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DEMON KNIGHT

The Sacrifice

By J.A. Stuart (ian@ialas.demon.co.uk)

"I have earned the right,"


"I'm the Demon Knight."

-- Machine Head, Demon Knight

Legal Stuf

The film Tales from the Crypt Presents: Demon Knight is copyright
Universal Pictures. This supplement is an entirely unofficial use of the
material contained within the film and is not intended as an official or profit
making venture in any way, shape or form. Likewise, these rules take the
White Wolf Game Systems Roleplaying game, Mage: The Ascension as their
base. Again, use of these rules are unauthorised, and no infringement is
intended. This supplement is not affiliated to either Universal or White Wolf
Games Studios in any way and should not be viewed as such. This
supplement may be freely distributed on the Net but is, under no
circumstances whatsoever, to be sold for profit.

Introduction

Excepting the terrible Crypt Keeper stuf, I was really impressed with
Demon Knight. The idea of someone who is essentially mortal, just with some
bonuses fighting against such terrible odds is a compelling one and the tone

of the film sits very well with the World of Darkness. Demon Knights make an
intriguing addition to a party, especially one with Magi, Immortals or Hunters
already present. I had fun writing this and I hope you have fun using it. Let
me know how you get on.

Change History

Cleaned up Demon Knight Character Stats


Cleaned up Collector Character Stats
Clarified and expanded Key Abilities
Expanded History
Added stats for Dufy, Jerralyn, Brayker and Dufy's Collector

History

Movie

"The key was stolen by a thief called Cyrak."


-- Brayker

"In the beginning, in the darkness before God created the universe,
something stirred. Something evil with a million diferent forms, each intent
on one thing, power. They controlled the darkness absolutely, focusing their
power through seven keys, which when aligned in a specific formation
granted them absolute dominion over the void. And then they began to
create.

Each of the forms began experimenting with its consciousness, transferring


it into a myriad of smaller forms and, for the first time, landscapes and
worlds. When God saw this happen, he created the universe, shattering the
plans of the darkness and scattering their keys across the cosmos. They did
not give up.

Six of the keys had been found by the Birth of Christ, the unfortunates who
protected them massacred, their souls two of the first into hell. All but one of
the other keys were well hidden, while the last had found its way to
Jerusalem, and a thief called Cyrak.

Cyrak carried the key for years, unaware of its power but never selling it.
He would joke that it brought him luck and proved God was watching over
him, never knowing the truth, and the destiny that lay ahead of him. That
would change when Christ was crucified.

Cyrak remained at Golgotha long after the crowds had left,long even after
the guards had departed for the barracks. As the sun set, he was joined by
another figure, a ghastly, bestial creature that held a clawed hand out to him
and demanded the key. Terrified, Cyrak reached out to give the creature the
key. A bolt of lightning struck it and he screamed with pain as the key burned
it's imprint into his palm. The creature, enraged, dived at him and Cyrak
backed away, towards the three crosses. As the creature reached out, some
of Christ's blood fell on its hand, burning it and causing it to back away. Cyrak
filled the key with the blood of Christ and ran from Jerusalem and Israel. The
Demon Knights had been born.

Since then, the final key has passed through two sets of hands. Cyrak,
dying of a neck wound, passed the key on to Dickerson, an American soldier.
In 1917, Dickerson, filling the key with his own blood passed it on to a
comrade, Frank Brayker. Brayker carried the key until 1995. Every step of the
way he was dogged by The Collector, the demon that had first faced Cyrak on
Gologtha, almost two thousand years previously.

In 1995, Frank Brayker holed up in Wormwood, New Mexico, in a Motel that


had once been a Church. The Collector laid siege to the building, until only
Brayker, a young boy called Danny and a thief called Jerralyn were left.
Danny, taken over by The Collector, tore Brayker's chest open before Jerralyn
could kill him. Dying, Brayker passed the key onto the young girl, who
destroyed the Collector and headed out into the world, having refilled the key
with Brayker's blood.

