing
ther. And my computer keyboard. Most imporcancly, most
even remotely connected with us real hun ters. But here's
notably, there's my IV drip. These sounds arc the extent of
hunter-net, back again. I'm just glad it's been restored, and
my life, and rhcy have been for a couple months, ever since
I don't want to ask too many questions how.)
a confused and betrayed creacure slashed off my legs.
If you are new tO this site, if you have been imbued only
This essay, this work in progress, is horlinked under my
recently, then you don't know that 1always have a lot to say
hunter handle, Bookworm55. That's extraneous informa
on the subject <lf the beings we face. On the basis of my posts
tion to provide he re in the body of che text, but I want to
to the first site, W imessl asked mew collect my information
emphasiie it because it means I was part <>f t he first hunter
and expound upon it.
net. In case you didn't know, everybody with a hand le below
124 was on the original site.

~ . n ,,
-.~s ....~~..s..

'
8ool!Mml55'sCAmn
This pseudo-essay is all about sharing information, bur
MollsraPlfm
This ch:1pter contains a number of sidebars that
first some condmons. detail monster Traits and powers for use by the Story-
1. I don 'l consider mysclfone to be doling out advice. teller. Players may read the body of this chapter, bur
I'm a college kid, a poor college kid ar a bigcity university. are advised to avoid 1he sidebars for fear of learning
Contrary to how couragcou I might so11nd in some of my coo much about the enemy; only the Scorycellershould
follow mg Slones, I don't really know much about this world. know how the walkmgdead and mghmalkersoperace
I've never traveled outside my home cown. I've never had in the game.
sex. I've neve r tried drugs or alcohol. I've never even driven
Pmfllc sidebars provide very basic mechanics for
a car. You gel the picture. You're probably laughing at me,
depicting creatures. There's certainly enough here
but that's okay. Ir meAnsyoustill have some feelings lefcafter
to tell e ntertaini ng stories. However, if you're al-
all you've been through.
ready familiar with the other games in the Storyteller
2. Despite all the information l've collected, I nearly series, substitute "official " monsrcrs' powers and ca-
got killed. Don'r rely c1)mpletely on what I say. I'm not pabilities for those presented here. The Hunter
deceiving you on purpose, but I have a feeling there's a whole Storytellers Companion interprets the other games'
lot more to what's going on than I've been able co piece rules thac govern monsters, and lees you portray
together in a few monrhs. those beings in more detail than presented here,
3. Don't use this information asa "how to kill" manual. without having to possess anything but Hunter and
First of all, I know little about killing (though I have killed, its supplcmenrnl books.
so stop laughing at my virginity). More imporcamly, l gained For the purposes of this rulebook, Willpower is
most of this information through serious civilized conversa- the energy source used to fuel mosc monsters' powers.
tions with the monsters many of you thoughtlessly destroy. Each profile explains how. Creatures' Willpower scores
Sure, plenty of them arc rapacious beasts chat gorge them- arc therefore inflated arriflcially.
selves on the J cfcnsdcss. But when you drop one from a
hundred meters with a rine oucflued with a laser sight and
special bullets. you're JUSI as cniel as it is.
4. Th1) is a workm-progress. J'm researching on a lot ideas. The more far-fetched the idea, the more likely it's
of summary information that I'll add later. You're welcome true. At least, that's what I've found.
to make your own additions, chough understand that Wit MYMlTllOIS
ness 1 has allotted me some control over responses and I will Mose of the information herein is gathered from per-
delete anything I consider misleading o r unverified. sonal experience, mainly lhrough interviews with an
If my posrs suddenly stop someday, don't mourn for me. individual I refer to as Purple, a man who claims to be a
I'll be dead by my own hand. The "vampire" who believes I warlock. I have confirmed his claim by spying on other
bcrrayed her mRy seek me out to finish what she started. I'm warlocks, who seem to have "auras" of the same color (a
ready. I won't become another monster that you'll have to perception ability chat I and some ocher imbued seem to
strike down. I huvc a syringe hidden within reach chat I can possess). "lnrcrview" is perh aps an inappropriate term to
use to inject myself. My research says only a couple drops of use; Pllrplc was usually unrcsptmsive to direct questions.
the concems :ire required. Killing myself may be the only lnsread, he would answer only gradually, and vaguely.
courageous thing I'll ever do. I told Purple thllr I would never reveal him as my source,
5. Finally, I believe in monsters and always have. If so l will withhold any derails concerning him. Ir's largely
you grew up where I did (no, I'm not looking for sympathy moot, I suspect, as he finally disappeared after nine sessions
for my past or my missing legs), then you would, too. You at the diner where I found him. Whether my promises mean
wouldn't doubt for a momenr :my of che information that nnythinl( to him, or whether he even recalls speaking co me
slowly comes to light for u~. Namely, thar monsters are is doubcful. He made periodic and elli ptical references to
everywhere and seem to be behind ;i lot of things we ordinary what in hindsight I believe to be a temporary madness.
people rake for gr.mtc<l. Nor does it surprise me that some of Nevenheless, the infon nauon I gleaned from our meetings
the "monsters'' arc far better people (or were far better always bore out when the facts could be double-checked.
people) than many humans. I also use anecdotal evidence here to fill in information
The bottom line IS, I believe everything I say here. I gaps that I can nm co\er personally. These are stories l recall
believe there arc monsters who survive by drinking blood from the o riginal huncerncc, or actually copied into text
and eating human ne~h. I believe that ghosts can be respon- files and rcpai.tc herein. If you arc the source of any of these
sible for the we ird nmses in some houses. I don't ask you to anecdotes and you note errors in transcription or memory,
take all this on fouh, but l wouldn'tdisabuseyouofyourwild please alert me and I will make the appropriate corrections.

-a~ ---.~w~-..
- - - -- ---- - - -- - - --
.
______ .. ....
... ..............
/~
,....~
Ghoscs, tombies, vampires, werewolves, gobiins and
ocher monsters not yet featured in a dozen Hollywood
movies all exist. Beyond these supernatural beings, chere
are humans other th an hunters who possess their own
fantastic abilities. From whence their powers came or
come, I do not know, but these people arc real. My purpose
here is to examine the basics of some of chese seeming
categories of beings.
Since a large portion of my information comes by way of

t
Purple, I feel it's necessary to begin my discuss ion with
warlocks. l also describe beings in o rder of how human they
appear, so the scccions range from witches to werewolves.

So far I've seen only men, like my informant, possess a purple aura, but
Purple indicated that women also possess what I call magical powen, for lack

l of a better term. Despite the fact char Purple himself was a warlock, I know very
little about chis kind of being. (I refer to them as "beings" for 1do not think they
are entirely human, at leasr in rhe sense that we hunters are h umans who have
been endowed with a m1ss1on and abilities by some outSide source.)
While Purple himself never exhibited any obvious supernatural powers -
he ne,er conjured demons or fired lightning from his fingertips- he was a most
peculiar and exrraordinary ind1v1dual. Most notable was what I came to define
as his luck. No accidenc) ever seemed to befall him, and sometimes outrageous
e,ems would conspire to bring abour entirely beneficial ends.
Most of the rime Purple's luck amounted to simple things, such as the first
time I really became aware of him. We were sitting m adjacent booths in the
diner. (Afcerward, that's where 1 was always able co find him. He would
inevitably enter moments after I die.! once our association became regular.
I say "regular" loo~ely, because there was really no patcem co the times
l soughc him ouc, especially nncc I recognized his timely appearances
and made certain my visits were unpredictable).
Let me explain that this first encounter was before my imbuing,
so I had no idea iit the time chat this incident was anything other
chan a weird coincidence. Ir wasn't until some ti me later chat I
gained my "aura sight," as I call it, and determined that Purple
was indeed more than stri ctly human.
Anyway, I was v<1guely aware of Purple while I ate
my own breakfast. I le was an odd fellow, kind of
eccentric like you'd expect o f Albert Einstein, with
tousled hair and everything. The waitress broughr
his check when he wa~ done eating. That's when I
really watched him clo cly. When she walked away, I
saw him tum all his pockecs ins ide out and tum up
only a couple of coins. He son of shrugged and
looked around, and he caught me looking at
him. He gave me a huge, friendly
smile, but seemed to look right
through me.
Then he asked for
ano ther cup of coffee

7 II - -- - J .
and just sat there sipping it for a while. I was curious what The last time I saw Purple, I surmi ed thar these enemies
was going co happe n, so I sipped slowly, coo. After a while, were getting close to him, but whether he disappeared
the waitress starred to eye us both. I supposed we were because he needed to escape them or he was caprured, I
dogging her traffic and ru ining her tips. Then the weird may never know.
est thing happened. A group of construction workers got Based on my conversation with Purple, I've drawn the
up from a table and walked past Purple and I. The first guy following conclusions about witches and warlocks.
was reaching for his wallet and opened it as he passed. They arc divided into factions of varying philosophies,
Plain as day, a $20 bill fell to the floor near Purple. The though which might help hunters and which oppose us, I
next guy noticed it and picked it up. instead of giving it to cannot be sure. Nor was I ever given any exact names if any
h is pal, he looked at Purple and said something like, "Hey, indeed exist.
buddy, l think you dropped this." Purple rook the $20 and They possess uncanny luck, which appears to be the
paid right ;ifter the construe majority of the magic they
tion workers. When I got up wield. Such discreet powers
to pay a minute later, the WrrCK All WAI.Or.Ahfru explai n how their magic re-
cashier said Purple had paid Warlocks and witches appear to be normal mains undetected.
for me, cool humans. Second sight indicates them as inhuman However, they can also
You're probably think
ing it was no big deal - a
in some way, but it cakes edges such as l llumlnace,
Witness or Discern to unde rstand how. Warlocks'
control the environment in
overtly supernatural ways. I
coincidence. Maybe it was Atcribuces and Abilities vary as much as they do
among humans, but they tend ro have high Meneal once witnessed a group of
ki nd of stupid, hue weird warlocks acting in concert
thing like that always hap Traits. Warlocks control their environment
through force of will, so it's nor unusual for one co atop several of the build-
pencd to Purple. Like when ings downtown. l was
have 20 Willpower. Powerful ones might have an
he was being mugged by two watching from the roof of
even higher rating.
guys outside the dine r. One another building at Purple's
Attributes: Strength 2, Dexterity 2, Sramina 2,
went w s tab Purple but Charisma 3, Manipularion 3, Appearance 2, Per suggestion and wimes.sed an
stumbled nnd fell into the ception 4, lnrelligence 4. Wits 3 awesome pyrotechnic dis-
other mugger and guned Abilities: (choose from) Academics 4. Alert play. It was storming and a
him , instead! O r when ness 3, Awareness 3, Dodge 2, Expression 4. bolt of lightning forked
Purple was crossing the Linguistics 5, Medicine 3, Occult 4, Science 2 through the sky. instead of
street and some earl y morn Willpower: 15+ hitting a lighming rod, it
ing drunk came speeding Powers: Warlocks and witches have a power struck the outstretc hed
aro und a corner with no way called Luck. They may spend a number of Will- hand of a warlock. He
to miss hitting him - and power points equal to their Wies every turn in orde r seemed to gather the energy
the warlock fell through an to alter events to their favor. Astounding coinci before hurling it toward a
open manhole. de nces, mi raculous escapes and unbelievuble
warlock on a distant roof

I If you think such anec misfortunes for enemies all appear to work to the
warlock's benefit. Luck is an excuse for the Story top. Electricity crackled
dotal evidence isn't enough, between the two. After a
teller to dream up a freakish string (')(events that
then imagine such long shoe half dozen more scrikes, the
comes to a witch's aid. Willpower spenr on Luck is
rumsofevenrs hapreningjust recovered at the rate of one point per hour, or central warlock was con
as you predict. Or ::ic least in

t
potentially faster if a warlock is in his home and he nccted to seven beings
thespirirnfhow Ir's predicted. meditates properly. located througho ut the
A while into our tal ks, a rude downtown area. I might
lady eating by herself Insisted have seen more, but I un
on taking rhc lase open booth and forced us to the counter. wisely used my aura sighr to confirm the nature of the
After we were sitting, Purple got an ugly look on his face as beings. It was only the third time I had used the ability (the
he watched the woman brush her hair. "Maybe she should first wa.s on Purple, the bCcond during a false alarm), and I
wash 1ha1 again," I heard him murter. A moment later, a didn't understand that 1t drew attention to me. l ran.
passing bu boy and customer collided and a bowl of soup I lcnew I was in trouble; the sorcerer conducting the
sloprcd onio rhe woman. Startled, I turned co Purple and "rirual" had looked nghr at me - across the srreec. Yet I
askeJ i( he'd been the cause. "Doesn'l look like it, does it," survived, even given the power that I saw being thrown
was his only answer. around. It was then tha t I had a sense chat everything would
N ot all warlocks are as nonthreatening, tho ugh, and work out, almost as if someone were watching over me,
there's good reason to consider the m among o ur "opposi- protecting me. I don't know who or what - the Messengers!
tion." Purple constantly referred to a "they" and "them" Maybe it wa~ my colleague who later played his hand and
whom he obviously found threatening and dangerous. inadvertently cost me my legs. I'll explain it aU shortly.

-c~~i,~-~....-...-.a--..
........
-- ---- _ _ _ _ _ . -- - -
___ __ , ,,,~ f' ~ ~!!!!!!!!!
.....a ills-~.:--

Anyway, warlocks arc revealed by my particular sight Anyway, shortly before our usual exchange of blood,

' abilicy, and that of a few other hunters, I understand. That


means witches and their kind are not human and are presum-
ably part of our mission, though the fine point of how co
respond ro them is probably ~st lefc lO lhc discerning and
thoughtful among us.
the hunter who followed me ambushed us. I think he meant
co kill us both, because he seemed co consider me a beast
now, coo. ln the end, he didn't kill anybody. The woman,
a petite and pretty ching (although the "pretcy" doesn't
really factor inco it, I suppose), dismembered rhe man
savagely. I admit I wa~ shocked to see her unleash like that,
YAMPHs especially since she seemed so cultivated when 1spoke to
From posts on the original hunrer-net, I know many of her (at least, compared to the thuggish vampires I'd spied
you believe that applying labels like "vampire" or "zombie" on previously).
to various kinds of walking dead is ridiculous. Ir's "Holly- I tried to run while they fought. In the flash of an eye,
wood-inspired obsession," "pure fooli shness" or che result of she covered the distance that had taken me several seconds
"runaway imaginations." to sprint. I remembering being thrown against the alley wall,
But that's not true. There are vampires, or at least there but nothing more. The police report said I was found
are animated corpses that share enough characteristics with crawling out of the alley. I can only guess I was left for dead,
the vampires of western folklore to invite use of the mlme. if you can call this living.
Maybe vampires like Dracula - European nobles acting I have some other posts regarding vampires copied from
with good grace and discretion - were the rule in the Old the original hunrer sire, items which I append here. I posr
World. Bur in the early 2 lst century, vampires seem largely them in italics ro separace chem from my own statements,
to be thugs with little to distinguish them from human because l can't personally guarantee their information.
counterparrs in gangs and organized crime. l wasn'taskingfonrouble, I was just doingu.1had had to.
Maybe it's just a reflection of what our world is coming They were z.ombies and I did a number on them. They were the
to that even che supernatural appears to be obviously flawed sort I call shamblers: sort of slow, buc 1hey seemed to have a
and in need of guidance. Maybe the only vampires we've purpose. Three of them walked past several easy enough
encountered so far are the dumb ones. while the masters hide rargets and made t.heir way to a house in Cabbage town. They
away in mansions surrounding Central Park, or dwell on the were so set on what 1hey were doing chat I took the first two out
top floors of the Sears Tower. before the last knew I was there. He put up a fight, bur I got
Whatever the case, these beings are extremely powerful him in che end.
and dangerous, so I recommend extreme caution if you So, after I.. disposed of the remains ... 1went to a local bar,
identify one. This doesn't meaJ1 liquidate it from long range. a filthy place. but good for cooling down without attracting
That might nor do the trick, even if a sniper takes a shot. I attention. I was siuing there drinking when this 1talian guy comes
also hasten ro note chat vampires are little different from us. ewer, sits down and scares at me. He looks like an extra outofThe
We are humans who have been chosen. They are humans Godfather, btahe'sdead. I mean, youcantellafterawhile, and
who have been "kissed." That's whar they call it, or ac least this guy was dead.
that's how Purple referred ro the process. This means they l was frantically trying to think ofhow to get him outside and
are no more or less willing co live the life thrust upon them waste him when I reali~ed I couldn't move a muscle. I couldn't
than you or I happen to be. However, humans being humans, even speak. He started talking to me about staying away from his
give one supernatural powers, a long life and a desire ro drink servants, not inmfcring in his plans, and I'm doing everyrhing 1
blood, and you've probably got a problem. But just as can just co try to wiggle a finger.
rehabilitation is a better option than r.he electric chair, He opened his mouth and smiled at me, showing me a set
perhaps less gunplay and more conversation is the way to of teeth 1hat would scare Cujo, and asks me if I understand
deal with these beings. him. Wichaut my meaning it to happen, my head starts
A fine example is the vampire who rook my legs. I'd nodding like I'm saying, "yes." He made a couple of threats.
gathered a lot of second-hand information about vampires The kind of "lfy0t1 ever mess with me again, I'm gonna feed
from Purple and other sources, but I'cl never actually spoken you to the fishes" sort of shit you expect from a guinea. Then
to one. I carried out cwo successful interviews with a particu- his cell phone rings and he answers, and all che while I keep
1

lar vampire (she insisted we exchange blood before she nodding. lt s all 1 can do. He go1 up and lef1, and i1 was like
would answer any questions, a fact that, while dangerous, did no one in !here even saw him . They were all doing !heir own
glean some information for me). That was before an over thing, ignoring 11S completely.
zealous colleague got involved. The poor man is dead now, I have nor witnessed vampires exhibit any sort of
but he tailed me one evening to a rendezvous with my supernatural powers beyond the physical, such as amazing
contact. (Because of my feelings for this sad woman, I won't strength or speed, but stories like this arc not one-of-a-kind.
share any information about her. L know there are some In addition, all the vampires I've watched seem to have a
among you who would use my clues co hunt her down.) potent sore of animal magnetism. Perhaps this is an evolu-
tionary advantage used to lure humans into traps. I once saw