Game Version

"That's the official version as it stood three years ago. Just recently, things
have begun to change.

For a start, all seven keys are on Earth, and always have been. In China, a
holy man's blood was caught by a young Samurai, in Australia, an aborigine
caught the blood of the last holy man of his tribe. Across the world, loners
and outcasts were pressed into service to defend the most important prize of
all. None lived.

Cyrak passed the key onto a man called Dickerson, who was himself killed
in 1917, fighting in the Great War. Filling the key with his own blood, he gave
it to a young American soldier, Frank Brayker. The chase went on.

Over the centuries, the garb had changed but the tricks remained the
same. Every Demon Knight had a nemesis, an opponent of equal status but
far more power and with one purpose. Just as the Demon Knight protects the
key, the Collector will do anything to obtain it. They had learned to hide
better since Cyrak's first encounter, and use others to aid them, but they had
not given up. The smiling American soldier that helped Brayker out of the
foxhole, providing covering fire for him to get back to American lines made
him an ofer. If Brayker gave him the key, he would live, have a long and
happy life and return to his family. If he didn't, Brayker would die. To illustrate
the point, the soldier tapped an impossibly sharp finger against Brayker's
cheek, drawing blood. Brayker smashed him in the face with the key and
sprinted away, listed as MIA, presumed KIA in the records.

He lived until 1995, when a demon tore his chest open in Wormwood, New
Mexico. His key is the last the forces of good have. When he died he was 83.
That night, he gave the key to a young girl called Jerralyn, a thief from the
slums who found new purpose in defending the key and creation itself for
three years. She was instrumental in recovering three of the other keys from
the Demons' lairs and getting me of my arse to help. We'd gotten three of
the keys and sent three new Knights on their way, when Jerralyn led a small
group of Immortals and aware Sleepers into battle in the Orkney Islands. I
was the only one to get out, carrying what was left of Jerralyn with me. She'd
been torn apart, and barely lived long enough to fill her key, the key handed
down from Cyrak, with her blood and pass it on to me. Since then, I've helped
recover the fourth key, seen things I never knew existed and lost far too
many good friends. That's why I'm writing this down and mailing it to you,
you see Nathan. You deserve an explanation and I might not be able to give it
to you tomorrow."

Patrick Dufy

Playing Demon Knight Characters

The Calling

"You got some balls man."


-- Roach

Demon Knights are amongst the unluckiest of the World of Darkness'


denizens. They are painfully mortal, have no special abilities and can only
rely on the blood given to them, and their own resourcefulness, as protection.
They voluntarily shun the other races and keep to themselves as much as
possible. There is a reason for this, known among the Knights as the Sacrifice.

The Sacrifice

"An American soldier called Dickerson gave the key to me, September
23rd, 1917. Funny how you remember the big dates."
-- Brayker

Only one race is eligible to be a Demon Knight. Sleepers. Legend has it


amongst the Knights that the other races are tainted in some way (One need
only look at Spectres or Black Spiral Dancers to realise this) and that only
they are pure enough to carry the keys.

This is partially true. The reality is that the Knights are usually drawn from
the criminal classes, soldiery or outcasts of society. They are the people with
the least to lose, and, conversely, the people who will fight the hardest. Each
Knight has nothing to live for but the key and becomes obsessive about
protecting it, to the point that he will willingly die before passing the Key on if
he knows it's safe (Brayker's willingness to leave the motel without the key at
the start of the film). In short, the Knights are drawn from the outer reaches
of Sleeper society because these people make the best soldiers.

The few advantages Demon Knights do have all stem from their key, the
knowledge of their predecessors and the tattoo they bear. They are listed
below:

The Legend of The Seven Keys

"Picture this as a view of reality. Everything we know, everything all of us


call home, all of us fight for be it Oblivion, Transcendence, Ascension, the
Umbra whatever, is a minuscule layer floating on top of the darkness. You
see, the darkness, and what's in it, have been there a lot longer than us. Try
and imagine the civilisation, culture, technology that began to grow over the
endless non-time when the darkness was all there was. Imagine a set of

seven artifacts, little more than an idea given form (After all, there were no
doors then, and of course, no keys).

"With these seven ideas, the creatures in the darkness (We call them
Demons because it suits us to do so), began to change their world, to shape it
and make it their own. They began to gain power over the very fabric of
reality itself. And God saw this, and was displeased. He created the universe
and scattered the seven keys across one small, blue world in one small
galaxy. Why here? Because he knew that sooner or later, a race of mammals
would evolve, and discover the keys and what wanted them. And, of course,
what they would do to the Universe once they had them.

"That's it you see. I don't do this because I was called, or because it's an
honour. I do this, we all do, because this entire conflict is nothing but a
Universal streetfight. We've trespassed on the Demons' territory; we're in the
wrong. But we fight anyway, because if we don't, the Darkness comes back.
Just like that."

Patrick Dufy

The Key

"You mean that key's full of the blood of --"


"Some of it. It gets used you see."
-- Jerralyn and Brayker

Singularly, the artifacts (Shaped by the Universe into keys) wield nothing
like the power they hold together. However, there are several efects that are
common to all keys and which the Demon Knights draw the bulk of their
power from.

Gaming Information

Detect Evil

"Oh he's put something awful in there. Could you just empty that out,
please?"
-- The Collector

The key will glow when pressed against the skin of something evil. Also, it
will cause two levels of aggravated damage to be done to a demon or a
Vessel when pressed against them or in contact with them. The blood itself
will cause three levels. Neither amount of damage can be soaked.

Vampires with Humanity of 3 or lower will feel great discomfort around


both the key and the Knight and will take two levels of aggravated damage
should they touch the key. The same applies to Black Spiral Dancers,
Spectres, Redcaps, Nephandi, Euthanatos and Technocracy Magi. On all
mortal beings, the key will leave a disfiguring mark which will glow whenever
the marked individual is within 50m of the key, causing a further level of
aggravated damage.

Blood Seals

When a drop of the blood is placed in the centre of an entrance to a room


(This can be an air vent, window, cat flap etc as well as a normal door) it will
create a shield, known as a "Bloodseal", through which demons or anything
evil (Humanity 3 or lower) cannot pass. These seals last six hours and must
then be renewed.

Blood seals will cause eight levels of aggravated damage, which also
cannot be soaked. However, unless the timing is exactly right (Difficulty 8 on
WITS), a demon must be pushed into the seal. This requires a STRENGTH roll
of Difficulty 8.

Aging Freeze

From the moment Demon Knights receive the tattoo, their age is frozen.
While they continue to learn and grow as a personality, their physical age
freezes. This is best shown in the film by the fact that Brayker was in his mid30s(At least)in World War I and looks exactly the same age in 1995. In efect,
this is identical to the Age Freeze which occurs when an Immortal receives
her Awakening Wound.

The Past

"I'm just an old man who's running out of time."


-- Brayker

On receiving the key, the Demon Knight also receives the sum knowledge
of all the Demon Knights who held that key before him. To use Dufy as an
example, he has the total life experience and abilities of Cyrak, Dickerson,
Brayker and Jerralyn before him. The sum total of their experiences with the
Demons and Vessels also allows him to recognise them more easily, even
without the key.

What abilities the Knight gains is entirely dependent on who's had the key
before him. For example, Dufy would gain something like the following skills
from the other Knights.

Cyrak:
Pickpocketing, Manipulation, Psychology, Human Perception,
Occult Lore, Ancient Hebrew, Stealth
Dickerson:

Brawl, Dodge, Firearms, Leadership, Awareness

Brayker: Weapons skills, Drive, Small Unit Tactics, Melee, French, Survival,
Subterfuge, Occult, Cosmology
Jerralyn:

Streetwise, Law, Athletics

A certain amount of stat increase also occurs. Brayker, on his death, had
WITS and PERCEPTION of 6, simply because of the length of experience and
knowledge he'd absorbed from Cyrak. Conversely, Social attributes decrease
by one for every year spent as a Demon Knight, simply due to the pressures
of the lifestyle. An example of this is how Brayker eats and behaves when he
first arrives. He's acting more like a feral animal than a human being.