!~ :1 f, 1 FE 'S
..
~ --~JI~--
a
a biker draw every woman around him to his side, which I'm told that vl!mpire blood in a human does some-
makes me wonder if I didn't see something similar co cbe
mind conrrol discussed above.
Finally, I have this snippet that I clipped from cbe old
sire. I A!Spect there w::is more to the account than this, but
I took the part that was of inrere t.
I didn't know u.hat 11 was, but I had suspicions. I mean, if
thing co the person: It makes him stronger and cougher.
And yet, no such effects seemed to occur with me. Maybe
being couched like we arc makes us immune to becoming
vampires or their Qient). And yet, that leaves so many
normal people vulnerable.
'
ghosu and tombies are real, wh1 no1 vampires! I don't think ii
"15 used 10 being in the ciry. Maybe ii was just confused, rotting
away Ii~ a wmb1e but onl:Y on the in.side. I don' dike to j1m attack YAMPChm
a deader for bting a dtader, so 1waited to see what it would do . The following is an example of a young vampire,
I didn' t ha11e to wait 100 long before it found a bum and went for perhaps n1:wly turned.
his throat. I know m1 legends a.1 well as the next guy. I found a Attributes: Sm:ngth 3, Dexterity 3, Stamina 4,
C h::irisma 2, Manipulation ), Appearance 3, Percep-
broom in the dumpster, broke off the handle, and went for the tion 4, Intelligence 4, Wits 4
heart. I gi(css I must have missed. It tumedandlookcdatmc and
Abilities: (choose from) Alertness 2, Athletics 2,
wowled like a pissed-off dog. Brawl 3, Computer 2, Do<lgc 3, Drive 2, Etiquette 3,

1Jmlled the stick out to try again and it changed - turned


into smoke or something and disappeared.
Herc are some facts regarding vampires that I have
Finance 2, Firearms 2, lnrimidation 3, Investigation 2,
Leadership 2, Mc<licinc 2, Mclee 4, Occult 3, Politics I,
Security 2, Streetwise 3, Subterfuge 4, Survival 4
assembled. Willpower: 8
1. They cannot stand sunlight and are nocrumal. The following represents a strong vampire, one
Other bright lights seem to have no affect on them. that h;:i been around for a while.
2. They need to drink blood co survive. They cannot Attributes: Strength 4, Dexterity 5, Stamina 5,
stomach any other food or drink, which means even if you Charisma 4. Mantpulauon 5, Appearance J, Percep-
tion 5, Intelligence 4, Wits 6
lack the cap;:icicy to recognize some creacures, careful atten
tion might help you note the one person in a rowdy group Abilities: (choc:xcfrom) Academics 3,Alermess 4,
Animal Ken 3, Athletics 3, Brawl 5, Computer I.
who never touches the food or beer in front of him. That, or
Craft:s 2, Dodge 5, Emparhy 3, Etiquette 4, Expression 4,
the level o( h1s glass never drops. Finance 4, Firearms 4, lnumidation 5, lnvcstigation 4,
O nly human blood seems to accually satisfy these crea Law4, Leadership), Linguistics), Medicine4, Melee 5,
tures. I've seen a vampire drink from a squealing rat, buc it Occult 4. Politics 4. Science 3, Securicy 4, Screecwise 3,
appeared to provide no satisfaction - she still demanded Subterfuge 5, Survival 5
some o( my blood as payment for answering questions. Willpower: I 0
Vampire feeding creates quite a moral conundrum. I( The following is an example of a very powerful
vampires nre a higher order of human, at least if you regard vampire, one that has existed for decades or centuries.
such mucccrs as evolutionary in regard to the food chain, Attri butes: Srren!!th 6, Dexterity 7, Stamina 7,
then how is a blood-drinking vampire any different than a C harisma 5, Manipulation 7, Appearance 5, Percep-
beef-enrini;t human? tion 6, Intelligence 6, Wits 7
3. Religious ::mifacts appear to offer no deterrence Abil itics: (choose from) Academics 7, Alertness 7,
An imal Ken 5, Athletics 6, Awareness 5, Brawl 5,

I
whatsoever. If you have faith, then carry it with you because
Dodge S, Empathy I, Etiquctre 5, Expression 4, Fi
you'll need its strength, but don'c: expect it to offer an nancc 7, Firearms 3, Intimidation 7, Investigation 4,
advantage over vnmpires. Law 4, Leadership 7, Linguistics 5, Medicine 5, Melee 6.
4. I'll let you know about garlic. It lines all the entries Occult 5, Politics 7, Science 3, Security 5, Streetwise 1,
to my aparrment - or it did when I was last there. Subterfuge 7, Survival 7
5. Hunin~ these beings seems incredibly difficult. Willpower: 15
Bullets seem to have lmle effect. The same goes for knives WEAllll'SSn
and clubs, short of decapitation or amputation, that is. All vampires suffer one health level of lethal
(Mose people don't have the kind of strength thac muse be damage per tum of expo ure to sunlight. This damage
requ1r(!(f to take off a hmb- meanwhile, such strength was cannot be soaked. Fire causes vampires lethal damage

I
I certainly used against me.) However, fire seems to be a
weaknc . Perhaps dead tissue can withstand blunt trauma
but not being burned.
6. Vampires bleed and actually retain blood in their
systems. I don't think the blood circulates - my concacc
andcann0t be soaked. A vampire that is staked through
the heart is pamlyicd. The attack has a difficulry of9.
and three health levels' damage must be inflicted for
the attack to succeed. A staked vampire carmot move
physically, bur it can use any of its mental powers.

I
didn't have a pulse - but she bled when she cut her finger.

-- . . - -- - -- -- - - ---- .........................
/ / f ~ __ ~ ~
.... ... 2~ ~~----~~
--.if

' Vampires have powers of their own, just as the imbued


have special capabilities. Vampire powers differ based on
rhc md1v1dual; many are almost human in their abilities,
whereas some are exnemely powerful (the former are far
more common, while the latter are only rarely encountered
effect against fire or sunlight for weak vampires, but can
allow more powerful ones co soak such damage.
le costs a point of Willpower co activate invulnerabil-
ity for a scene.
Lightning Speed: Vampires can move far faster than
humans in many cases. Lighming speed reflects this capa-
by hunters). The following are only samples of the powers bility, allowing a vampire to travel great distances or to
that vampires can possess. The Storyteller is encouraged to attack multiple times in a single rum. A newly created
design new ones. vampire might be able to take one extra action in a tum,
Newly created vampires are likely to have three whereas a moderately powerful va1Y1pire might get an extra
powers, none of chem beyond a fairly low level. Strong action per rum for each point of Dexterity it has. Potent
vampires have four to five powers with weak to moderate vampires can move so quickly char they seem co disappear
levels. Ancient vampires have five to six powers, each at and reappear in a moment, or even blur when they ap-
moderate to potent levels. proach. Allow such a creature all the actions you want it
to make.
A vampire must expend Willpower to use any of its
powers. Willpower is regained at the rate of one point for Each extra action gained in a tum can be used to
every tum spent drinking human blood, subject to a maxi- perform one feat only, and uses a full dice pool; multiple
mum of 10 points of blood from any one person (and the actions cannot be performed per acrivity.
victim ls dead after eight are taken). Additionally, a vam Lightning speed is not without its cost, though. A
pire loses one Willpower every night that it does not feed; point of Willpower must be expended for each tum in
dercrmincd hunters could conceivably lay siege toa crapped which the power is used. A weak vampire therefore gains
vampire. one additional accion for a single Willpower point, while
Invisibility: This power is not exactly what the name a moderately strong bloodsucker with 5 Dexterity could
implies. Vampires with this capability can cause them- perform six acrions in a single turn by expending one point
selves to look like someone else t0 anyone around them, of Willpower. An ancient vampire can acr as often as you
or they can simply make everyone in an area ignore them like for a single Willpower point.
as if they weren't there. They cannot truly disappear, Mind Control: Vampires with this power can work
however. This power does not hide their presence from subtly or with painful force to make others do their bidding.
cameras or other electronic detection devices, it merely The most basic form of this power makes an opponent obey
affects the minds of people in the vampire's vicinity. A a simple one-word command. At moderate levels, a vampire
Willpower point is spent to use an invisibility power for a can influence rhe way a target thinks with careful Wlirding
scene. and delicate suggestion, perhaps winning a potential enemy
Humers who have activate<l sccuml sight (i.e., spent to her side of an argument. Or, the vampire can alter a
a point of Conviction for the scene) are immune to target's memories with mere suggestion, convincing the
vampires' invisibility power. The Discern, Witness and subject to misremember important details, or even exactly
1lluminate edges can also reveal vampire presence or true who or what it was the subject sought. At high levels, a
appearance. Those Imbued without active second sight or vampire can make a target her slave, robbing him of any

I
appropriate edges are treated as normal people for detect- semblance of free will. This last power often takes subdety
ing bloodsuckers (most simply don't see; some truly alert and, in many cases, a great deal of time, but once a victim is
mighr get a Perception roll, difficulty 8). captured by a vampire, it's almost impossible for him to truly
break free.
Weak vampires can hide themselves in a crowd or in
shadows with relative ease. Strong vampires can alter the Spend a point of Willpower and make a Willpower roll
way they appear co others, and powerful vampires can do (based on rating, not current score) for a vampire using a
eirher of these things to themselves and co several others mind-control power; difficulcy equal t0 the target's Will-
ac rhe same time. A potent vampire could easily arrange power. Success makes the person the vampire's minion. If a
a very nasty surprise for an unwary hunter. Conviction point is spent for a hunter in a scene, he is
immune to mind-control anempts. If no point is spent, the
Invulnerability: The vampire gets bonuses to its
imbued person is as subject co vampire influence as any
Stamina, reflecting that ic is far tougher than a human. At
mortal. The Storyteller may allow a hunter normally under
weak levels the bonus is+ 2. Ac moderate levels the bonus
vampire control to resist for any scene tn which a point of
is +4. The bonus is +6 for powerful vampires. Much like
Conviction is spent. When the scene ends, the hunter could
armor, this extra Stamina can be used to soak damage,
fall under the creature's sway once again.
including lethal damage. This bonus Stamina has no

b y
,.... ---JI~ .......... a
Given zombies' nu.mbel'$, it comes as no surprise char
Superhuman Strength: Vampires can be far
suoniter chan humans; upcrhuman sc:rength refleccs
chal power. Add cwo to Strength at low level, four ar
moderate level, and six at high level. These bonuses
are also added ro damage rolls involving brawl,
melee or thrown-weapon arcades. The harm in
rhere seems m be a range of the crcarures. I find it difficult co
categorize them m any reasonable way until I have more
information. However, che basis of all these beings seems to
be rhe same: They are humans who are reanimated after
death. What force awakens chem, controls them or empow
ers them, I don' t know. Perhaps it's warlocks' "magic."
'
flicted works JUSt as regular damage does, but ar the Perhaps it's vampire blood. Perhaps all the fairy tale reasons
Storyteller's Jbcrction bashing damage from cruly are true: a burning Jesire for vengeance, an unholy pas.sion
powerful vampires may not be soaked. for someone or something.
Using superhuman strength is trucing: A point I do not include vampires in this category. Instead of
of Willpower must be expended for every scene in being something dead brought back to life, they actually
which the power is used. seem m he a diffe renc kind of life. Vampires need sustenance
in che form of blood. They lead complicated, multi-dimen
sioMl lives. The walking dead ore nt worst stiff-legged and
tattered corpses that moan as they chase victims. At best,
they appear to be virtually passion less individuals who can
I've heard all kinds of names for these things: deaders, function in normal society nevertheless.
rots, zombies, corpses. There are probably so many names For convenience, I uivide the walking dead into three
because these things seem to be our most common adversar- categories. I have witnessed all three myself, and found them
ies. I don't know what It is about the walking dead, but they dissimilar enough m warranr this separation. They are not
aprear to be everywhere; far more common than vampires or profoundly diffcrenc a potential enemies, but there is a need
witches. lt'salmost as if Heaven-or more Likely Hell - is co distinguish them if you hope to interact with chem without
full , and leftover spirits are forced back to Eanh. Almost a gun. Conunuing the organization of chis article as a whole,
every flrstconcact story I've heard has been about the l discuss the three cypcs from most human to least.
walking dead. Maybe we're connected to them somehow.

---~~-~,....
i .,
- - -- - --- - - - - - -- - - ,,
... ~
........
a~ ~~----~~

'
final resting place, but.she reappeared about a month later
Hmls lfTll WAUlllC DwNllSrm with a killing spree tha1 clJ1med the lives of several other
Normal humans cannot bear the sight of rhe fraternity members.
walking dead or pints when such a creature reveals With the mfonnation I provided, rwo other hunters
il elf a~ unli\ 111g or when tt clcarl y cannoc be alive found herand put an end to her. So I Jo understand there are
(the creature's Oesh rots from its bones and yet it times when k11lmg ~the onl) opuon. but the walking dead
may no t be wholly themselves or even wholly incelligenc.
t walks, o r che ghost is transparent and can step
through wall:.). People become h ysterical, have fits SriII, I hope we might find a way to ease the suffering of these
poor souls withour resomng to violence.

l and seizures, flee the scene or ignore everything as


if none of it were happeniniz when confronted wi th
such sights.
It's imporrnnc to note that it might be difficult to tell the
difference between a hidden a nd a vampire, but unlike
1 Hunte rs nrc not affected by thls phenomenon vampires, these walking dead can be active during the day.
as lo ng as a poi nt of Con viction has been spent co I have another report about a walking dead chat I
steel them for the scene. If no such point has been believe ro be a hidden, as well. This story comes from the
spent, n hunrcr is just as vulnerable to panic as the original website. I' m no t altering these pasted entries, so
ave rage person. words like "monsrer" arc not mine. You have to wonder
about such words from a man who fights side-by-side with
drug dealers. I wonder, at least.
I never uxmld h1wc suspected a thing if 1 hadnt seen him in
Ttdllooot action. 11e wasn't in greac physical shape, but he wre through a
The hidden arc walking dead who can pass as the whole gang of dmg ~alers. They shot him, cut him and hit him
living and go undetected among humans. They may be a with a bac. He barely mm noticed. I saw him break a punk's back
b1c pale, solitary, anti-social or a touch slow-wined. They with his bare hands. His fingers duginco the poor basuird's thigh
seem co retain skills they had in life. although a comment and chest like they wce putty.
Purple o nce made leads me co believe they do not con- ~monster was a college trrofessqr, qr at feast pretended w
tinue to learn or improve their skills after death. ("She'll be one, I gi~. He was shqrc and round, with almost no hair on
a lways be a bad driver," he said about one of the hidden his head, and he walked wich a bmp.
I watched for a time, and she dtd seem co have crouble Ii rook all of che gang members and me ro fmnlly bring him
driving in the clcy.) down. I was the only one tt'Ms1m!ived. I swear a wound on his
Hidden aren't m invisible co a hu nter who knows what chest sealedshuc while I watched. Henew:rbled! I hackedinrohis
look for. Yee the hidden can easily insinuate themselves ann and neck, too, and he never bled!
among people who have no reason co suspect that a new
coworker h:is risen from the grave to crack down and kill
everyone involved in her hie-and-run death.
That was the case of a woman l watched for about two HlllDDllW!u
weeks. Beyond Purple, she was the first supernatural being Attri butes: Srrengch 5, Dexterity 5, Stamina 5,
rhat I recognized after my imbuing. I say that in my own C hnrisma 2, Manipul0rlon 4, Appearance 2, Percep-
defense, becnuse I let her carry on much longer than I would tio n 5, Inte lligence 3, Wirs 5

I
ha ve if I founJ her now. As it was, I couldn'r very well rurn Abilities: (choose from) Alertness), Arhlecics 4,
ro the police wirh wild srories of what l wimessed. Brawl 4, Dodge 4, Drive 2, Etiquette 2, Expression 2,
Observing Lhis woman was a bit Iike watching a Jekyll Firearms J, Intimidation 5, Mclee 3, Streetwise 3,
and Hyde movie. During the day, she was a slightly dull and Subterfuge 5, Survival 4
inefficient worker in a large downtown bank. After hours, Will power: 10
she seemed co find new energy :md hecame something of a Powe rs: Hidden can pass for human, though
predator, staking out a fraternit y house ac my unjversiry. It second sight reveals them as wrong, whereas the
was only after a climatic even ins: that I reaJized she wasn't so Discern, Wnness and Illuminate edges reveal chem

I
random m her choice of Jay Jobs.Tums out the bank where for what they arc. Hidden can withstand 15 health
she got a job serviced many student accounts, and all her levels of damage before being destroyed, but can
intended victims were among them. regenerate one lost level wirh the expenditure of a
That night, I watched as she entered a fraternity house Willpower point. Regenerating coses an action
and mercilessly hacked students ro pieces with a hatchet. and only one level can be recovered in a single
Four of chem were in chc car rhat killed her. The fifth was at rum. The h idden suffer no wound penalties for lose
che wrong place at the wrong time. health levels.
The woman didn' t show up at work the next day. In
fac t, I assumed she returned to her grave or found another

t .
m --. a = $.
~~ --..........,, ~ a
WAtms They found Bernie.'sfriend, dead, a couf>le days later- and
Usa's body abam a ~oeek after that. 1was srill in the haspital at
I
A walker is most easily described as the mid-point
the rime. The f>Olice have lefc the case open. So ha\le I. l'mgoing
between a hidden and the least human kind of walking dead,
tO find ihat bastard!
a shambler. A walker is an animated dead person, but unlike
a hidden, a walker decomposes, albeit slowly. While defi- I'm sorry to disappoint the author of this post, but bis
nitely not as clear-headed as a hidden, a walker does have desire for vengeance is likely to go unfulfilled. It seems that
most walkers retum to the grave after they've completed
some ense. at least enough to attempt to mask its odor with
perfume and clothing. whatever business for which they arose.
I'd rather not talk about my own experience with
I call them ''walkers" because they have at Least a
human-like range of motion. The easiest way to tell a walker walkers right now. It's something I'll have to come back to
from n shambler is from their limbs' range of motion. You'll after this essay hlb been on line for a while, assuming I don't
know what I mean as soon as you encounter them. receive a visit from my vampire friend.
A walker seems driven in its unlife by something that
happened ro it prior to death. Gen erally, this passion is
never very complicared, or tit lenst it's pursued directly as WAtm~K
opposed to carefully as a hidden might do. For instance, the Attributes: Strength 4, Dexterity 3, Stamina 5,
hidden I encountered took a job ac a bank specifically to get Charism:i l , Manipuh1tion 3, Appearance l, Percep
information on her rargcts. A walker would never prepare tion 3, Intelligence 2, Wits 4
like that. She would simply march right into the fraternity Abilities 1 (choose from) Alertness 3, Athletics 2,
house and take care of the students, probably by killing Brawl 2, Dodge 2, Drive I, Eciquene I, Firearms 2,
everyone in the bu1h.lmg. lmimidarion 3, Streetwise 2, Subterfuge 2
Consider this example posted by an active panicipanc Willpower: 8
on the ori)!inal hunter-net: Powers: Walkers have I0 health levels and suffer
I knew Bernie ThomplOn. He was a good man and a loving no penalties fo1 iniury. They can regenerate one loot
husband. Usa was deva.srated whni he dled. We were all friends , health level in a cum at the expense of one Willpower
so I did wha1 I could ro comfort her. After about two years, we point per level. Regenerating a level is considered an
became more rhan friends, despne my efforcs tO never gee woclose action. Walkers can pass for human with effort. Hunt-
w anyone anymore. ers' second sight perceives an unnaturalness about
We kef>1our relationship discree1. I had my own reasons, but them. The D1sccm, W1mcss or llluminate edges can be
her kids always though1 of me as, wUncle Mike," so letting on used to M!nsc that walke~ are the living dead, although I .
more would have been awkward. simple cl~ inspection can accomplish much the same.
The kids were asleep one nigh1 when Bernie and one of his
old buddies showed up at the house to explain why l shouldn'r be
dadng Usa . (The srrangeT was sriU alive and seemed IO think
Bemie wa.1 wn, and rha1 I'd done Bernie some terrible wrong.) SMM8uls
Bernie had looked better, but he wasn't all decomposed. Maybe The lase of the rhrec types of zombies, and decidedly the
the arid weather out here kept him ... fresh? least human, is what I call a shambler. Take a good look at
I told Lisa to run inside and hide the kids. That's when Bernie one; a shambier is unmistakably the walking dead. A human
was on me. His friend ran in and dragged Lisa from the house. She unaware <lf the existence of such things, seeing one in the
was screaming like mad. dark and from a distance, might laugh ar the "drunk." Up
1dan'1think13emie had run in10 any of our kind before - close, a shambler's decaying flesh and putrid odor are imme-
he still smelled ofdirt. Sri LI, it was hard to fight my best friend, no diately obvious.
matter what he'd become. He didn't have any problems bearing Shamblers walk with a characteristic shuffling gait and
U.e crap ow of me. That's whni l fought back and put him down they don't seem to be well preserved, so they're slow-
- OT SO 1 thought. moving. They're also <lull-witted, but that's nor much of a
I went after Usa. She was on the ground, staring blankly at factor; they're smgle-minded about tormenting and killing
U.e house. Her at rocker was gone. If I was feelingguilry, she must people. You might be able to out-run one of these things, but
havt been reanng herself 11p msidt. I think my heme broke in that it will wear you down with dogged endurance.
moment. Shamblers are at least as dangerous as walkCIS or even
11 was a srut>id mis rake. Wlhile / u_w feeling sorry for myself, hiddenforoncsimplcrcason:Unlikctheotherkindsofwalking
Bernie's friend stepped from the shadows and shot me! AU I could dead, . hamblers often appear m groups. What po.ssibly keeps
do was lie the-re while rhe guy helped Bernie uf>, and Ute, ran off rhese groups together (maybe the control ofanother being, like
with Usa. I crawled after them, screaming. the vampire described previously?) is unknown. Perhaps whac-