Efect on Stats: WITS Difficulty 4 without the key to recognise Collectors,


Demons or Vessels.

MENTAL attributes all increase by three, SOCIAL attributes decrease by one


for every year as a Knight. PHYSICAL doesn't change, simply due to the
diference in gender and size of each successive Knight.

Multiple Key Abilities

On the most basic level, the keys are one vast tool kit. When combined,
they form a magical device of such complexity that it can manipulate
creation at every level. Not all the keys need to be present to achieve this,
but all the keys must be present to make the result permanent.

The best example of this is how the keys have been used down the
centuries, with the Demons manipulating history to their own ends. The
hatred felt towards Vietnam vets was a result of five keys being used

together to isolate and alienate a group of society which, it was extremely


likely, the next Demon Knight would be drawn from.

Gaming Terms: The keys being used together is a very difficult process to
run in a game, simply because of their incredible power. The outline below
should act as a guide for duration, but the change itself should be GM's
discretion. Some examples would include:

Changing reality so the current Demon Knight has committed a terrible


crime, and is hunted across the country.

Changing the laws of physics so, if the Demon Knight is using a weapon
which can actually slow up his Collector, it malfunctions.

Manipulating a Knight's inherent counter-magic so, instead of an attack


killing him, it's redirected towards a loved one or his potential successor.

Duration TableAmount of Keys


2

1 Day

1 Week

1 Month

1 Year

1 Decade

Permanent

Duration

The Tattoo

"When your time's up, you'll do what I've just done."

-- Brayker

The tattoo was burned onto Cyrak's palm when the bolt of lightning struck
the key in his hand. It consists of seven stars which, when the Knight first
receives the tattoo are arranged in a circle. These then arrange themselves
into a pattern unique to the Knight (Dufy's for example, forms a pyramid). As
the Knight's time decreases, the stars rearrange themselves into the circle.
Once the circle is complete again, the Knight receives the Call.

The Call

"Just the place I was looking for."


-- Brayker

When a Knight's time is finished, he begins to search for a group of seven


people. Once he finds them, the Knight knows that one of them has the
potential to be his successor and will stay with them until he can assess
which one it is. In Brayker's case, he realised Jerralyn was the one simply
because she was the last one left alive.

The Rules

"Seven people, seven keys. It's like tumblers turning in a lock...Hey I don't
make the rules!"
-- Brayker

The Call is the one point in a Demon Knight's life when he is genuinely
vulnerable, simply because of how specific he has to be:

The area where the group is must be fairly deserted.

The group he interacts with must not number seven.

Once the tattoo has told him who he must work with, the Knight must help
them and protect them for as long as possible.

Even if the group should number seven, the Knight must stay with them
until the tattoo lets him know which one will be his successor. It's not a
question of the tattoo causing the Knight physical pain if he leaves; he simply
cannot leave. He is obligated to protect these people until he can pass the
key on, and the Collectors have made merciless use of this obligation in the
past. Time and time again, Knights have lived their entire time with the key,
only to be killed just as they hand it on.

The tattoo's powers are only hinted at in the film (Brayker mentions that
the motel was "just the place he was looking for" and that the tattoo will tell
Jerralyn "All she needs to know." As a result, it should be treated like the
intermittent Immortal ability, The Last. It should tell the Demon Knight small
pieces of information specific to him, such as how close the Collector is to
him, a rough idea of his forces etc.

Other Abilities

Endurance

"Cyrak died, a talon caught the artery just here."