. -
.._a .....1111:.--

'
ever force thar reanimates them awakens several at one time
ec.r.ws.ABOOTTllWAWC0w
and t.hesc ind1v1duab are bound together until destroyed.
Here is a summation of what I've concluded regarding
I suppose you could make a case that shamblers are
zombies.
nothing more than walkers or hidden in advanced decay, but
I posit that they are not the latter- the hidden I tracked did l. They arc incredibly srrong and can withsrand enor
not seem to continue to decompose. Of course, it's danger mous amount of punt hment. Even worse, they don't slow
ous to make such assumptions (maybe the process is down unnl they arc topped completely. A human with a
unnaturally slowr}, but I'm guessing that if hidden don't bullet in his leg runs more slowly. Not a wmbie. That means
decay further, then walkers are probably slow about it. Then you never know whether your next bullet will do the job.
again, shamblers may simply be animated by weaker scuff Assume it won't, hecausc that'll probably be the case.
than arc hidden or walkers. 2. In add irion to sustaining severe amounts of punish
Another difference may be tha t a sh ambler is reanimated ment, the walki ng dead - at least hidden and walkers -

t
by other beings (perhaps through witches' rituals), while have been wirnessc<l healing the wounds they suffer. There
h idden and walkers are dri ven by some unknowable other can be two results: They may 8imply take longer to put down,
Curet:, someth ing char couses chem to reanimate themselves. If or you might lc:we them for destroyed only to find them on
chis is rhe cosc, my cntcgorizurion of the walking dead should your back a mnmcnt lacer.
be revisitctl. For now, I'm sticking wirh chis approach, and 3. Hidden and walkers seem to have specific pur
shamhlcrs arc defin itely the lowest of the bunch. poses in min<l, and these may or may not always be
immediately lifo-chreare ning. If communication is pos-

1
My fi rst encounter with ~hamblers was from a distance.
I'd solved a riddle posed by Purple, and awaited him at a sible - and it almoM always is- then you might help them
cemetery north of the city. I was almosc ready to give up on achieve their ends and put them to rest. Admittedly, the
him when the di rt on a neighboring hill seemed chum and hidden I <lealt with never seemed to get enough of killing
burst upward. I watched as three th readbare and gangly fraternity members.
corpses stood and plodded away from their graves.
I followed them. They did n't look around at all, let
CoMlls
alone no11cc me. Ir madt: me wonder then as I do now why This category feels like a bit of a stretch to me. Not only
these beings aren't detected by humans. Perhaps normal have I had only one encounter with these beings, but I only
people can't cope with what they see and remain sane, so ever saw one post on the old Sile pertaining to a being I'm
they rouonahzc excuses or imply blot out their memories. calling a "goblin." Other names might suit, as well: bugbear,
bogeyman, troll. A better name will have to be applied once
In any event, as the creatures crossed a road outside the
we have more information.
cemetery, a car rounded a comer and plowed into two of the
thing:.. They were thrown about 30 feet, and l was shocked It's also cossup to describe goblins as more human than
to watch them stop rolling and get back to their feet. The car
ghosts, which is the next type of creature discussed. How-
was rota led. The third one seemed to pause, as if considering ever, while ghosts may have a more human appearance, the
whether to approach rhc cur. After a few hesitant steps, it fell fact that they are noncorporeal makes them less human to
my thinking.
into pace with its companions who never even batted an eye.
I would have followed chem, but the woman behind the I found a group of goblins in the pediatric ward'of a
wheel was unconscious anti bleeding, so 1 hurried to a pay local hospital. Though I'm in college, I look pretty young.
When I checked inro rhe ho~pi ta l fo r some investigation-

I
phone and called for help. By the time I returned to watch
the scene from hiding, rhe rolice and an ambulance were related injuries. they cleared me from the emergency room
present, and the sh:unblers were gone. up to the kids' ward. Only once l gor there did somebody
look at my college 11) and send me back. Anyway, on my
way downstairs, I passed the nursery. There was no one else
inside or around exccpc lhree nur cs, and they didn't notice
SluMBPwu me. Nothing unusual - till one produced a needle and
Attributes: Strength 3, Dexterity 2, Stamina 6, injected a baby. Ir made me wmce, but I was te rrified when
Charisma 0, Manipulation 0, Appearance 0, Percep- the "nurse" drew blood, pulled the needle and sprayed the
tion 2, Incelhgence I, Wies I
blood into her mouth!
Abilities: Brawl 2, Intimidation 5
I guess I instinctively looked at chem with my sight.

I
Willpower: 6 Their nurse disguises faded to reveal skinny, warty human
Powers: Shambiers arc "killed" onl)' bycomplere oids with pasty gray skm. They all turned to me at once and
Je tructiun of the body or separation of the head from smiled. Theirs mouth were full of1agged teeth! It was one of
the torso. Sh.im blc~ have 10 health levels and suffer the most frighten ing moments of my life. All tho.se defense
no penalties for damage inflicted. lei;.~ h:ihie~ :ir the mercy of these things!

a
Before I could <lo an ythi ng, I heard a gasp behind me.
I t urned to sec a tired-looking man make a vulgar excla-
mation. le wa~ rhc flrsc time I was present for anothe r's
imbuing. Maybe the man would have reacted another way
ifh1s own baby wasn't in the room with che monsters. The
grinning baby-carers blanched when che man grabbed a
c rutch leaning agai nst a wall and bum through the
'
. n ursery d oor toward the "women."
" ~\;
""
0.J.'.~ ;,\ / Two of t he goblins fled immediately, but the th ird
Y.~ ~ _.
('. __.. did something bizarre: It put its hand togethe r and what
' -:- :.~, ~- ,..... .: looked like a sword made of bone or ivory appeared in its
~ 1 t-J .. : ~"/:I~:~-:- grip! T he man didn't seem to chi n k t wice abou t pressing
~ ~ ~(,~. -~~~ :. C} '/~=~- ,. -. the arrac k. I can sy mpath ize with the fre nzy that occurs
~ -~ ' :.. ~ i , :'. \ ~: ,. at che moment of im buing; it took me days to piece
r ! - ' cogecher everything tlrnl lrnppened to me. l can only
. .., . imagine che inte nsity that protecti ng your own child
adds to t he experience.
,:;, : The two c rashed together, and the man was thrown
+: backward amongst t he c ribs in t he room. The babies all
" "" started crying. I think from the look of confusion or panic
o n the goblin's face that it hadn' t expected trouble.
. , . Just as t he man got 10 h is feet, all the cribs around
. ' ' ' . :, ' ' . h im crashed into h am. The goblin snarled as it ran through
{ :\ . another doorway. The man was ready to chase after it
-.-~~"' ~ when I yelled for hi m to stay still. I was a mazed that
none of the babies had been h urt so far, but they
certainly would have been if the father had forced
himself free.
I lied about what I saw to the securi ty guards and
helped get the man out of trouble. I introduced
myself and advised that he try not co understand wha t
hatl happened ri ll he had his bearings. I've heard from
him since, and he's done a lo t of good work, but I'm
afraid he still lacks rhe restrai nt that he did rhe nigh t we
met. I guess I can't blame him, though. The goblins
a ppare ntly visited his home one night after he and his
wife bro ught the ir son home.
My experience and che fo llowing article copied from
the o ld site de pict goblins In a poor light. It's possible that
they're a ll flesh-eating monsters, but don't base your
assessment on these accouncs a lo ne.
I was on my patrol- I'm a cop. I walk tlu! streets instead
of ge1dng a fa1 ass . Anyway, I heard a woman screaming. 1
ran down w ihe scene and called for backup. \Vhen Igor tO 1he
alley behind the Chinese rest.aurant, I saw a tourist couple
being hassled lry some local gang members, a bunch called
I
(edi1ed 0111 by Bookworm.55 to withhold 11u! location of che
incident and to prottct the poster}. l was about to shout a
warning when the leader of the punks took a bite om of the
man's ann! I 1ho11gl11 maybe the punk had become a deader,
but I'd have hlard if Ill'd been killed.
Anyway, l made a rookie mist.ake and :yelled in shock. l
wasn't really prepared - backup hadn't arrived, whether
fellow officers or 1he ocher guys I patrol with .

.. .,. .t5 1
.....a ... ..~ ~~-- ~

t
' CoeltlPowas
O bHviousness: Normal people have trouble
understanc.lmi,: or remembering encounrers wich
gobliru. faeryday people carry on in the presence of
such creatures as if nothing untowa rd were happen -
ing. Normal people simply cannoc see or recall
GoMJ!Pwu
Attributes: Scrength 4. Dexterity 3, Stamina 4,
Charisma I, Manipulation 2, Appearance 1, Percep-
tion 3, Intelligence 3, Wits 4
Abilities: (choose from) Alertness 2, Athletics 2,
Brawl 3, Dodge 3, Drive 3, Empachy 2, Firearms 3,

li
what goblins do. Hu nee rs are immune to t his blin d- Intimidation 5, Investigation I, Mclee 3, Security 2,
ness as long as a point of Conviction has been spent Streetwise 3, S ubterfuge I, Survival 4
for them to grant second sight and mental protec-
W illpower: 8
tion for the scene. Hunte rs without such abilities
f active are oblivious to the aue forms and accivicies WENlllM
of goblins.

t
Goblins are vulnerable to items or weapons
Active second sight reveals a gobli n h iding in made of cold iron. I ccauses them grievous injury by
human form as 011tof-place. Edges such as Discern, destroying their spirit. T hey cannot soak damage
Il lu minate and Wlrness are requi red ro perceive
inflicted by such toob. T h is weakness Is not com-
what goblins reR lly are, unless the creatures reveal
mon h uman knowledge; the imbued should have
their true appearance, in which case a ll people can
recognize them. reason for knowing it (perhaps th rough a successful
Intelligence + Occult roll, difficulty 6, or simple

l
Goblins can reveal themselves co onlookers.
Their menacmgappcaran cc allows t hem ro frighten
off most people with a successful Manipularion +
Intimidation roll, difficulty 6. A Willpower point
must be expended for the effect. A hunter is im-
mune to this emotion-control power if a point of
resea rch ). Only cold iron has this effect. Forged
alloys such assieel and ocher metals like rin have no
effect beyond rhe ordinary. I
Conviction has been spent for him for the scene. Suddenly, out of nowhere, they all Md weapons in their
Human witnesses of such sights still don't recall hands! I ordered them tO drop them and assume rlie position
what they aw when the dust settles.
again.st the waU. That's u.hen ~ "kidn threw an ax or something
Physical Prowess: Goblins tend to exhibit physi- at me. Ir missed and I staried shooting.
cal powers a)!ainst humans and hunters- rhe ability
to move quickly, leap d istances or demonstrate un- Two kids went down and looked completely normal again!
expected strength. They may also h ave ochers that The rest scrambled (11hen ihe sirens starred. The sweetest sound I
arc unknown. e11er heard. The wurisrs li11ed but couldn't remember a thing, and
G lu tton y: The most commonly encountered couldn't back up m:y story. I've been suspended wirli pay until the
goblins have a predilection for eating, whether in11estigationiscomplete. I can'treallydomyotherjob, either; the
food, a living thing or an inanimate object, even force has dec.ecrilles "checking up on me."
items tha t would seem impossible t o bite or digest I connect my encounter and this incident as goblin-
- rocks, car batteries, street signs. Eating an in di- relared because of the officer's description of mysterious
gestible item coses a poin t of Willpower fora scene. weapons, and because of th e appa ren tly similar appearance of
A t ire dlsappct1rs in a turn, while a car might take
che c reatures. I may be drn wi ng an entire ly incorrect conclu-
an entire scene ro eat, all at th e expense of o ne
sion, but t hese are all the facts at my d isposal.

I
W ill power poin t. If a person ls subj ected co goblin
jaws, Jama~c is determined with a Willpower roll,
difficulty 6. Eitch success equates to a lethal healch
level of damage. The spirits category of beings also needs to be subdi-
Out of Thin Air: It's common for goblins to vided. First, there are what I think of as "true" ghosts. All of
manifest ite1m and weapons-pretty much any simple the beings in chc spirit category may seem lilce ghom, but I
rool that can he held hy hand -magically. This effect believe it 's evident that there are at least two different
coots one Willpower point per item created. varieties, the other being poltergeists. T here's a chird kind
that is capable of posse~ing or inhabiting a human host's
body, or it may be one of the ocher cypes manifesting a
different power. I treat possession as a separate issue.
Next thing 1 knew, l was staring at five freaking monsters

' bearing doum at me! They were big and pasry-skinned, with
~
Ghosts appear to be che sp irits of dead people who
red hair. The leader had a do-rag on, and ii looked like it was
continue on in death as if chey never passed away. They don 't
soaked with blood. The tourists had both passed out at that
appear to be aware of or Interested in what goes on in the real
point. The bite victim was bleeding bad.
world around them. They seem to haunt che places where

t 2
.....ml~
~
--J1:1---
they died or places of death in general (like cemeteries), or
a
The spirit didn't ~k or even look at o r acknowledge
endlessly repeat their last hours of life. Ghosts may also have
ghostly possessions in the afterlife o r p eudolifc or whatever
it should be called. Take this srory posted on rhe old site, for
example. 1guess it really happened, bu~ it sure seems like a
scory out of some o ld comic book.
I chased down a wmbie a few weeks ago and lost him in a part
us in any way. But he did somehow manage co hold the door
open, even though he felt insubstantial to me. I furtively put
out my hand, which passed right through rhe tails of his
tuxedo. No fabric. No zone of cold or anything like that. It
felt like nothing.
Purple looked at me gravely and said, ''They don't like
'
of town I'm not familiar with. That was sort of weird, because it when we do that." I assumed he meant when living people
I'm a native of San Francisco and I u.w pretty sUTe I knew touch gho r , but I could never be certain with Purple.
everything there was tO know abow the ci cy. The butler showed no sign of arnracion and led us into
Ir looked son of like the Fishmnan 's Wharf area, but none a large sitting room. I imagi ne it's whAt a smoking room
of the buildings I'm familiar wi1h were 1here: no Ripley's Mu- would look like, but I've never seen such a rhing, so 1can't

J
sei<m, no GhirardeUi' s Chocolaw. None of it. lnscead chere were be cercain. A minute later, an incredibly o ld man doddered
a bunch of bi<ildings and 'uharves built from planks-no cement, in. Not even his apparenc age did him justice, because he
no asphalt. The only thing that was familiar was a lit de two-stary was a ghost, roo - he was even more rransparcnt than his
ho i~se chat's been empty for years - a derelict, except now it was butler. He seemed a little disrurbed hy my presence, but
in much better shape than I've ever seen it. Purple intrmluced me as the son of Either, whoever that is,
The weird scene was bad enoi<gh, but there were no people and chis seemed co satisfy the troubled ghost, who wanted
anywhere. It was like I was in a store after closing. Next thing co shake my hand. I looked at Purple, nor sure if I should

f
I knew, folks came out of the woodwork, but they were ~sis, touch the ghost if I wasn't ~upposc<l to, but he nodded.
nor people. How could I tell! There u.wn't much room for While rhere was no sensauon of actually couching any
error: They all looked dead and their clothes were centuries out th ing, I did gee a stiff chill when my hand "contacted" the
of fashion. outline o f chcghosc's. I did a ra ther poor 1ob being a mirror-
I figured 1 was dead too, when 1 saw a ship entering the image ofhis handshake, but the ghost again seemed satisfied,
harbor. It lookedjttSt like a model galleon I made when I was a kid, so I sac when he did. The chall of that handshake never left
only it was cmmbling and covered with seaweed. 1saw a crew me all evening.
swinging swords. I j1tSt ran. I heard this loud laughter, from the I'll note briefly that thb i~ where I learned Purple's real
old ho11Se I think , but 1didn't dllre 111m w look. name; the ghost used it. I won't repeat it here, but I am
The next day I worked 11p theco11rage to go back. AU I found investigating. If it leads co any breakthroughs concerning
ll'as che Fishennan 's Wharf. same as ever. l hung around ciU after warloc.ks, 1will share that information.
dark and bumed down char old shack. I haven' r seen the ghosts
As soon as o ur conversation with the ghost started, a
since, b111 I've seen the ship in different places along the coast, as storm began co brew outside. The rain got quite intense, with
if it's following me. I avoid the bay completely now.
thunder and lightning. I mention this only because the
lots of thriller and ro mance writers have apparently been stormed died down and faded completely when the ghost
right on target with their ghu~1 ~tories. A ghost ship and eventually appeared to sleep.
everything! The story sounds hackneyed, but I believe it, if
The evening was bizarre and doesn't bear too many
only because I have a similarly gothic i;:host story of my own.
specifics - not that I could acc<lunt them accurately,
At the end of one of my interviews with Purple, he anyway. The old ghost and Purple launched into a conver
invited me to a friend's house. 1was leery at first, but agreed,

I
sation, but Purple barely paid attention. He seemed to know
anxious to get every scrap of informacio11 I could. Purple what the o ld ghost was going ro say hefore it was said. Purple
hadn't led me astray yet, at least as far as I could tell. He once answered before the ghost even finished the question,
hailed a rax1. Though there are almost never any around in and the ghost seemed co notice. Purple apologized, and the
that part of the city, one rounded the comer right away. I old man went back to all kinds of chattering. I have abso-
also couldn't help notice how we hit every green light on the lurcly no idea what they talked about. It sounded like
way across town. chemistry, bur I knowsomeofrhat, so maybe it was alchemy.
The cab pulled up to an old house that reminds me now I got the impression rhac the conversation was identical
of the derelict our San Francisco associate mentions. it was every time Purple visited.
an old place chat I'd seen pictures of in the past. l'deven read One other "ghostly" - if you will - thing happened
articles about how it was supposed co be haunted, but wh ile we were there. The butler brought in a rray of port,

I nobody ever really believes that kind of thing. I'd been


imhued long enough by that time toexpccr some truth to the
stories. I wasn't disappomteJ: Purple knocked and a ghostly
butler opened the massive doors.
which I accepted and drank co be polite when 1 saw chat
Purple was drinking. The old ghost drank it as well, and
when he swallowed I watched the liquid slide down his
throat to his stomach. Has swallow faded from view after a

/' ~
- .. a
. ~. . .~~----S4Jl9r

' T11 "-Tllllf Srmn


To normal people, all spirits, including ghosts,
poltergeists and pos:.cssors, are invisible and incorpo-
real, meaning rhat physical objects pass through
them as if the spirits were mere projections. Con-
versely, spmts can pass through physical objects.
There is a cosc co a spirit for either accivicy: One
Qiosrhm
The following describes an example of a new
ghost, someone who died recently.
Attributes: Strength J, Dexterity 3, Stamina 4,
Charisma 2, Manipulation J, Appearance J, Percep-
uon 4, lmell1gence 4. Wits 4
Abilities: (choose from) Alertness 2, Athletics 2,
Willpower romr muse be expended for a spirit in any Brawl 3, Burcaucrocy 3, Computer J, Crafts 3, Dodge 3,
scene during which she passes through a "real world" Drive 3, Etiquette 3, Finance 2, Intimidation 3,
object or obstacle (a wall, for example) or has some- lnvesugation 2, leadership 2, Medicine 2, Occult 2,
rhingorsomconc fo weapon, caror hand) pass through Politics I, Security 2, Subterfuge 4, Survival 4
or intrude upon her. Spirits dislike this sensation, so Willpower: 8
chcy avoid such collisions whenever possible. Note
T he following represents an aged ghost, one who
that n spirit need expend only one Willpower point
has been around fo r a century or so.
per srrne; therc;ifrn r, she m;iy pass rhmugh anything
physical (or vice versa) without penalty. Attributes: Strength 6*, Dexterity 6, Stamina 7,
Charisma 4, Manipulation 6, Appearance 3, Percep-
A hunter employing seco11d sight and edges tion 5, Intelligence 4, Wits 6
perceives spirits as he would any physical entity. That
Abilities: (choose from) Acadcmics3, Alermess4,
does not mean punches and bullets - mundane
Animal Ken 3, Achlctics 3, Brawl 5, Computer I,
atcacks - affect a ghost, though. Edges are usually Crafts 2. Dodge 5, Empathy 3, Etiquette 4, Expres-
required to inflict any harm upon ghosts. Consider sion 4. Finance 4. Firearms 4, Intimidation 5,
ghosts to have the same health levels as a living Investigation 4, Law 4, Leadership 3, Linguistics 3,
person. However, bash ing and lethal attacks are all Medicine 4. Mclee 5, Occult 4, Politics 4, Science 3,
the same to them; rhey can all be soaked. Security 4, Streetwise J, Subterfuge 5, Survival 5
A spim subsisrs nn emotions. often ones tied to Willpower: 11
the reason the creature lingers after death in the first The following derails an ancient ghost, one who
place. Some spirits wait for a mortal in their vicinity has been dead for several centuries.
toexperienceanger, hopeorfear, forexample, whereas Attributes: Scrcngth 8, Dexterity 7, Stamina 9,
others use rhe1r ~1wers to inspire uch feelings in a Charisma 6, Manipul.ition 9, Appearance 6, Percep
target. Alremauvcly, a spirit can regain one Will- tion 7, lncelligence 7, Wies 8
power point for every 24 hours she spends in Abilities: (choose from) Academics 7, Alert-
undisturbed rest at or near a person, place or thing she ness 7, Animal Ken 5, Athlcucs 6, Awareness 5,
haunts (see Ghost Weaknesses, below). Brawl 5. Dodge 5, Empathy I, Etiquette 5, Expression 4.
Finance 7, Firearms 3, Intimidation 7, Investigation 4,
Law 4, Leadership 7, linguistics 5, Medicine 5, Me-
lee 6, Occult 5, Politics 7, Science 3, Security 5,
moment, but each time the ghost drank, I watched the port Streetwise l , Subterfuge 7, Survival 7
as if I had xray vision. It was very unnerving. Willpower: 14
This all went on for s<>me time until the old ghost "'Nore chat the Strength Attribute for ghosts
seemed to dme off. Purple and I sat there a while longer, applies only to uses of powers along the lines of
and Purple kept looking around as if he was confused. solidify (see Poltergeist Powers), wherein the ghost

I
exerts his will to apply force again$t/ upon a physical
A frer several minutes, Purple suddenly told me it was time object or entity.
to leave.
After we left, I asked Purple why he bothered to speak WrA!llm'S
to the old man if the con"ersntion was always the same. (I As creatures of habit, ghosts can be depended
upon co frtlquent a single locale or co hang around a
Jidn 't refer to him us o ghost in case Purple, in his seemingly
particular person. for hunters, rhis predictability means
3dJled state of mind, d idn't realize what the man really thar ghosts can be C'..tSY co find. Ghosts who haunt
w;is.) Purple answered, "When he sleeps, I can look in his places rend co do so in numbers (sometimes by the
library." Purple became excited then and shouted, 'That's dozen), and they often defend one another. Some
I[! I look in h is library!" vampires "harvest" ghosts and find such cluscen; of
h was the last ti me I saw Purple. The old mansion spirits 1rresisnble. Unlucky hunters may find them-
burned dow n the next week. Upon hearing the news, I got selves caught between the cwo groups.
the strange feeling that Purple decided to bum down the
house mstead of kill me after he snapped out of whatever
spell he was under. I have no way to know. le was just a
weird fcclmg.
~ . . . . . ._.~~llilllF_.w
a
Pol.Tmtm
c.srPOMIS
Every ghost used to be a person, something reflected
in each ghost's personaliry. Some of chem use their
powers to do h:mn, others try co eke out a benign
existence. Hunters don't always have the time or incli-
nation to separate one type from the other. The following
are only samples of the powers chat ghosts can possess.
I call this next group of spirits "poltergeists." That word
literally means "noisy ghost" m German, and poltergeists are
indeed like ghost , but worse if you can imagine chat. Where
ghosts rend to keep co themselves, poltergeists seem as
inccnt on hurting u as we might them. They are ghosts with
bad acricudes, I suppose, which may mean there's not really
'
The Storyteller may design new ones or borrow ones a difference of types as much as a difference in individuals.
from other classes of spirits.
I suspect there is a difference in type, though. While
New ghosts typically have three powers, none of
chem beyond a fairly low level. Old ghosts have four ro ghosts seem more concerned with "global" effects (like
flve powers at weak to mwerate levds. Ancient ghosts making Fisherm:in's Wharf look like it did a hundred years
have five co six powers, each at moderate to potent levels. ago), poltergeists arc more concerned with local effects,
T eleport: This power is typically limited to a ghost's wirh what one hunter-net poster called "deliberate" effects
line of sight. Gh<Jsts teleport to avoid harm or elude - rotting floorboards beneath your feet, causing a wall ro
detection. They cnn use rhis ability in combat. With age drip blood, or moving something from one part of the house
and expcrrise, n ghost can even rcleport ro locales beyond to another. These phenomena do not seem intended to
line t1f sighr. A ghostsubjcc1.cd co rhe Burden powerca.nnot en terrain subjects, bur to scare them or cause harm. Some-
teleport unless the immobilizing power is broken. A Will- times, however, pol1ergeists apparently form attachments to
power poinr allows a ghost to teleport once per tum.
one or more people, and these unwitting fol ks are subject to
Short Circuit: Although the name of this power friendly pranks. Such spirits tend to interpret the actions of
implies iargets limited co electronics, ghosts can use short
' circui1 to affect (as in activate or jam) even simple others coward their cho~cn humans in black-and-white
machines - the trigger of a gun, for example. Experi- terms. The )lightest misstep and the poltergeist heaps misery
enced ghosts can use short circuit co send a jolt of on the offender.
elcc1rical current rhmugh nn)c.onduccive substance (metal Take rh1s next post, for instance. The spirit of the small
or water) co hock a mortal in conract with an appropriate girl (who the author calls a "ghost" but whom I believe fits
object (a nfle or puJ<lle). Base short-circuit damage upon my "polrcrgci5t" cate~ory) might have left the couple in the
a number of dace equal to the ghost's Willpower rating, house alone if she didn't believe her "friends" had turned
difficulcy 6; damage can be bashing or lethal. This power their backs on her.
also has the potcnual to render machines with electrical
systems temporarily or pennanendy inoperable. Eventually someone is gonna find out what you do. Or if
not, you're better at thu than me. Forrne it \WU my brother,Jack.
le cosrs a point of Willpower to activate short
Jack asked me 10 look mroa muarion with his girlfriend, whowa.s
, circuit for each use.
Emotion Control: Ghosts with chis power can influ-
ence a mornil's emotional state. Young, inexperienced
having probkrru with the house she'd moved inw: 1hings being
moved, stoverops being 11tn1ed on - rhat kind of thing. We rota
ghosts can spur only blunt feelings such as lust, griefor fear. her 1was in con.stn1c1ion and 1hac I could fix anything.
Older ghosts' range includes joy, hope and love, which can 1 took a look and dececced some kind of a presence in the
be induced roncarpamlyzing levels. Anciencghostsexpert house. Jack cook her away for rhe weekend to get her 01tt of che
in controlling humans' emotions can imbed a strong feel- way. Maybe 1was getting cocky, bw I figured it couldn't be all
ing about some entity, activity or location. Thereafter, the chat hard; one littfo ghost, and from what l could figure, jus1 the
person remains convinced that he always felt that way.

L
spirit of a lircle girl.
Spend a poinc of Willpower and make a Willpower 1don't know how she died, but she didn't like me messing
roll (based on rating, not current score) for a ghost using an
with her shit. S/1e we111 from making noises co throwing things. I
cmmion-control power; difficulty equals the target's WiJl-
power. Succes.o. imluces the desired emotion in the carget. had to nm from the li11ingroom when she got ahold ofthe fireplace
A ghost that instills an emotion in order to feed receives a pokers. S1upid. I UI01'M up in the kitchen , u1hich was worse.
roint of Willpower for each success rolled in the effort, up I got 1he Iii~ birch, but she left me wirh 115 sciu:hes to
to the being's normal Willpower limit. Using emotion remember her by.
concrol co feed can be accomplished only once per scene. Regrecrably, the author doesn't indicateexacdy how he
If a Conviction point is spent for a hunter in a rc~lvcd this matter, but we can probably assume chat he
scene, he is immune to emotionconcrol auempts. If no found some means of physically interacting with the polcer-
pomr as spent, the imbued person is as open co ghostly geist, or perhaps confronted her with a token of her sad face
me<lJling a) any mortal. The Storyteller may allow a
among rhe living.
hunter already under ghostly emotion control to resist
for any scene in which a point of Conviction is spent. I've personally had a number of encounters with pol-
Once the scene ends, the hunter may again be a slave to tergeists, and I'm happy to say that I've resorted to
feelings implanted by the spirit. destruction in only one case. I've fou nd that as much as a
polccrgcist may seem to haunt a place, such a tendency may

I
/
actually be more the domain of ghosts. Poltergeists appear
I to be more attached to specific items, like a mirroror child's
toy. Removing it prompts the polte rgeist to move as well.
increasingly harmful until I had no choice but to destroy
the book. The flames spread unusually fast. J had to get out
of the station, but a fi re t ruck arrived in time to put it out:
In my o ne case, an old log book con tinued to fi nd its way T hat was the last I heard of the spirit.
back to a t rain station . The poltergeist's behavior became

P1ltTDIQIST PlcfllE Attributes: Strength 5*, Dexterity 5, Stamina 6,


The following describes an exemplary young polter- C harisma 3, Manipulation 5, Appearance 3, Perception 5,
geist, o ne dead only a short time. lnrelligence 4, Wies 6
Attributes: Strength 4*, Dexterity 3, Stamina 5, Abilities: (choose from) Academics 3, Alermess 4,
C harisma 2, Manipulation), AppcaranceJ, Perception 4, Animal Ken 3, Athletics 3, Brawl 5, Computer I, Crafts 2,
lncelligence 4, Wits 4 Dodge S, Drive 2, Empathy 3, Etiquette 4, Expression 4,
Abilities: (choose from) Alertness 2, Athletics 2, Intimidation 5, lnvestigation 3, Leadership 3, Linguistics 2,
Brawl 4, Compurer 3, Crafts 3, Dodge 3, Drive 3, Eti- Medicine 4, Occult 4, Politics 4, Science 3, Security 4,
quette 3, Intimidation 3, Investigation 2, Leadership 2, Streetwise 3, Subterfuge S, Survival 5, Technology I
Medicine 2, Occult 2, Politics l, Security 2, Subterfuge 4, Willpowe r: I 1
Survival 4, Technology 3 The following details a rare poltergeist who has been
Willpower: 8 hanging aro und for hundreds of years.
The following represents an older poltergeist, one Attributes: Strength 7*, Dexterity 6, Stamina 7,
dead for perhaps a century. Charisma 5, Manipulation 7, Appearance 4, Perception 6,
lnrelligence 6, Wits 7

!.

11

fl t ; 0
-~---Wjl:i-F-
a

Abilities: (choose fro m) Academics 7, Alermess 7,


Animal Ken 5,Achletics6,Awarcncss5, Brawl6,Crafts I ,
Pomc.rsrPOMJS
Almost by definition, "noisy ghosrs" aren't interested
I
Dodge 5, Empathy I, Etiquette 5. Expression 4, lncimi- in fitting m unnoticed among humanity or using their
dation 7, Investigation 4, Leadership 7, Lin,.auistics 3, abilities for subtle marupulation. These angry, destructive
Medicine 5, Occult 5, Politics 7, Science 3, Securicy 5, spirits 1TllgN be so patient :l$ co direct their powers a,,oainst
Streetwise I , Subterfuge 7, Survival 7 items whose brcqre generates the desired human re-
Willpower: l 4 sponse- bur rypically not. Whereas ghosts often cry to hide
*The Strength Attribute comes into play for pol- their activity, a poltergeist lets it all hang out (a levitating
terge ists only when a power such as solidify (sec brick inspires terror even before it flies at someone's head).
Poltergeist Powers) is used co apply force against/ upon The following arc only samples of the powers that polter-
a physical object or entity. geists can ~ The Sroryteller may design new ones or
borrow ones hum ocher classes of spirits.
WW!lssn Young poltergeists ryp1cally have three powers,
Subsisting on base emotions such as fear, anger and none of them beyond a fairly low level. O lder ones have
frustrntion, poltergeists seldom sur vive to the grand age four co five powers ac weak co moderate levels. Anti
that the oldest ghosts reach. Whether this is true be- quated polcergcists, who are uncommon indeed, have
cause poltergeists chase away th e ir own sustenance or five to six powers, each at moderate to potent levels.
because other spirits put them down as "inconvenient Solidify: This power encompasses the effects asso-
neighbors" is uncertain. However, while they exist, ciated with the classic poltergeist: in"isibly moving o r
these spirits can be real trouble. miking objects or living things, inexplicable noises,
and so on. Poltergeists who've been stirring up trouble
for decades can sel an entire roomful of small items in
motion at once. True masters of solidify can send
POSWIOll furniture flying and even upend cars. A Willpower
A s I stated before, I don't lcnow if the ability to point allows a gho~t to activate solidify once per turn.
possess someone is available to all spirits, or if that's h ow lck: Whereas ghosc.s are usually reluctant to em-
a cenain varie l y interacts with the world. (By possession, ploy this power, poltergeists show no such hesitancy.
I mean a spam occupying che same space as a human or Ick produces copious amounts of a slick, mucous goo
animal and somehow contro lling the living being.) No wherever the polte'l!eisc desires. Common uses include
contaminauon of foods (for the purpose of gross-oucs)
possessed individual has ever answered my questions on and the enslimmg of floors or roadwars (to create
the subject. And no, chat's not dumb: Spirits can still hazardous conditions). Apply the line-of-sight rule co
speak th rough their hosts. placement of ick (i.e., not beyond the user's view).
Dealing with possession victims is one of ch e most Expert poltergeists can cause ick to manifest inside the
difficult trials you can face as a hunter. You must use nose and mouch of a ta rget (even a moving one} to
suffocate him. This substance can be expelled or re-
restraint now more than ever. You have to remember that
moved, but an affected character can do nothing else
the person - perhaps even :i c-hilci - is noc responsible for until his breaching passages a re clear.
his actions. He's under the direct control of another being. It costs a point of Willpower to activate ick. Roll
This is a ll the more frightening when you realize that the a number of dice equal co the poltergeist's Willpower,
spirit h as abso lutely no concern fo r the well-being of its difficulty 6, to determine how many quarts of ick result
hosr. If you strike Its body down, pro bably killing or (one per success). lck lingers for no more than one
injuring a harmless person, the spiri t simply slips away - scene, then vanishes without a trace.