-- Brayker

Another aspect of the Knights' luck is their natural resilience. Even physical
attacks don't seem to harm them as much as they would others. Bullet
wounds become grazes, or wounds that are treatable instead of fatal and the
Knight develops a natural sense for "The right moment to leave." Like the
anti-magic, this is an unconscious skill and, like the anti-magic, has a payof.
Knights, when they do wound, wound spectacularly and will often die from it.
This is viewed by many as their "Karma" catching up with them and this
wound often heralds the passing on of their key. Gaming Terms: All successful
hits against a Demon Knight have the two highest dice removed once rolled.
However, every successful attack is recorded and periodically (GM's
discretion, every six times, every twelve, etc), four dice are added to the
successful hit.

Inherent Anti-Magic

"You'd fight and you were right, but they were just too strong,
That's why I say Hey Man Nice Shot."
The Filters, Hey Man Nice Shot

Demon Knights cannot be tempted or possessed by Collectors, Vessels or


Dummies. Likewise, any coincidental magic practised on them will simply not
work and usually reverse (A Magi attempting to make a Knight lose his
balance will do so himself, that kind of thing). Likewise vulgar magic will
simply redirect itself to the nearest available target(Look how many demons
Brayker killed and never once got hit by the eyebeams). The Demon Knight is
by no means untouchable, they simply have to be physically attacked.
Magical attacks will not work.

Gaming Terms: All magic rolls (Vampire, Werewolf, Magi, Wraith and
Changeling) have their difficulty increased by 4 when directed against a
Demon Knight.

Bad Impressions

"Dad!Dad! There's a man trying to steal your car!"


-- Danny

Demon Knights create the wrong impression. Perhaps it's the fact that they
are outcasts to begin with or the desperate measures they take to protect
their keys, but they are rarely welcome. Sleepers instinctively shun them,
while the Awakened treat them with cautious respect.

In fact, Sleepers will often suspect them of criminal activity and report
them to the local police. This is usually due to some attempted crime
(Brayker stealing the car) or simply because of the way they look and act.
Life is hard on the Knights, and the social niceties most people expect are
quickly eroded. In efect, the Knight's natural luck avoiding magical attacks is
balanced by their continual, mundane bad luck.

Gaming Terms: No Knight's charisma may rise above 2. If it's above 2 to


begin with, it's eroded by one point for every battle the Knight has until it's
down to 2.

The Knight automatically gets Arcane at 3, but the ability works slightly
diferently. The emphasis should be placed on bad luck, instead of the
balanced ability it normally is. Knights will be mistaken for wanted murderers,
or be accosted by an old friend at just the wrong moment, or dragged in to
the police station for a line up. In short, the wrong things will always happen
to Knights at the wrong time, and they will usually happen in threes. (The one
payof this ability has is the Knight's natural immunity to Paradox.)

Stat Listings for Demon Knight Characters

Attributes: 8/6/5

Abilities: 15/11/6
Backgrounds: 3
Willpower: 9
Arcane: 2 (See above)
Occult: 3 (As a result of past experience)

Bruised

-0

Hurt

-0

Injured

-1

Wounded -1
Mauled

-2

Crippled

-3

Incapacitated

-5

DEAD

Note: All stat and ability changes are cumulative (Example: A Knight with a
WITS of 3 could boost it to 4, 5 or 6).

The Opposition

"I know, I know. Sell your soul, become a demon, look like shit. What's the
payof?"
-- The Collector

There is a specific type of Demon assigned to the Knights. Known as


Collectors, these beings are created with one thing in mind: To gain the key
the Knights carry, and they will do anything at all to achieve this.

A Collector is specially assigned to each Knight, and, like the Knight, it is


given a set time in which to obtain the key. If it fails, it are demoted or, in
extreme cases, simply used as another damned soul. As a result, the
Collectors are relentless in their pursuit of the Knights, simply because they
know what fate awaits them if they aren't.