I
o r returns in another body if ir's a ngry enough. And the Combustion: Poltergeists use chis power to stan fires.
new victi m may be the last person you expect - a loved The speed with which such flames ignite depends
one or even anot her hunter. on rhe expertise of the spirit and the flammabilicy of the
targeted marenal. A young poltergeist can set a cotton
Consider thissadsrory posted on the original hunter-net. garment ablaze in three rums; an older, more seasoned
1didn'1 mean IO kill the old man. ltwas a bad situation and one in two tu ms; a crusty, malevolent poltergeist can do
i1 came down to him or me: I was unarmed and he had a so in one rum (roll Willpower, difficulty 6). The less
sho1g11n! I 1hink 1he rliing in.side was convinced ic had me, b111 flammable the substance, the higher thediffku lty (wood:
I can be quick. I knocked the gun aside and hit him as hard as difficulty 7; normally flame-resisc:mc fabric: difficulty 8;
hard plas1ic: d1ff1culry 9; glass, ceramics and durable
I could. The poor basiard feU Otlt a window. I heard tw0 screams
metals canno1 be 1gnated with combustion).
when he died: 1he old man's and another. meaner sound chat The wearer or bearer of something rargeced with
sen1 shivers down m:Y spine. I didn' 1 know at che time rliac !here combustion gets tO make a Wits+ A lcrmess coll each cum
was a ghosc inside 1he old man, making him do all chat scuff. I to determine if he notices che item's increasing heat.
didn' 1 learn 1he 1rnrh 1ill later. O ne point of Willpower activates combuscion
The ghosc mus1 have foil owed me after I slipped out the against one target. The user muse apply the power
back of the old apartment building. About 1hree days later, it without imem1ption for flames to result.
came back. This time it took my girlfriend. She was onl:Y five-

/
......... ..
a ~~-- ~

two, maybe 110 pounds soaking wet. I didn't expect to be

' thrown across the room. 1 hit hard enough to break two ribs
and the beam behind the dry wall. She stood over me with this
insane look, screaming all kinds of fucked 11p shit about me
killing her and hows~ was going to get~. That's w~n I
made the connection to the old man.
This story illustrates a good point, especially where
POSSi'SmlPllfll
Ratings are provided for normal people and ani-
mals, and for possessed bodies (in parentheses).
These stalbti~ <1re for an adult human.
Attribu tes: Strength 3 (7), Dexterity 3 (5),
Stamina 3 (5), Charisma 3, Manipulation 3, Appear-
possession victims are concerned: Even if your morals ance Z, Perception Z, Intelligence 3, Wits 3 (5)
don't keep you from killing defenseless people, you are
not above the law. A dead body is a dead body as far as the
z.
Abilities: (choose from) Alertness Athletics Z,
Brawl (3), Dodge (3), Firearms (2), Intimidation (4),
police are concerned. They won't believe your stories
Melce (Z), Occult (3), Stealth 3, Subterfuge (3), Sur-
abou t what was inside it. They have n o idea whac you're
vival l (3)

t
talking about. If that danger alone is enough to keep you
Willpower: Appropriate to type of ghost
from killing human hosts, then please come up with
another plan. These srarisrics Rre for a child.
Take t h e following post, for example. This gentle- Attr ibutes: Strength l (4), Dexterity 3, Stamina
man not only showed restraint, buc he had enough Z (5), C harisma 2, Manipulation 4, Appearance 3,
evidence to avoid rroublc with the law. Keep in mind that Perception 2, Intelligence 2 (4), Wits 3 (5)
Abilities: (choose from) Alertness 2, Dodge 1.

1
evidence of sclf.defcmc may have to be self-inflicted .
\Vhat are )'OU supposed tO do when )'OU have ro fight a Melee (3), Performance 2, Stealth J (4), Subterfuge 3
liule kid! I'm over six feet tall and weigh 235 pounds. I used Willpower: Appropriate to type of ghost
10 do some boxing; I'm no pushover. I know what co do againsi Powers: A spirit in possession of a human host
a zombie. The)''re dead a/read)' and deiermined to kill . Little may not be able to manifest any of its uneanhly powers,
kids are a different story. or it may have access to some or all of chose powers
He was about seven, and I jU5t couldn't bring myself ro available to it. A possessing spirit that abandons its
hii him . It was like child abuse, even tho1,gh he hada knife . He h ost certainly has a full range of powers. A spirit still in
slashed at my legs and groin , b1U all I could think about was a body may anempr lo disguise its existence, procecc its
l<rlling a poor kid . hostorattack anyone who threatens. A liberated ghost
Finally, I grabbed his arm, pinned him and hog tied him. could arrack, disappear or attempt co possess another
I ihink that's when the spirit left his body in fnmracion; the kid being, human or animal.
jiis1 started crying. I didn't know if it was a trick or not. Now A hunter with active second sight sees the super-
ihe kid's ge11ing counseling. I got off the hook, buc I still feel imposed image of the ghost overlaying the body it
like shit. controls. Spending a point of Con viction for a hunter
I ha ve only one posted example of a possessed makes her immune to possession atcempts for a scene.
animal. I haven'c encouncered the phenomenon myself, If a hunter is possessed when defense~ arc down, subse-
but I have little do ubt that it's possible. If a human's quent Conviction expenditures, if any, may give the
mind and body can be controlled, why not an ani mal's? character self-c onrrol for the duration of the scene or
I guess an animal's mind cou ld be easier tO influence ' may expel the possessing spirit automatically.
because it's less comp lex. But then, an animal might be Like humans who are possessed by spirits, animals
more difficult co contro l because it's foreign to once- are made substantially stronger. These statistics are for
human spirits. Maybe animal spirits p ossess the bodies of a large dog.
other animals, for that matter. Attributes: Strength 3 (6), Dexterity 4, Stamina
Here's the post as I've copied it. 2 (4), Charisma 0, Manipulation 0, Appearance 0,
There is a small \lillnge, not far from where I live, where Perception 4, lntell1gcnce 2 (4), Wits I (3)
people were being killed by wild animals. Because of my Abilities: (choose from) Alertness 2, Athletics 3,
posicion, I was asked to attend to the maiter. 1expected to find Brawl Z, Dodge 3, Intimidation 3, Stealth 3.Survival 3
a lion that was star\ling or that had gone mad. Instead, I
Powers: None, but once the animal is stopped or
arrived in rime to see a pack of hyenas circling the villnge. I destroyed, the hunter must deal with the disembodied
have encountered hyenas all my life. They are nor brave

I
spirit. This spirit could anack, disappear or attempt to
animals. Tho11gh they might attaek a lone child or even an
possess another being, human or animal.
adiilt if they are hungry enough, I have never ~ard of or seen
A hunter with active second sight sees the superim-
them auack a villnge.
posed imageoftheghost overlayingtheanimal itcontrols.
The hyenas saw me coming and sat perfectly still, study-
ing me as l studiecl them. l saw that they were not in contTol
of themsel\les . The ghosts of several men I knew when l was

TE 5
Ill

a child pomssed them, riding within their bodies and making We were set up. Someone or something caught wind of
1hem do thinRS thl!y would not normally do.
These men werl! from my t1illage and they did not under-
us , and we were set up. Notjustafew rots, but a mob of chem .
l had 1wo other hun1ers with me . \Ve were prepare.d for
I
stand 1ha1 we had made peace with 1he other long ago. Before 1ro11ble, but i1 got 0111 of hand fast. Raj, may he rest in peace,
I could l!xplam, thl!y a11ac~d. 1 was prepared and rued 1he was wm 10 pieces. There was rwihing A udrey or I could do
rifle l received as a gift from my uncle. l killed the animals, and abow ir. \\'/e were bo1h 100 b1u:y trying 10 find a way out of the
then used 1he gifu I have been given 10 send the spirits back 10 place tui1h our heads s1ill auached. Whoever sec us up did a
where they belonged. They were very strong. The hyenas 1hey grea1job: Two heavy dumfmers blocked our entrance into the
controlled had terrible strength. atle:y , and all 1he windows into the surrounding buildings were
Spirits present a number of problems in a ll their barred. 11 looked hopeless until they showed up.
various forms. I summarize these and o ther apparent By "they" I mean four of the biggest dogs I'd ever seen.
abi lities here. "Fuck me!" I chought. Like a mob of walking dead wasn't
1. Most spir its a re n oncorporeal, wh ich means they enough. 8111 that's when the lead mu11 leapc full inw the air
and wre into one of the rots! The others crashed into the crowd

I
are very difficult to harm in a physical manner. Unfortu-
n ately, when spirits d o assume phys ical form, it's ofren in right belti11d .
a possession vic tim . Fo rtunately, ma ny hunters' specinl Bui e\len with the weird dogs' help , there were just too
abilities that I've witnessed and heard of can affect spirits, many corpses . I managed to pry one off me when the first of
even those hiding within living bodies. the dogs wenr down. A bow three seconds larer, he came back
2. G h osts appear to have what I call a zone of up, only he wasn't a dog anymore. Dogs don't stand 10 feet

I
control. With in this zone, t he y can do many different tall, and they sure as hell don t carry big-ass knives. I wish I
things, like radiate cold , brew a thun de r storm or even ro ll could explain what thar 1hinglooked Ii~. bw ir isn't easy. Sor1
back time as at Fisherman's Wharf. A poltergeist seems to of like something between a bear and Big Foot, only bigger and
operate in a much smaller area, though the effects are meaner. Then 1he orhers in the pack changed, coo, growing
more immediate an d powerful. Som e sp irits that possess bigger and wider. Two of 1hem stayed on all fours , and two
vic tims have been reported co use powers at the same stood on their hind legs, like people.
time, and to impart great stre ngth to their h oses. All four of 1hem were wm and cut and scraped co shit, but
the wounds just disappeared Ii~ they'd never been there. The
3. G h osts seem to exist in repeating panems or at
least h ave hnb1ts they cannot sh a ke. They always walk
good news was rhe iombies didn't get back up after rhe
monsc.ers were done with them. l never saw anything ITIO\le so
t he same screech of road o r are a lways active at the same
ti me of night. Poltergeists seem to be attached to even
fast or cause so much damage. One of 1hem pushe.d a rot
more particular areas (again, a small "zone of con t ro l").
through a brick wall - clean inside rhe building.
For instance, they cannot leave a particular spot or they
When it was over, there was just me, Audrey and the four
are always near a certain item.
of them. One of them seemed to shrink a little and asked
gruffly if we were okay. l rhink I nodded.
That's one side of the werewolf equation. Here's
anocher.
Tt comes as n o surprise to me t h at we rewolves exist.
Or at lcost, beings we may as well dub werewolves walk
1 was in Mexico City for the Da:i of the Dead. l wanted
the Earth. If I can accept chat vampires, ghost s, zombies
to see what happened down there, and if the deaders would
an d goblins exist, it's really no stretch to accept that
make anything special ofit. They did , bw that's another swry.

I
crearures who can assume the shapes of people a nd ani-
This story is about how I got myself los1in ihe worst wa:i.
mals arc real. In fac t, shapechangers seem to be the closest There are parts of Mexico City where an American shouldn't
thing co narural in the 511pematural world. Yet there's no go, and I managed 10 get sruck in one when the sun was
denying chat a half-person, h alf-anima l is not really rrue
secting. I was doing my best w s1ay calm when I "saw" the
tu eirhe r of the ~pecies chat makes it up.
werewolf. It was sitting wi1h two guys, playing a game of dice
and losing. I guess ii didn't take that wo tvell. When rhe guys
Reported werewo lf behavio r only seems co com-
starred la11ghing , it changed. One of them ran away, scream
poun d their paradox. They have been known co hurr
ing like 1he Devil himself was biting his ass. The other one
hunters, save h unters and in my case advise huncers. Yet
pulled a knife and started yelling something in Spanish. 1don't
of one thing there is little doub t: sh apechangcrs arc
speak much Spanish .
formidable fighters and , at their worst, the least human
appearing of the beings we face. What I do know is. this thing was huge. It stood in the
S1Tee1 and houled lo1u1 enough to almost deafen me. Then it
Lee me illuscra te by way of a couple posts from the old
grabbed the gi1y with 1he knife and just 1ore him in half. I've
web site. I'm saving my o wn ex perie nce with werewo lves
done my share of fighting wmbies, but I've never in all my
to close n ot only this section , but t h is report.
time seen something like that .

- - - - ---- - - / ..,.- L
.........
2 -~a:--~'9r-

Call me stupid - l do every day - but I tried to stop it.


le didn't tear me in half, but it tried damn hard. The doccor
says another six or seven months and I might be able co use
my kfr ann again. I certainly won't be hunting anymore.
Even 1f I could, I don't have cht guis to face some-
thing like that again.
Mnybe this we rewolf tangled with
the hunter only because he interfered
- and rightfully so. As long as these
creat ures try to kill people, they can
expect more conflicts with the imbued.
11 If It's a form of vigilance justice che
werewolves exact, then they're going
coo for with it.
1 have on e more old post abou t
werewolves. It's important to provide all these
given how enigmatic shapec ha ngers seem co be.
The more info we sha re, the more we all
know, and the more people and perhaps even
souls we can save.
I /
I've heard some stories: There are things
out chere that can look human and then
wchange. I saw one - I think - late ac
night. It was wrecking a consrruction site,
} the framework for a new shopping cencer.
' 1t used its strengch and size co do most
I of the damage, and then sat down on what was left of a
bulldozer and drank a beer! I looked Tighe at ir, bm I couldn'c
believe it exis1ed. h was like my mmd didn' 1wanr10 accept it,
bw I forced it to.
After about I0 mim11es, it got agitated and looked
around. I heard the sirens a few seconds later. The rhing was
right in from of my eyes, like my hand in from of my face -
and then ir was gone. It just vanished! I didn' t see it move
past me, b111 I think I felt the heat of its breath.
So what was this shapechanger doing? Maybe
it was making n statement about the con-
struction site. Ac least, that's all I ca n
th ink. Maybe now you understand why
I'm so baffled by we rewolves.
Yet despire rhe confusion, there
are some facts we can rely upon.
l . Shapechangers seem to have a
range of rransformacion, all the way
from animal to man-beast to human.
2. A full moondoesnocappearco
be required for this transformation.
3. There's no known evidence
to suggest that a bice cums a sur-
vivor mco a shapechanger. ln face,
I gee the impression from my ex-
perience chat there's a genetic basis
for werewolves, so maybe they're
anorher rnce that's co-existed with
humans for ... forever?

al er
~---JI~---
a ..
S!MctMal'wlI
Shapcchangers arc commonly wolves, but can
a lso combine human form and that of a different
animal. Shapcchangers can take several different
shapes berween human and animal. The following
statistics represent a werewolf in each of its five forms.
The base raring is that of human form, followed by
WWOM
Silver causes one level of damage each time it
comes in contact with a werewolf. Even a small
amount of silver that's not in rhe form of a weapon -
jewelry, for example - inll ices th is damage. A weapon
made of silver inflicts normal damage. Health levels
'
lose to silver in any form cannot be soaked. Nor can
parenrhetical racings for these shapes: mostly human/ they be regenerated.
man-beast/ mostly wolf/ wolf. It cakes an action ro
change shape a nd costs a Willpower poim co change
from one form to another, whe ther from human to
nearly human or human to wolf. 4. In man-animal form , sh apechangers are im-
Human form is exactly that. A hunter with mensely strong, perhaps stronger than any other being of
active second sight perceives that something is amiss which I've h eard.
about a shapechanger in this form, but actual detec-
My own encounter with werewolves was odd, to say
rion edges - such as Discern - are required to
the least. On my way back to th e dorm one afternoon , I
understand the creature's tru e nature. Werewolves in
human form have no special abilities. came across a teenage r sitting o n a bench, red-faced like
A werewolf in "mostl y human" shape is stronger he'd been c rying-or was crying not co. Normally I might
and on chc average a foot roller than a normal person. have left him alone, but since my change, I take on more
The being is a little hairy; the change is radical responsibility for the people around me. I stopped to see if
enough that it's difficult to recognize a person in this he was all right.
stage. In "man-beast" fonn, the creature gains tre- Push almost came to shove, but he finally admitted
mendous mass and size; the average height of these he was a runaway; chat he was fine, only hungry. My
creatures is nine feet, with a weight of nearly 400 scholarship offers more meal credit than I need, so I took
pounds. A nyone looking at a werewolf in man-beast the kid to the campus cafeteria.
form knows it's inhuman. In "mostly wolf' form, a
werewolf looks almost exactly like a wolf, but it's While we ace, he told me an amazing story that I'll
larger. In "wolf" form, a werewolf looks like, and for share in a futu re addendum co this article. Essentially it
all intents is, a wolf. Second sight still indicates a was about his life as "kin" to a special family. He was
shapechanger in nearly wolf or wolf form as wrong, evasive about the family, bur was up et that he wasn't
whereas detection edges explain h ow. fully accept ed for some reason. The kid looked human to
The following raungs are for an average werewolf. my sight, but I still sensed something strange about him,
Attributes: Strength 3 (517/6/4), Dexceriry4 (4/ ~o I egged hi m on for more information to find out what
5/6/6), Stamina 3 (5/6/6/5). C harisma 2, Manipula- this "family" might really be.
tion 3 (2/0/0/0), Appearnncc3 (2/0/3/3), Perception 4, He a lluded to a few more details, but n othing that I
lncclligcnce 4, Wits 5 co uld make sense of. Thar's when he got a shocked look
Abilities: (choose from) Alertness 2, Animal on h is focc, and swo re. I followed his stare co see a gro up
Ken 2, Athletics J, Awareness 2, Brawl l, Dodge 4, of t hree adu lts, two wo men and a man, outside the
Drive I , Empathy l , Expression 2, Firearms 3, lncimi-
window. 0 11e woman a nd the man appeared to be a
dacion 4 , Melee 2, Occult 2, Stealth 4 , Streetwise 5,
couple. Their features reminded me of Native Ameri-
Subterfuge 3, Survival 3
cans. The second woman was young and Caucasian. She
Willpower: I 0
poi need around the campus like she was some sort of tour
The following ratings arc for a huge werewolf.
guide. I used my sight and knew the feral features of the
A t tributes: Strength 4 (6/8/7/5 ), Dexteriry 4 (4/
Native man and woman. I surmised they were something,
5/6/6), Stamina 5 (7/8/8/6), C harisma 2, Manipula-
l ion 5 (4/0/0/0), Appeamnce 2 ( l /0/2/2). Perception 4,
but I wasn't sure what a t the cime.
lnrell1gence 4, Wils 5 Of course, using my pamcular sight immediately
I Abilities: (choose from) Academics 2,Alermess3,
Athletics 3, Awareness 4, Brawl 5, Computer l,
d rew the couple's accention to me - right through the
plate-glass window - as it did with other beings l had

'I
Dodge 5, Drive 2, Empathy I, Etiquette 3, Expression 3, studied. They seemed irritated at first, as if I h ad intruded
Finance 2, Firearms 4, lncimidation 5, lnvestigacion 3, upon chem, but their eyes quickly diverted co th e teen-
Law 2. Lcadership4, Linguistics 2, Medicine 2, Melee3, ager with me.
Occult 4, Policies l, Security 2, Streetwise 3, Subter- The man motion ed both of th e women to stay p ut,
fuge 3, Survival 4
and strode through the cafeteria doors. The boy pleaded,
Willpower: 14 "Thanks for t he food, but please don't mention what I
told you."

r,.
' WDlWIMIP-.as
Hysteria: In addition co changing shapes, Claws and Teeth: The claws and tccch of a werewolf
werewolves have several powers. The mere presence of infl ict Strength +I lethal damage. Neither form of harm
a werewolf in any fonn other than human or wolf is can normally be soaked by hunters, unless armor is worn.
enough co drive normal people (and hunters for whom a There is no Willpower cost for these bonuses.
point of Conviction has not been spent) mad. They flee Predatory Skills: Werewolves have innate, height
in terror. become catatonic or overlook the whole scene. ened senses chat allow chem co track their prey through
Any contact wilh werewolves is also forgotten com almost impossible terrain, across rivers, and even through
pletely. Hunters with active protection from mind control areas of heavy craffic without losing the scent. This power
(a point of Conviction has been spent for lhe scene) arc requires a Perception + Alertness roll. with a difficulty
immune co these effeclS. thar ranges from 4 (in a forest on a clear day) all the way
Speed and Resilience: Werewolves can cake extra co 9 (the cracks are old, there is a lot of traffic in the area
actions during combat rums, and they can regenerate and it has been raining). Success means a shapechanger
damage they sustain. A werewolf may take a number of can continue co follow the m1il for up co an hour or day,
additional actions equal co its Dexterity rating in a turn, depending on the circumstances, even if the trail is
with the expenditure of one Willpower point. Thus, a broken nod faded.
werewolf with 5 Dexterity has a total of six actions. Each The same roll can allow some werewolves to "see"
excra action can be used co perform only one feat; with their heightened hearing much like a bar uses sonar.
multiple feats for each action arc not allowed. They can find their prey easily, even in complete dark

I
Werewolf actions may be used to heal. Damage is ness. The Blind Fighting/ Fire rules (p. 192) do nor apply
removed at che rate of one health ]evcl, whether bashing to these werewolves.
or lethal, per action dedicated to regenerating. Each Vanishing: Most werewolves have the ability to
level recovered also costs one Willpower point. Regen diSllppear, almos1 as if they leave the world itself. They
erarion cannot heal wounds mflicced by fire or silver. muse look ac a reflection to accomplish this feac. A
Werewolf speed and healing can be combined in successful Willpower roll, difficulty 6, is required, and a
the same cum. If a Willpower point is spent w give Willpower point must be spent. It ta1ces one action to
extr11 actions to a werewolf with 4 Dexterity, lhe crea disappear in 1his way. Not even hunter second sight or
cure may heal two health levels of damage (for an detection edges can locate a "departed" werewolf.
additional two Willpower) and cake three other ac
cions in the cum.
~~---j:.--
a
The man gave me a piercing stare when he reached our have been snuffed .out - but was spared - you get
booth. "Timothy. It's time to go home." He helped the boy
from his sear and rhey walked our. Before they left, the man
turned to me briefly - and I think he sniffed ac me.
Outside, the "family" parted ways with the tour guide, who
seemed miffed. Then they went around the building to
what I knew was the service entrance, a private area.
sentimental. Hopefully you'll feel the same if you en
counter a shapcchanger. Though we've heard stories of
werewolf killing machines, my encounter redeems them
all for me - or at least tells me they' re nor all bad. Try
to find out where you rs lies before you start shooting and
swinging.
'
Partly out of curiosity, partly because I wanted to So that;s it. That's the bulk of the information I've
make sure the boy wasn't going co he hurt, I snuck the amassed and assembled. Many of the beings I've dis
other way arounJ the building. I hid around the com er cussed seem to have little if any regard for human safety,
and hcarJ them tal king. I could see their shadows against and it's terrifying to realize how prevalent they are. They
an opposite wall. T he man was speaking and gestured ar aren't at every Street comer, home or subwa y station, but
the boy. "Would you have been happier if I just showed they seem to tu rn up with disturbi ng frequency. Sure, a
this to your friend?" warlock tipped me off to many of my encounters, but
Then rhe most amazing transformation took place. I plenty of others like rhe goblins In the pediatric ward
could sec on ly silhouettes, bur in. che space of a second, were pure chance.
rhe man's shadow grew tall and bestia l. It was like he put But for every man-eating beast I've encountered, I've
on a costume and stood near a light to caste a huge, spoken with a so-called monster char seemed more noble
distorted image. I wanted to look bur couldn't budge. and, if you will, human than a lotof the people I've known.
The boy muttered, "No," and the man told him to get I know others have lost more - family and friends - but
moving. The woman and boy wa lked back the way they I've lost my legs to a "monster," so I have as much reason
came. I started to edge away, afraid rhat the "man" knew as anyone to hate them. But I don't. Maybe you can take
I was spying. He did. "Use yo ur light for knowledge, a cue from me and give the "enemy" the
not for blinding," he said aloud. Then he was benefir of the doubt. Innocent
gone, roo. until proven guilty, right?
In retrospect, the shapechanger's
words are the most profound I've
ever h eard. Maybe they don't
seem so meaningful
black and white, but
when you know
you rlife could

:t ,
.,_.... a =-~.:--~~

APPEffDICES

For he put on righteousness as a lrrerurpla~, and


an helmetof safoarion upon his head; and he pur on the
gannents of vengeance for clorhmg, and ~'(IS clad wirh
~e.o.l as a cloak.
- Isaiah 59: 17

other, perh;ip~ ro find anyone like themselves or to offer


a warning to oche rs, these symbols emerge as a natural
means to convey the message. Of course, hunters could
Upon their imbuing, hunters are bequeathed an in- s imply use their existing lang uages to communicate: "I
cuitive means of communica tion that transcends any destroy rhe unknown. Am I alone!" or "Caution: This

I
conventional language or dialect. The Messengers instill place is infested with monsters." However, doing so

II
an understanding, knowledge and sense of application for wo uld play their hand to the enemy and leave them
a series of meaningfu l ~ymbol s. Hunters call this code "the vulnerable. It wou ldn't be long before monsters tracked
Word." They common ly interpret it and their inexpli- down such expressive graffiti artists or pamphlet authors
cable awareness of il as angelic script; an unconscious (perhaps such danger is the greatest weakness ofhuncer-
connection to n previous or lost human culture; or as the net and si milar emnil lists).
receipt of aliens' means of communication, perhaps mak- O nl y hunters seem to understand the Word, and that
ing the imbued a mba ssador~ of some kind. Ultimately, is its strengch. Thu far, there's no indication to suggest
innate recognition and ability co use these icons is as that monste rs can interpret me sages scrawled on subway
11 mysterious as the imbuing and Heralds themselves, and all
hunters seek their own answers ro what this form of
walls or tenement halls. The symbol have also appeared
onl ine, appa re ntl} drawn, scan ned and posced as
dialogue truly means. communiqu~s co ocher imbued, so humanity in general
Intuitive unders tanding of the W ord i.s not necessar- and monsters in particular have witnessed che signs, with
ily compulsion to use it. A hunter doesn't feel an no apparent repercus ions. Presumably the images are
irresistible urge to scrawl arc haic or mystic-seeming sym- interpreted or dismissed as art or graphics of some kind.
bols. Rather, when hunters seek co reach out co each Apparently, not even hunters who have fallen to the will

..... ~.-~
t..
~.._ . . . . . . .j~. . . . . . ..
a
of monsters have rcyealcd the key to the Word, as if it's
beyond creatures' comprehension or even notice.
Ir might be possible for a hunter co reveal or teach the
I
Word to rhe enemy or normal people. So far, no one has
been known to try. Doing so would compromise all im
bued and che war effort as a whole. Many hunters fear that
it's only a maner of rime before their code is broken and
used against them. But until that day, they carry on and
put their trust or faith in rhe discretion of their allies.
Graffiti 1s by far the most common means of using
the hunter code. Imbued leave the Word for each other
in various urba n scctings, typically where such "artwork"

I
goes unnoticed by the masses, and where it is left unmo-
lested by the a uthorities. Drawing symbols on upscale
buildings nor only risks arrest for va ndalism, but the
signs arc usually covered up or erased quickly. Signs are
most common in low- income urban areas - where,
perhaps, they're needed most: where monsters stalk prey
with impunity.
Hunter code has its shortcomings, though. Images
can be used individually or in combination - typically
up to three icons - 10 make a simple statement: "Pro-
tected"; "Safe Haven"; "Monster, Infested"; "Danger,
Puppet, Corruption." But that bre vity and the resulting
subjecuvity to interpretation makes the code cryptic.
'"Danger'? From whad According to whom?" The result
f
is uncertainty in communication between hunters. Bue
many of the imbued believe a vague warning to be better
than none ac all.
The following are some of the common icons used
and witnessed by hunters. There may certainly be more,
perhaps ones uscJ by isolated hunter factions. No one
currently knows if all icons used by hunters are known
universally, or if some symbols are the exclusive
province of certain groups. Feel free ro make up
icons for your own chronicle, as long as
they're Storyteller approved.

"
I
-- - - - ___ _ _ _ . -- - -
;ff/
AlllSi IM8Uf0i CHOSIM CORRUPTIOfl DAfGJI

HWlDS/ 1SSDGIS TH HURTI MDGi THI MISSIO"

t
'
msrrn

I
M0"5HIS PIOTICTtD

LJ
PUPPETS SAFHAVat SICOflDSIQIJ'
~---.,Jl~lilillZiii--
a
bargain between th~se two extremes. The best ttade off is
I
0

to go for multiple utility: portable items that can perform


lots of different jobs.
You want to take o n a bloodsucker with your pocke t It's no surpnse that many hunters adopt a paramili-
knifd If you must deal with the walking dead, there are tary style. Military gear makes for a great way to carry lots
better ways to die. of survival equipment and weaponry, all with a couple of
T he biggest difference between experienced and nov- surplus holste rs, rucksacks and harnesses. Your appear-
ice hunter~ generally comes down to equipment. Sure, ance can be intimidating; you're clearly prepared for
you can tum to your edges (if you care to put your faith in ac tion and may possess an array of military training. But
weird abilities granted by some unseen ha nd), but whe n this sort of appearance can also mark you as a wacko, or
rhe c hips arc down, a prepared hunter survives by his own it can advertise your intentions. Not only are police
skills and wits. Cock.y hunters, in experienced hunrers, suspicious of you, but the enemy may well see you coming
unequipped hunters ... well, by now you should know and prepare a welcome.

I
what happens co them. There's a lot to be said for subtlety, for looking like a
normal person aml avoiding atte ntio n. Street clothes o r
T'11Hooal'slhmroo tailo red suits, combined with concealed firearms, go a
When st0cking up, Lhere are two major axioms to long way toward le tting you get close to your quarry. The
remember. Unfortunately, they conflict. A hunter's gear walking dead don't exactly pay attention to you when you
must be complete, so that any s ituation can be faced. look like another member of the herd. Unfortunately, the

I
However, it must also be portable - fighting man-beasts cops arc more discern ing. They tend co notice trench
can't happen when the weight of you r gear makes move coats in July. If you' re wise, you scour out the enemy
ment impossible. Every good hunter learns to strike a without attracting attention, and then call in the backup
with the artillery.

- -'
JI .,..,._

,-

< .... ...- ~ - -.r

r
...,-- ._.:_ _
> -...__,_
_,_ -,
>-- ,.
~ ,..Z:::....;:+

i ( 1
.........a -~.:----~
Some hun ters invest a lot of religious significance to

'
Guns actract attention. Once a firefight breaks out,
the mission. "God made me who 1 am today." "Allah cops aren't far behind. Now this is not necessarily a bad
speaks and we must heed." T o each his own. Just don't thing. Seems that some monsters don't want to show their
wear your fa ith on your leevc. There's no evidence to hand, which means they're quick to flee the scene. Bue if
suggest that fa1th or religious symbols have any impact on you're intent on fini<hmg one off, that means you have to
monsters. Sure, there are stories of fanatics who've turned chase it. Just make sure the hunt remain.s on your terms,
creatures back with an icon or religious sign, but there are not you r target's.
more stories of hunters trying and paying the price. We Don't gee caught by che cops. They won't understand.
imbued don' t know who imbued us, regardless of what any They won'tsympathize. Some are okay. Some are crooked.
group believes, so put your fai th in yourself as much as in
any divini ty.
Some are unde r the enemy's thumb. They'll all ch row your
ass in jail. They'll inrcrrogate you. They'll demand ro I'
I
We operate mostl y out of necessity. You may have know what you were doing, who you were shooting at, and

\
already cleaned out your bank accoun t fo r the hunt, and who else was involved. T hey won't believe you about
now you can't afford gear. You may be in a hurry; the monsters, but they will believe you about your allies.
enemy doesn't wnit nround till you're ready and fully Don' t rat them out. If the cops arc conrrolled by the
supplied. Or you may always be o n che lookout for enemy, you guarantee your friends' Jeaths.
trouble, but you can't load yourself down at all times. Guns leave a paper trai l if you get chem legally, and
That's when a duffel bag and a few essentials are your they're a sure ticket to prison otherwise. If a few rounds
best friend s. It can suck, and you can gee caught short,

1
don't find the targe t, they're an investigator's cloned line.
but it beats going overburdened or unarmed. Recom They'll connect 1he docs to your gun, and the n co you.
mended items are a va riety of small firea rms, spare Getting a gun at all can be diffk ulc and expensive.
ammo, a couple of hand-held weapons (knives, maybe a You could lack the connections or you might be in a
hatchet}, a floodlight and small flashl ight, spare batter- hurry and unable to wait for registration. In places
ies, a first-aid kit, a hammer, pliers and , strangely enough , outside the U.S., like Canada and Japan, gun laws are
candy bars and some sports drinks. You never know even more strict. You're crewed.
when you'll hole up to observe a creature; the sugar rush If you <:<1n get a piece, know what you need. If you
will keep you going.
wane to shred a zombie, you need something hefty. A
A couple of ups for novic~: Get some sort of body 9mm isn't going to piss off someth ing that's already
armor. Odds are your prey can take a lot more bullets chan dead. If your opposition is people who've been sub-
you can. Carry at least two weapons, sin ce you'll undoubt- verted, a concealable and readily available small-caliber
edly lose one or discover it does no good. Carry ready weapon is the way to go. Don't bother with rifles unless
cash. (You expect to gee mugged 1) If you suddenly need to you're creating a setup (it's not like you can run around
gee on that bus or rent a car or whatever, you need cash. the streets at n ight with a hunting rifle). Should you be
Avoid notice. Run 1( you're recognized. Know che area so dumb enough to "go fish ing," by all means bring a rifle,
you know where to hide. You can strike bade whenever and remember that .22 long-rifle rounds arc abouc the
yo11're ready. Never hunt wi thout prep work. You'll die most common ammunition available. If you wear a
without achievi ng any of your goals. trench coat, the sawed-off shotgun is you r best friend :
Gutls,ClMSt Cults concealable, but able ro take out almost anything-and

I
Nothing evens up the odds like a piece. The enemy at short range.
may be able to change shapes, hide in people's bodies or About firearm accessories: laser sights, night vision
claw you open , but a bullet makes a statement -and from and suppressers arc all great. They're also expensive, and
a distance. Your target may not skip a beat, but if you're they show that you're a pro (or t ryi ng to be one}. Since
smart enough to come wich friends, you might do some odds are chat nobody believes you're hunting zombies,
collective damnge. chat means professional h itman. Don't go overboard. A
Yee there are drawbacks to relying on guns. They laser sight, scope or other piece of h igh-tech wizardry
may not make n scratch , or they might blow a hole wide can quic kly reduce the concealability and maneuver-
enough to climb through, without slowing you r oppo ability of a weapon; factor in these losses when counring
nent a step. Ghosts don't seem to give a damn about the possible gains.
fi rearms. Possession v1ct1ms don't know enough co eM,e, (Firearms and fi refight rules are covered in C hapter 7.)
and its the v1cum, not the controller, who gets killed.
Meanwhile, zombies are killing mac hines, plain and MmrJY WWOllSAll WLOSM'S
I simple. They don't srop for anything. Don 't expect a Hunters aren't the military. They're normal people
piece to do the job. You'll get killed for it - or worse, who stand up, once and for all. They don't have any
I someone else will. official train ing. That said, don't try to use military
weapons, even if you can get them. Supply officers keep

l
~~ ........ ~~----
a
meticulous records of everything frorp paper clips to Fil!
MI A2s, so you will get caught. Thirty rounds of 5.56mm
NAT O in six seconds may sound like a good idea, but
automatic weapons are designed to suppress multiple
enemies and force them to stay down, not to rip an entire
clip into a lone target. If you haven't served a military
stint, you won't be able to handle the recoil from an
automatic weapon, anyway.
Hunters with a little experience - who've survived
a brush with the th ings out there - quickly discover
that fire is a universal weapon. Monsters acen't human
or natural, but Lhey fear fire like cvcryune and every
thing else.
The trick is controlling fire; turning it on the enemy
'
without getting burned. Acetylene torches, flame
The onl y uutomatic weapon worth recommending is
throwers, heating coils, lighters and aerosol sprays all
the submachine gun. Most guns in this class can be
have potential, but ft re tends to get out of hand. Not a big
concealed with some efforc. You can control them. They're
issue when a house is (ult of goons, but burning down an
easy co service. And they're available commercially (if
entire apa rtment complex is going too far.