Collectors are renowned for their genuinely evil sense of humour, and they
take great delight in becoming the ultimate stereotype of the Knight they're
chasing (Brayker's Collector being a cowboy while Jerralyn's looks like
something out of a Blaxploitation movie). However, regardless of what they
look like, there will always be one thing that marks them as a Collector. Their
case. Designed to carry the key, the case will always be impossibly battered
and old looking and the interior, when opened, will be red velvet. Collectors
are nothing if not stylish.

Stats for Collector Characters

Taken from the Net Supplement Daemon copyright 1995 by Frank Torkel
and Joshua Fairfield. The section detailing the Boons Itinerate and Metamorph
is reproduced verbatim from that supplement.

Collectors are a unique form of Diabolos daemon and are in a very


awkward position in the power structure. They are continually belittled and
looked down upon, but have the potential to be impossibly powerful and, as
such, have the grudging respect of many of the ilks. Also, the Collectors have
learned several new tricks over the years, abilities which even frighten the
Ilks.

Boons

Itinerate

The Itinerate Boon, founded by the Diabolos, was the first Boon allowing
the Daemons to travel to other areas, once of-limits to them. This Boon also
allows the Daemon to get around on earth better than usual.

* Double land speed

** Swim at ordinary land speed

*** Enter Shadowlands; enter any Umbral realm

**** Can travel to Hel in two turns; full flight w/ wings

***** Can travel to Hel in one turn; teleportation, 50 foot radius

System: All automatic except for Vim. At level three however, to enter a
hidden or secret Umbral Realm, the Daemon must role Itinerate + Wits,
difficulty seven.

Metamorph

This Boon grants the Daemon the using to alter her appearance, allowing
for better secrecy or manipulation tactics.

* Organic materials may be reproduced; i.e. the eyes

** Skin tones may be altered and changed

*** Flesh may be shaped

**** Bone structure can be altered

***** Can fully alter form, but no mass can be gained or lost

System: All rolls require Metamorph + Body Alteration with a base difficulty
of seven. Lost appendages and limbs may be regrown at level five with a
base difficulty of eight.

New Boons

Dragon's Teeth

A very, very nasty boon, created when a Collector saw an old rerun of
Jason and the Argonauts. Wherever the Collector scatters his blood, a
"Dummy" is born, completely under his control.

* Two every twelve hours

** Four every twelve hours

*** Six ever six hours

**** Eight every six hours

***** Ten every six hours

The Number Seven

"I thought you'd be safe! There were only five of you, until he arrived with
Bob and The Sherif. They need seven people you see. Seven people, seven
keys, it's like keys, tumbling in a lock."
-- Brayker

A Collector has relatively little power under normal circumstances. They


can create Dummies , but these only last twelve hours. However, if the
Demon Knight is amongst a group of seven people, The Collector can attempt
to manipulate them into betraying the Demon Knight. The number seven, The
Collectors like to say, "Opens doors." On one level, they draw power from it
because of the amount of keys originally created. However, they also seem to
draw power from it on a more symbolic level. Brayker's Collector once
mentioned that odd numbers "Leave holes," implying that an even number of
people form some sort of unconscious psychic shield around each other.
Dufy, when he can, is researching this possibility but has had little time to
draw a definite conclusion.

Dummies

"What are those things? Demons?"


"Worse."
-- Irene and Brayker

Dummies are the simplest, and nastiest of the Collector's weapons. He


simply gathers all the Wraiths of the surrounding area, makes their Shadow
flesh and blood and traps them within its body. This is only temporary, with
the body crumbling at dawn, but while it exists, the Dummy is almost
indestructible. More importantly,the Wraith is so disgusted, by itself and by

its situation, that it will do anything for the Collector as long as it's returned
to the relative peace of the Shadowlands.

Dummies are incapable of speech, and are utterly hideous. Their flesh is
constantly rotting and their pointed, bestial faces are curled back in a
perpetual snarl of agony and fury. They are impossible to kill in any way other
than by shooting or stabbing them in the eyes, whereupon the Wraith
escapes in an explosive burst of energy.