J
you rake the time ro conve rt them to automatic fire).
S till, save them for the parties with lots of goons. A full- A makeshi ft (or real) blowtorch creates a controlled
auromatic wcupu11 is a was le of time agai nst a lone enemy. blast. Aerosol spray cans offer a quick burst, but are
dangerous (they can explode in your hands) and don't
Explosives are just plain dumb: You mighl kill che
inflict that much damage. A real blowtorch is better, and
target, bur you will kill ocher people, quite possibly your
you can acqui re one from most hardware supply stores
self and you r allies. If you think local police are bad, wait
without questions. Put a line of fire down on a zombie and
until you deal with federal special cask forces hunting you

f
it's guaranteed to panic. There are all the theological or
for using de moluions. Once you go down that road (and
phi losophical implications of the purifying flame, too,
some wackos have), your partners may have to rum their
but that's all crap.
attention on you.
Unlike guns, fire has to be used at short range. Real
(See the Explosives rules, p. 207.)
flame-throwers don'r shoot a simple scream of flame;
enc. they create waves of fire. If you can't afford everything
Nine rounds from a .357 Desert Eagle and the damn to go up in flames around you, you have co be in close.
thing is still coming- and laughing! Sometimes bullets Fire is be t used to finish something off or, in desperate
don't do the m ck, b11c yo11 siil/ ha"t ro, so you have to get circumstances, to destroy a wounded opponent or keep
medieval. That means getting face to whatever-they a feisty one back. Make sure that the thing is dust when
call-face. That means knives, axes, machetes or even you're done, too. Some goons come back when you leasr
swords- whatever the hell will d rive the thing back into expect it.
the grave. (See the Fire rules, p. 208.)
Most hand weapons are easy to conceal, like many
ve rsatile firea rms. A knife or hatchet can fie almost
VtllCUS
Hunters don't ask for their new lives, or second sight
anywhere on your body. But Is chat enough? Using unc of
or edges, but they have them, and for most, the call to use
these means getting within inches of the enemy. A ma
them is irresistible. Some hun ters protect designated
chetc or sword has a lot more heft to it, and lends some
areas, often their homes and neighborhoods. Others pre
distance, but you can't hide those things, so plan accord
fer to travel in search of the enemy, maybe because they
ingly. Take a blade only when you know you can get away
have no homes left. No matter how you carry out the
with it: in ambushes, setups or traps. Hide it somewhere
fight, sooner or later you will have to go in pursuit of the
in the area, somewhere you know you'll be and where you
enemy. That means transportation.
know you c11n get at it: in some bushes, in a trash can or
a dumpster. Walking down the screet with a sword only Traveling by air is difficult at best for hunters. If
draws the worst kind of attention . you're lucky, you can equip yourself at your destination,
so you can climb on board withour any incriminating
A well-made bladed weapon is hea11y. Modern con
weapons or cools (assuming you can bear going unarmed
struction techniques can make swords that are relatively
chac long, and that one of rhem isn't on board). More
light and strong, but swinging around three feet of steel is
likely, you resort to slower, safer methods of travel, such
exhausung. You don't want to wear yourself down in the
as the train or boat or car. The last is your best bee you
process of taking out the enemy.
don't have co make any non-essential scops, and the fewer
Fortunately, big blades do seem to cause considerable defcnsele~s around you, the better.
distress for goons. Most seem to prefer to keep limbs, even
Most hunters resort to whatever vehicles they pos
when they can grow back. Keep a cavalry saber or ma
sessed before, be it a motorcycle, a beatup old car or a rig.
chete in tht: garage. It could come in handy.
In the long run, surviving the road on a motorcycle is
'
impossible; you can 'c score everything you need and you're
complerely exposed. Cargo haulers are coo conspicuous
and cooexpen ive, even if all youralliescan crash in them
if need be. Compact cars don't have the cargo capaciry. A
bunch of guns can flt in the trunk of a car, buc what about
a body? You may not have the luxury of a home or hotel
room, so everyth ing you need (or need co dispose oO has
co travel with you.
A truck, v;in or station wagon is ideal. Station
wagons are relatively cheap; chc old Volvos are built like
tanks. T hat kind of sturdiness is perfect for a firefight or
chase. Don't expect any pickup, though. More likely,
you'll be the one getting chased. T hat's when someone
cli mbs in back and pulls out the artillery. Nobody ever
notices the "beat up fami ly car," either, su a statio n
wagon makes fo r a dece nt transport when searching for
infcsced sites.
I
Vans can move a group of hun te rs, their gear and
maybe even a prisoner. Th e typical van has about as
much kick as a station wagon, though, and handles
like an ox. A van Is ideal for abduction, surveillance
.. or assault, buc not so good for rapid response or
chases. However, beware those old, beatup, rusted
out pi les of crap; rhcy look like serial-killer or child-
molester vans and attract actentton - especially
when they sit for days at a time in a n eighborhood or
nea r a schoolyard.
T rucks offer enough space to carry all of you r gear for
living on the road, and they have prercy good ha ndling
and power. They can also look intimidating without
necessarily standi ng ouc in people's minds. The main
problem with truc ks is they're trendy. Single-child
couples and punk kids love them, which also drives up
the price. Don't mess wi th a new, shiny truck. Whac's
che point of keeping it pretty? Go for a used one with a
camper shell to keep all your gear dry. You can even
keep a dog in back, to help keep watch for what might
visit in the night.
N o matter whac kind of vehicle you use, the
most important tip is: Keep it runn ing. If you don't
know shit about engines, gee co know people who
do. You wane chat engine to scare every time,
especially when bloodsuckers arc on your ass.
You migh t even get a few extras, like a spare gas
tank, built in for emergencies.
(See the Driving rules, p. 181.)
Usr Yu BIUI
You're just an ordinary person suddenly thrust into
very unord inary circumstances. You don't know what co
make of yourself or the world as it really seems robe, let
alone how co get your hands on weapo ns and vehicles.
A ll hunters go shorthanded ac soml! rime or another.
Maybe chat's why the Heralds give ch em che abili-
ties chey do. Bue you can't always rely o n you r gifts,

, .ffisr - ..
e ithe r; few h unters seem capable of going it alone, not
even wi1h the tricks they have up their sleeves. How-
ever, the re's one weapon that all imbued possess that
can never be taken away: imagina tion. Don't have what
you need l Fake it .
The first rule o( improvisatio n: Nothing is sacred.
You're fighting goddam monsters to save the lives of
everyone you know. Property, memorabilia, and often
SnmtUJC """5ATWI
Hunter improvisation isn't difficult to repre-
sent - JUSt let 1he players come up with unusual
ways to u c gear and assign a slightly higher-than-
normal difficulty to the task. If a hunter wanes to
improvise a et of lockpicks from hairpins, add one
or two to the difficulty of the Security roll. Impro-
'
the law don't mean shit ! Larcen y isn't a crime when vised weapons mij!ht not suffe r such a penalcy to
committed in the prevention of offenses co nature. A attack (unless particularly clumsy or unwieldy}, but
may have :i tendency to break. Improvising such
priceless antique or hei rloom isn't worth a hunter's life.
tools effectively is often the purview of a Wies roll,
Use whatever is at hand; don' t hesitate to break, steal or combined with whatever Ability isappropriace (Sci-
Je~ rroy something when the situation demands it. The ence, Mclee and Security are common).
trick is ensuring that the need is commensurate to the Some players try co perfo rm remarkable im-
<1ct. Don't dls rroy h o m e~ nr Mtcrifice lives. Otherwise, provisationnl ~cunts on the strength of a single roll
when yo u're under the gun, almost anything goes. - "l ~1 se Wits + Sckncc to combine those film-
The second rule: Think sideways. A fireplace poker developing c hcmiciils with the refrigeration fluid
makes a decent weapon, bur it can also be used to wedge and mix in some ~tyrofoa m to get a highly flam-
a doo r shut, break open a window and clear out che glass, mnble toxic gel, just like I saw on MacG uyver!"
or hook an our-of-reach object. A pipe or board not only Such miraculous gadgeteering isn't really appro-
works as a bludgeon, but can alS-O keep some goons at priate for a gritt y, gutter-fighting H unter game.
lmprovisation is a lastditch attempt co fit a square
arm's length, or serve as a makeshift step when jammed tool into a round problem, noc a means co solve any
against a wall. Don't chink in terms of the cool you need. problem wich an a ma:ing command of movie-
Think about what you want to do, and then look around science. Most 1mprov1sacional cools work only once,
and sec what can be used to do it. have a s1gn1fica nc d ifficulty penalty or work only
A clever hunter can't be restricted to the intended for simple casks.
uses o( ob1ects. You have some tools, but not always the Ultimalely, improvisation is a storytelling tool. If
nght ones. If you need to get attention, you can get it the Storyteller feels chat modifying a panicular piece
with a gun without hurting anyone. When you need co o( equipment is appropria1e, or that ic serves the
lower you rscl down a hole, use your c:rench coat as a dramatic purposes of the story, then the characters
"rope." You must devise your own uses for every item. It should be allowed co 1ry. If the proposed innovation
could mean your life. breaks the boundaries of logic, common sense or the
scory, chen it's best co say chat the atte mpt is beyond
The third rule: Learn. A trick can work more than the hunters' capabiltties,shon ofcon1uringupamirade
once. I( you notice that some kinds of enemies have the (alcho ugh when supernatural c reatures and
same tricks, develop your own resl)onses. If a tool proves otherworldly imperatives are involved ... ).
effective for completely unintended uses, keep using it.
You can also learn from your allies. Other hunters have
cricks of their own that all can use. Just hope the enemy
doesn't c<1cch on.
of particular weapons and devices; fully automatic weap-

I
ons are difficult to procure in the United States, and are
straight-up illegal elsewhere. Still , most localities sell
H11n1ers need weapons. W eapons aren't cheap, hun ting rifles (of the mundane variety), and some hunt
and they ofLen aren't legal. Many of the other roots ers discover that mail order is a direct line to God. Paper
rhar hunters use - lockpicks, explosives, body armor trails arc a bitch, 1hough: Mose over-the-counter weap-
- fall into similarl y q uestionable categories. That ons and armor require some sore of regisc:ration. Even
makes acquisition a 1op priority, but a difficulr one. mail-order supplies can be rraced. Your best bet is to have
Some imbued are fortunate enough to have their own material sent 10 a po Cofficc box under an assumed name,

I
stockpiles of material from before (see the Arsenal
Background, p. 120). For most, a handgun and a pocket
knife are the exten t of pnor weapons experience. You
hasically have th ree routes to securin g gear: retail,
governmen1 or crime.
Ona TII Cou1m1
and co close 1c up quickly afterward.
Retail scores generally carry fairly straightforward
supplies: kn apsac k~. nfles, knives. Specialcy shops are a
necessity for more esoteric j?ear such as silencer kits, body
armor and swords (it's especially difficult to find batde-
ready blades; look for full tang and high-tension spring
steel). Military surplus and subtle mail order are really the
,
Lots of useful material is available retail, if you look
way to go.
in the right places. Local ordinances may prohibit the sale

. '
a -~~-- .. Amir
......
r Conuwm Sum1cs people chey know. Same goes for guns, information or

' If you're fortuna te eno ugh to have conraccs in the


right branches o( the military or police, you can gee guns
relati vely easily. Drugs, armor and "~pec1al devices" are
even possible, with access to an evidence room or high-
ranking officer. Since the govern men t likes co keep a
monopoly on the use of deadly force, you'd expecc many
"services." Even freelancers know go- bcrweens who in
vescigate prospective deals. Smart criminals min imize
their exposure co setups and screw-ups; the du mb ones
aren't worth dealing with Dealing with cri minals there-
fore means escabl ishing a name for yourself, and that
requires an incroduclion.
hu nters co resort co government sources for gear. Arranging a meeting takes time. Those who don't '
T ru th is, the government is a hunter's enemy. Local already have tic~ co "the family" or the local syndicate j
police forces don' t care whether a dead goon was a
zombie or a Marcian. A ll they know is that the y have a
dead body and a ma niac using bizarre wea pons. Some
government age ncies a rc suspected of covering for che
opposition, either as part of the gove rnme nt's agenda or
ha ve to stare at the bottom, with the local hoods. T ry the
vice rings and pares of the organization most likely to be
raided - the expendable pares. T he scum of the Earth are
a protecti ve layer chat you must penetrate to get to the
top. It takes lots of cash or the willingness co make deals
I
because the y've been subverted by th e ene my. Even for or e ven <.:omp rom i~c your values for the greater good. Big-
a hunter forcunace enough to count frie nds a mong the time playe rs don't waste rime selling to penn y-ante
a uthori ties, t here's no easy way to get the goods: Gov religio us ma rtyrs with a cause. T hey wa nt something in
ernme nt groups tend to keep met iculous crack of all of return - a ri val knocked off, a drug ring shut down,
cheir materials, righc down to wren ches. T he ru le of perhaps even a robbery staged.
chumb is, if a gove rnment contact can't be coerced into O nce you're "inside," all kinds of materials are
supplyi ng chrough fa mily ties, loyalty or friendship, she available, for the right price. Remember, though , that
can't be crusted. If you can buy he r, so can anyo ne else. the price is always more than money. Dealing with
Don' t trust the government! organized crime puts you in a precarious position. The
O f course, not all governments are so tightfisted possibil ities of blackmail and excorrion are constant;
(altho ugh they' re all corrupted by monsters). If a don't reveal the cause or your abilities - not char
country's economy is bad or tom by political uphea val or anyone would believe cheir eyes, though. Nocorious
war, just about anything can be fo r sale, even by the criminals may renege on a deal, taking you r money or
powers cha t be themselves. Mexico 1s an infamous source favors and running. And many criminal organ izations ' ,.
of guns in North Ame rica, and is frequen tly traveled by are undoubtedly controlled by the e ne my. It makes f
resourceful huncers. sense; they're everywhere else, with fingers in every
The only real problem with gettin g goods from these other business. Be careful co not contribute co their
places is chat firsr-world nations typically have first-class power in an effort to gain some of your own. Otherwise,
customs officials, so smuggl mg becomes a necessity. A few gaining weapons and cools fro m our foe, on ly co turn

I
simple tips: Never smuggle a weapon through an airport them agai nst the enemy, is my favorite irony.
unless it's disassembled and the pieces a re in separate Just don't forgt:t thot once you curn co crime for help
bags. Never smuggle in bulk wi thout a deal with the local in the war, there's no going back. You're forever in
criminal organizations; they will know about it. And debced co those elements. regard less of wha t you believe
never assume the e ne my is ignorant of smuggling move is equi table. You're therefore subject to scrutiny by their
mcnrs, even if foreign or domestic governme nts neve r masters. Be careful chat in pursuing che mission you

I
fi nd ouc. don't sacrifice your soul.
Cad w PAY
Every hunte r see ps outside the law ac some point.
O nce you accept 1hat, ic's jusc a matte r of deciding how T he title of th is sect ion is something of a misno-
fa r to go. Dedicated h uncers unde rstand chat there's a me r. T he e mergence of hunte rs, as defined by the
line th at can't be crossed, and mosr won't resort to imbuing, is such a new phenomenon in the World of
kidnapping or the mu rder of normal people in the name Da rkness thac few defini te societal Imes have been
of rhe cause. Yee, hunte rs are no ange ls; the imbued seem drawn among, between or around the chosen. For the
ro e merge from all social classes and profession s, crimi most part, hunters m il grapple with their te rrifying
nals included. O nce these people dedicate rhemselves co new envi ronments, the voices they hear, ,isions they
the hun t, they can prove to be asse ts. They have the have, and the mo nsters chat they sec lurking all around
contacts and know-how co acqui re illegal goods. them. Organizing hunter groups and allia nces is a
The biggest hurdle to dealing with cri minal organiza distant third co simple survival a nd sani ty. However,
tions is getting inside. O rgan ized c rime works because given time, adjustment and necessity, hun ters do seek
everybody knows everybody else. Drug dealers sell co
~~---~---
a
our each other and fo rm bonds, whether in small circles dedicates enormous amounts of money to covering up
or via long lines of communication .
The following arc only some nascenc huncer societies
chac have formed, that strive to emerge or that can appear
in the fut ure of your Hunte r chronicle. Some such groups
may have pivornl roles an hunters' fate as a whole. Others
are doomed to failure from the outset, given their weak
foundations. S till others may be guided by the subtle
their disappearances.
Other former participants whisper that the million-
aire demands proof of each kill: the head and left arm of
each supernatural monster destroyed, or a creature's eyes
and left hand if nothing else as available. Those few
imbued who have met Connell face to face (which is
forbidden until a hunter has a significant roster of kills)
'
couch of the very things that hunters would scalk. Your claim chat the patron is missing his left eye and that he
troupe's characters can meet, help found or clash with lacks use of his left arm, perhaps as a result of his imbuing
rhese groups. Thus, players' characters can rise with or a subsequent supernatural encounter. Bue even these
shooting stars, or plummet with fallen angels. stories go unconfirmed; "successful" group members ad-
mit only to meeting with a discreet person who rarely
T11C01KuCm allows himself to be seen fully.
Maxim i11 Ian Conncll's odd organization of hunters is
an enigma rn many. Based ln Boston, Massachusetts, the Pe rhaps curre nt (and many former) group members
group has swelled and ebbed in size since its inception are so hesitant to reveal all they know about Connell and
only weeks after the appeara nce of hunter-net online. his hunter society for fear of reprisal. The founder seems
A lrhough the group seems to have existed for some to possess a great deal of information about all the people
months, precious litrle solid information is available on to whom he extends offers of camaraderie, funding, allies
it. Few members speak openly of how the group funct ions, and opportuniries to strike ac the unknown. His promises
or say anythi ng roJeny or confi rm rumors of the founder's appeal mosc strongly to the recently imbued, who have no
strange predilections. What news has reached general one else to turn ro. Bur with time, Connell's freakish
hunter circles - from erstwhile members - is both demands drive many people 3way, and knowledge of his
di~rurhing and (to some) perversely alluring. Perhaps
exrremes keeps them taghr-lapped. Yer the re are hunters
most ominous ~ the fact that ~uch a young organization
al ready has an array of former members.
who remain in <.:onnell's sphere of influence, perhaps due
to fear, safery concerns or even some mutuall) disturbed
thrill of the hunt. And, of course, Connell is always in l
J~
What is known about the group focuses on its
search of new recruits.
fou nder, Max1mill1an Connell. This heir to an indus-
trial fortune 15 known to have lived a life of luxury and T1dto11mrms
indulgence, :ind had n passion for game hunting. His Not e\ery man or woman who hears the Heralds'
family wealth meant he could pursue his avocation message responds to the supernatural terrors that haunt
across the globe, and his resources and influence al- the night. Some people, known as bystanders in hunter
lowed him co break various poaching and game laws circles, simply freeze with indecision when confronted
with impunity. with the greater, horrifying truth the Messengers reveal.
Connell's life apparently changed when he was These people a re shepherded to or happen upon encoun-
confrontcJ by a predator of huma ns, one intent on ters with the supernatural. Their eyes a rc opened to
making Connell a living prize - and pawn in some reali ty, but rhey do not aci. Left without hunters' edges
nocturm1l gRme. However, It was in that confrontation (as punishment for cmvardice, acco rding to some), but

I
that the heir was imbued and fought back against his still fu lly aware of the c reatures that prey upon humanity,
would-be master. Further details of che event are un- bystanders are outsiders among the outsiders. And yet,
known, bur it turned the extravagant ne'er-do-well into not every such person can sic idly by as things chat should
a brooding obsessive. A whole new world was revealed, not be stalk the defenseless.
and Connell supposedly vowed to conquer ic - and its One bystander has begun to organize others who
predators - rather than be conquered. hesitated. Stephen Lambert has convinced many by-
The Connell Group was founded at some point after standers, lurkers, ailing or retired hunters and those
these events, and comprised other imbued whom the otherwise unable co eonnnue the fight to join him in
millionaire discovered, funded, protected - and made gathering evidence of and intelligence on supernatural
demands of. Former contri butors speak of bizarre (if not acrivary. Many joined has cause when he made his name
frightening or outright disgusting) methods and prac- lcnown to the burgeoning hunter community. He an-
tices: the price of pri vilege and protection, and the nounced his guilt and shame on hunter-net, apparently
requ irements of membership. Supposedly, Connell ini- after failing to ~cop a walking corpse from attacking and
tiates normal, unimbued men and women into the hunt crippling his wife an Manhattan. Despite the warnings
for unknown reasons. These people arc usually the first posted all over rhe websi te, Lambert also revealed his
to die ac supernatural teeth and claws, and Connell address and phone number to offer what little help he
._z'tl-t:lll--11 ~Jl9r
could to any hunters who, in Lambert's words, "do every large is a marrer of conjecture, as is the range of the
night what I fai led to do just once." group's scope within and outside its United States base.
Coordi nating a ring of reclusive, paranoid and se uCiolsAllmt'Dfw{n1:Cm's~)
crccive associates, Lambert gathers any information he Her name is Noelle. She 1s 12 years old and claims co
can on po1cnt1al hunter targets and makes cha t intelli- have been an orphan in Marseilles prior co her imbuing by
gence available co the imbued who dare cruse him. He the "supernal light of Jeanne d'Arc." Supposedly, chis
refuses co invesugate chose who agree to become fellow "spiri t" deli vered Noelle from her orphanage and re
Moderators (a name reflecting Lambert's hunter-net vealed co her che dead things chat walk the Earth. To
handle, Modcrato r87), which makes many hunters wary contend with chese cauchemars, the saints - no doubt
of Lambert's info rmation. The bystander mai ntai ns that Margaret of Antioch and Catherine of Alexandria -
individual Moderators' privacy is what allows them to blessed ocher and gathered chem co the imbued young
do rheir work, even if chey muse keep secrets from their ster. Under Noelle's banner, they seek co cleanse the
leader himself. To date, no hunters are known co have sou ch of France of che otherworldly beings char plague it.
complaineJ of "bum in tel." Of course, Lambert's detrac- Noelle's disciples would gladl y die in her name, and
tors are quick to point out chat if a Moderator gave bad several hf1ve al re;idy been so honored.
information, there wouldn't be any hunters left to com Following several successful urban campaigns,
plain. Lambert remains above the fray for the most part, "Jeanne d'Arc" guides lhe girl and her followers into
stay ing out of hun ter- net controversies and continuing the countrys ide to wail as the Heralds gather more
to offer supernatural reconnaissance where it seems Blessed to her service. Soon, the saints cell the girl,
most neeJcd. L'lnnocente (as Noelle is called ) and her fo llowers
Information on how the Moderators ope race is spotty must march on Paris, expose the evil there and purge ic
at best. Lambert claims co use surveillance equipment from the Earth. T o serve Noelle is co serve the Lord; to
"borrowed" from a private investigator. He scours super- fight for her is co fight for God and France. Ac lease,
market tabloids for articles that match familiar patterns. chese are che proclamauons the C rusaders make to the
He even uses himself as bait for more social predators. He ocher imbued of France.
docs not answe r questions about why he goes to such The truth is less inspiring. The religious fervor chac
dangerous (some would say suicidal) lengths co provide initially grips Noelle's adherents, which impels them to
huncers with information. Countless theories (from cheap exalt her in saintly fashion, soon fades into uncertainty,
psychoanalyses 10 astute observation ) abound. Regard- confusion and suspicion . The girl, beaufic wi th her red
less, no other Moderators have come forward to reveal locks, guileless eyes and radiant demeanor, gradually
how they gacher their information - and, doubtless, develops odd habits and makes strange requests of her
many have died developing their met hods. Mose hunters Blessed followers. Rather than renew their sweeps of
are content co not ask. Monaco, N ice and Marseilles, Noelle sequesters the group

l All chat is known for sure is rhe procedure most


Moderators ha ve adopted in delive ring information .
Once sufficient intelligence is gathered on a target,
Lambert (or one of his followers) concaccs hunters in the
area of the disturbance via hunter-n ee. He invites them
to join h im in an on line chat room or on a personal email
in an abandoned farmhouse near Aries.
Noelle begins co wander by night from the sanctuary
of che Blessed ro pray alone and "speak with Michael."
Guy Saillot, newly recruited and skeptical of the girl's
claims, follows her on several such outings to witness for
hi mself che ~ource of the girl's divine inspiration. ironic,

I
list. O nce in contact with a potential group, the Mod- Guy reflects, that his own "divine gifts" should expose
erator disseminates the informatio n, encourages the L'lnnocence as a plaything of the very creatures the
hunters co meet one another in person, and signs off Crusade has been asse mbled ro destroy. N oelle is no
with the rag-line "For the Weak." savior, but an imhued under che sway of the enemy,
Despite pressure, Lambert refuses to explain the sig- beguiled no doubt to keep her followers away from south
nificance of che phrase, though all Moderators use it. ern France's cities, the true home of the country's
Many of chc researchers can onl y guess at what it means. nighc-crcarures.
Yee che few core member in regular concacc with Lambert After word of the rruch is announced, fully a chi rd of
agree that he Insists on che line being used. Noelle's followers desert the sanctuary, despite her plead-
In order to protect Moderator secrecy and safety, ing. Most return co their hometowns to deal with ch_e
Lambert enforces a strict noninterfe rence policy. No specters and other things lurkmg in che shadows. This
Moderator may make face-to-face or phone comact with "betrayal" devastates Noelle, but a devoted rabble re-
pocenual hunters, or with each other. In fact, he is the mains at her side (when not her feet).
only one co ha ve seated his name "publicly" since the N oelle is che pillar upon which her remaining Blessed
group's inception. Even the number of Moderators at lean , che one who helps chem forget- if briefly-their
past lives. N oelle's company alone pro ..
vic.lcs a cathartic release from the pressures r
and paranoia of life on the hunt. She pos-
sesses a peculiar gift for absolving her
supplicants of their anger, divisiveness and
fear. For some of them, Noelle can do no
wrong. Nevertheless, her behavior grows
more erratic with each passing week. Her
"Messengers" demand a certain doll, an
old ~c l of paintbrushes, a tattered children's
book und other innocuous objeccs. Al
though her Blessed grad ually locate these
items, Noelle alone carries the scuff into
the nea rby woods. Days when the voices
~.. speakIng thmugh her seem less than
~ ~ angelic increase, as do nights when
,, J ~ Noelle seems truly not herself.
4'. ""' WorrybeginstorulerheCru
'-' sadcrs. After all, even her most
' devoted followers know what hap
pened to the first Jeanne d'Arc.
THr Co11Sc1r11c{ or brn
The collective calling it
self the Conscience of Earth
cr.1vels throughout North
' America and preaches to
any who would hear its mes-
sage. The group remains
tight-lipped to any curious
imbued, however. Members
travel in two separate groups,
thefirstofwhich- the"Guides"
- arrives in a city by night. The

I
"Huntsmen" follow in two RVs.
The scouts comb the city for two
nights preceding the others' ar-
rival, seeking out a nd tracking
whatever supernatural beings cross
their paths. Trails left by their quarry
arc often a signal to observant local
hunters that the imbued are ac work in
the city.
The Huntsmen typically arrive at a
city on a Friday afrcrnoon and locate a
public park likely to draw weekend crowds.
They erect a pavilion and collect whar in
formation the Guides have uncove red. Free
refrcshmenrs and pamphlets greec early park
v1s1tor . The handouts vaguely and innocu
ously decn1l the promises of enlightenment
co be found in "the message." At midday, the
Huntsmen cajole listeners into the "shade of
the tent" to await the message's delivery.
..........
2 ~~--~Amir

The group's orator is Elias, a call, robust man with Huntsmen, who consequentl y possess detailed files on
piercing eye.s and a talent for reading a crowd and several known monsters throughout the country. Simi-
tailoring h is sermon to its interests. Though his speeches larly, Elias does not seek to win immediate convercs to
arc presented in a revival vein, they do not involve fire- the Conscience of Earth, a fact he makes explicit during
and-brimstone vitriol. Elias' message offers a path to his speeches. Rather, he slowly exposes his listeners to
"awareness, enlightenment and spiritual evolution," but the truth of the world, one sci ntilla at a time, so chat
warns those "spiritual misers who would remain in the when the reckoning comes, hunters and humanity will
cancerous cells of the social norm," rather than join the emerge victorious and the next age of man can begin.
developing "collective soul of humankind." Elias The Conscience of Earth hunters consider them-
sprinkles his homilies with vague references to "shadows selves beyond mere revolutionaries against dark forces.
in our midst," allusions that become slightly more con They believe themselves co be evolucionarie! taking the
crerc upon each return engagement. The preacher next seep in man's ascension coward true divinity.
delivers the word twice each Saturday and Sunday, in Whether the Messengers are preternatural representa-
t he afternoon and evening. The Huntsmen then pack up tions of hu manity's collective unconsciousness, or che
rhc renc ond the Conscience of Earth moves on to its very same dcvas, bodhisattvas ancl angels of which Elias
next desti natio n. speaks in his sermons is a subjccr of some debate within
Any curious supernatural creature anending one of the group. Current consensus holds chat rhc Messengers
Eliiis' sermons leaves a Trail as it departs, courtesy of are indeed enrities with a complex agenda, and that the
vigilan t Hunts- men. Guidesdonotprovokcencoun- hunters arc their avatars on Eanh. Yet the discomforting
rers with the monsters unle)s forced co. Their goal question remains: If Elias preacheb the truth abouc the
is ro pierce the guises and observe the acti vities Messengers' goal for hunters and humanity, why do
of such beings and report them to the other hunters have such differing views on
the imbuing and its benefactors?

.-
1119'-....~~...--
a
TIE C11um or Y111D1CATD f AtTI Kyle McBride and John Tang, early disciples of the
Crucifer, through two separate stalking incidents that
For an organizauon receiving the degree of media
brought che CVF to the attention of the district attorney
scrutiny that it does, the C hurch of Vindicated Faith's
and other hunters.
secrecy remains surprisingly intact. Regarded with sus-
picion by public officials and local law-enforcement The attention currently focused on the group by the
agencies, th ~ insular collective based in Callfomia local judiciary 1s lax compared to the scrutiny other
approaches the hunt wllh a religious fervor that crosses imbued apply. The ch1liamc viewpoint of the Vindicated,
the line between dcvouon and fanaticism. With the combined with their fanatical devotion to the Revelation
new millennium, the Vindicated expect nothing less and rhc hunt, unne rve other imbued who have dealt with
than the fulfillment of the Revelation. The leader's them or followed their ac tivities. Outsiders worry at the
identity is a matter of widespread specu lat ion among increasing extremism displayed by the group. They poinc
nonbelievers. H is disciples refer to him only by the to a recent nttack on rhe walking dead - and the deaths
title "Cruclfer," when they speak of him at all. H e is of several defenseless - as justification for their con-
supposedly bold, unyield ing in his convictions, and cerns. Rumors of communion taken with the blood of
utterly certain that h e and his followers are the very monstrous victims ;mJ of H reliquary contai ning artifacts
Elect of God. The C ruc ifcr and his disciples actively recovered from successful hunrs fuel rhcsc concerns. There
pursue ochers who have undergone the metanoia, usu- is a growing consensus among West Coast hunters that the
ally seeking them out among othe r congregations and Church needs to be contained.
inviting rhe worthy ro worship a r the C hurch . The Naturally, Lhe CVF ref!ards any interference with
CVF also urge~ those who Witness the metanoia and its activities as cantamount co alliance with evil. Some
the minions of the Beast to join their ranks. It supplies hun ters, the Vindicarcd say, are merely misguided. If
miraculous incentives to encourage their devotion. they do nor accept rhe Divine Truths imparted ro them
These W1Lnesses are the eyes and ears of the Vindi- by God th rough the meranoia, at least they act in
cated and provide meeting places and the necessary accordance with the Truths' tenets. O thers, howeve r,
funds with which 10 fight the Final Battle. have clearly not escaped em icement by the minions of
Through the me1anoia, God imparts His Elect with the One Below. To all appearances. such reprobates are
the powers necessary to exorcise the world of its demons, no diffe rent than the m1sgu1dcd, but di rect interference
a taslc these paladins talce to assiduously. The Vindi- with the Church betrays the true allegiance of these
cated arc not avcr~c to direct confrontation, but they fa llen servants of the Lord. Add1uonally, ongoing in-
prefer to stalk and analyze an enemy over a period of vestigation by the police and media eventually
con vince~ the CVF of the Devil's involvement in these
days or weeks, followed by a highly coordinated and
lethal strike. While driven, these hunters are careful to instirurions. It seems that the forces of Hell are every-
leave no trace of their nocturnal activities, especially where and in di rect opposition to the Vindicated . "Many
when di rected against demonic wolves in sheep's cloth- are called, but few are chosen," quotes the C rucifer, and
ing. Despite their caution, the Vindicated have not his congregation has no doubt which few che Lord will
escc1ped encounters with the law entirely. Police know elect to salvation nnd who will suffer preterition when
the Revelation is fulfilled.

I
I

~ --- -- - -- - 1~
--
~
Preferences
[PllOGU[

0 - - Email Program - 08
Subject: !Our Identity I
I
To: hunter.list@ hunter-net.org I ~ ~ - ....

From: Iviolin99 I Send Get


Messages
... Message
Copied To:I \..
I ~


.........
Understand that I would not normally do chis. I asked co be removed from this mailing
list some time ago and was apparently ignored. Repeated efforcs to be stricken failed, as
I still receive emails from you people, my "peers." This website had an initial appeal co
me a an intellectual observer. Sadly, as with all things involvinf the general populace
and the internet at lar~e, mass communication serves only co disp ay the gross ignorance
of humanity rather t an facilitate further learning. This self-important group is no
exception. Every day l receive subintelligent, hysterical and illiterate messages that
simbly make me weep for higher thought. It baffles me that so many of you would be
"im ued" as you call it, when so few truly deserve the privilege. Perhaps our "creators" are
n ot as enlightened as I would like to believe. Yet I cannot give up hope on them. What
other hope is there?
Normally I would remain silent and pray to God that some glimmer of insight might
twinkle out there in the void, as I believe Witnes.51 and a few ochers intended with this list.
Perhaps some morsel of infonnation would be of use co me in my own pursuit of dealings
with what you so thou~hdessly refer co as "monsters." But, where my belief in higher beings
persists, any hope for umanity in general has been lost.
And yet, an event has occurred which demands that I make my voice heard. Ifl did not,
mankind itself might be at stake. And though I have happily pondered the notion ofa world
absolved of so many drudges, there are enough of us hidden away who cannot be sacrificed
because of a lesser whole. It is for these few that I perpetrate this distasteful act.

--...
~
........ a~ ~~----.,_

IJ Email Program

A singu lar item that has recently come into my possession is causing me profound
distress. Do not concern yourself with how it arrived in my hands. Simply accept that a
unique acquaintance has supplied me with it, clearly in recognition of my studiousness and
keen perspective.
This object seems to suggest possibilities that apply not only to myself, but to all of us
chosen. It is a very ancient parchment, perhaps once bound into a scroll. The paper is very
brittle; a gentle breeze causes it to crack, and even mild temperature changes are sufficient to
cause the fabric to yellow. The material seems like rice paper, as used in the Far East since
recorded history's start (and very likely longer, as l will explain). It astonishes me that
something seemingly so o ld and delicate could still exist, and yet here it is before my eyes.
My mysterious benefactor provided no origins for rhc item, and made no mention about
how he might have attained it. I suspect that it has been procured from an archi,ve or museum
of some sort, maybe Asian o r perhaps some English collection of colonial acquisitions. Unless
my acquaintance purchased the parchment, I can only assume that it was gained illicitly, for
who could ever part with such a treasure willingly!
I have reproduced the face of the paper and posted it for your inspection. As you can see,
there is some form of script penned on it. Much of the writing has faded, been marred, lost or
destroyed, but enough icons remain to allow some kind of translation - or so l originally
choughr. As a scholar, I hoped co learn the text's meaning simply by researching old-form
Asian script to identify similar or related symbols. My investigation quickly proved more
difficult than anticipated. The symbols were not like any Asian language that l could identify,
and yet their line work, shape and form begged a connection .
Without revealing my true nature of these past months, or how I came into possession of
the parchment, I contacted a onetime correspondent, a professor in Hong Kong. He received
the same image that I have posted here. I thought, with his native catalog of history and record,
that he might identify the text immediately. He could not. In fact, it was some time before he
contacted me again, baffled by the images. He recognized similarities in very old Chinese,
Korean and Indian script, but could ascribe this writing to none of them. Rather, he posited
that it might be a precursor to even those written languages! As I said, astonishing.
My colleague insisted chat I send him the original document immediately; that it should
be studied firsthand, dated for authenticity. I refused, of course. I assumed from my associace's
ignorance of the item that ir:came from no known-or legitimate-source, so l saw no harm
in retaining own ership. Surely my benefactor provided me with the parchment to pursue it
with my own resources and faculties, not to relinquish it to another.
I requested, then, that my would-be translator suggest what the icons might mean, based

I
upon comparison to any languages that could have evolved from them afterward. He tentatively
ventured these words and phrases, separated in texr but interpreted in the fo llowing order:
"heaven's chosen, protectors, Golden Age, temptation, hope, fall, demons, destruction."
As I said earlier, I normally would not reveal myself on this list and endanger my activities
and life by beckoning whatever it is that might lurk out there among you. And yet, as exclusive
as I might be, not even I can remain quiet while this document poses burning questions. After
the perhaps millennia that this parchment might have existed, after all the seasons, life and
death chat have transpired from who knows when until now, after all that we chosen have been
exposed to, seen, confronted and in some cases destroyed: What happens when an apparently
bygone age of "demons," "heroes" and "divine beings" - an almost painful corollary to our
current reality - returns?
For the love of God, what are we?

--....
~

It
lbraSTlmtWIS ~
November 1999
WW8101
1-56504-736-2 f
$14.95 U.S.
The Hunter Storytellers Companion releases simulta
neously with Hunte r: The Reckoning. Not only is every
chart necessa ry ro play t he game presented for your
reference, but the secrets of the supernatural are revealed in
a 72-page book.

lbra:TllEirfM!K ht
November 1999
WW8150
1-56504-738-9
$6.95 U.S.
This box contains IOuniquemarble-design Hunter:
The Reckoning dice. It also comes with a red felt
bag emblazoned with the Hunter symbol.

trurraS.Dm:ims
March 2000
HUllT!ISSUIYIYAlCua WW8104
December 1999 1- 56504-740-0
WW8 102 $14.95 U.S.
1-56504-737-0 Hunter Book : Defenders is the second in a new series
$19.95 U.S. dedicated to the c reeds. Defenders are ever
vigilant, but they know when to fight, and all these new
The Hunters Survi val Guide is the source on stalking
weapons and wards help keep the supernatura l at bay.
monsters and living co tell the tale. This book updates
Helpful, If you must fill the breech.
hunters o n brethren activities worldwide. Ir spreads word
about the most dangerous game across th e globe, and offers
rips on how to flght and defeat the enemy. lbm:TllWAWCOrAD
May 2000
lbraS.AYDGJS
WW8105
Fehruary 2000
1-56504-741-9
WW8103
$15.95 U.S.
1-56504-739-7
Hunter: The Walking Dead explores and explains the
514.95 U.S.
proliferauon of ghosts and zombies in the lands of the living.
Hunter Book: Avengers is the first in a new Hunter: These monsters are huncers' greatest enemies. And yet, why
The Reckoning sene~ dedicated co the c reeds, the character docs huncers' emergence and t he nse of spirits seem to
types of the imbued. Learn Avengers' philosophies, motives coincide! What Is rhe hidden connection between the
and ultimate goals in the war against the supernatural. imbued and restless dead?

You might also like