Gaming Terms

Attributes: 12/0/3(12 on Physical, 3 on Mental and 0 on Social. They have


no social attributes at all, but retain the standard one dot in each Mental and
Physical Attribute before points are applied.)
Abilities: 13/0/0 (All points to go on talents such as Alertness, Athletics
etc).
Backgrounds: Not applicable
Willpower 9

HealthBruised
Hurt

-0

Injured

-0

-0

Wounded -0
Mauled

-1

Crippled

-1

Incapacitated

Demon Knights in the World of Darkness

Knight's Viewpoint

Vampires: Trust them only if no one else is left. It's no accident that, like
our foes, they can only move at night. Remember who they're descended
from.

Werewolves: Misguided fools, spending the rest of eternity atoning for sins
which they've already been forgiven for. They will help you, but again, tread
carefully. Some embrace the fate they believe awaits them.

Magi: Don't believe them, don't trust them, don't go near them if you can
help it. The Chorus helped us once but they've been tainted, more than they
could possibly imagine. Of the others, the Trenchcoaters share some of our
knowledge but lack the ability to act on it. The rest? Childish fools. Avoid
them and don't anger them.

Wraiths: Sad, pathetic creatures tied to the world they left by their
unwillingness to break their bonds. They'll either help you or turn on you,
often both. Trust them but watch your back.

Changelings: Beings of such stupendous power should be mature. These


people aren't. Many of them will help you if they feel like it, others are simply
incapable of dealing with the magnitude of our quest. If you accept their help,
be aware that a favour will be expected in return. Such favours are never
easy to pay of.

Immortals: Our closest friends. They understand our desire for isolation
and the problems our lifestyle brings. Also, they are the hardest to kill for our
enemies. Pick your allies well, but make Immortal friends, they can and will
help you.

Mummies: Too much like our enemies for comfort. Their hunger for
knowledge will lead them to our keys and then, we will have to kill them.

Race's Viewpoint

The Camarilla: Fascinating individuals, and more than a little sad. They're
so tied up in their delusions of grandeur that they won't even enter into a
little deal, help for information. Help them only if you can get them in our
debt.

The Sabbat: (Laughter). Boy are you in for a shock on Gehenna!

Werewolves: Honoured warriors of Gaia, they revel in their isolation. To


have a Knight accept help is a great honour, as is to have one acknowledge
you. Protect them, and treat them with the respect they have earned.

Technocracy: Fascinating! They believe so strongly in the power of their


keys that they actually create the beings that follow them! Of course, to
create such an omnipotent adversary is indicative of major league
psychological damage. Clearly the psyche of humanity has been more badly
damaged than we first suspected.

Celestial Chorus: There were, difficulties, some years ago, Knights were
killed in error. Since then, they have shunned us unless absolutely necessary,
and with some justification. We desire reconciliation but, until then, must aid
our brethren from afar.

Other Traditions: What a fascinating key? May I see that?

Wraiths: Brave men and women; help them when you can. They may prove
to be the salvation of us all.

Hierarchy: Be sure to find them when they die. Their souls make exquisite
weaponry.

Changelings: Another little game that humanity plays. Their stakes are
higher than others, but the game remains the same. And it is so much fun to
see them posture and struggle. Excellent toys.

Personalities

Patrick Dufy

Name: Patrick Dufy


PHYSICAL
Strength ***
Dexterity **
Stamina ***
SOCIAL
Charisma **
Manipulation ***
Appearance *
MENTAL
Perception ****
Intelligence *****
Intelligence *****

Nature: Visionary

Demeanour: Cynic

TALENTS
Alertness ***
Athletics **
Brawl ***
Dodge ***
Expression ****
Intuition ***
Streetwise ****
Subterfuge **
SKILLS
Drive ***
Etiquette ***
Firearms ***
Research ****
Stealth ****
Melee ***
Survival ****
Technology ***
KNOWLEDGES
Cosmology ***
Enigmas ****
Investigation ****
Law **
Medicine ****
Occult *****

BACKGROUNDS
Arcane ***
Resources **
(Isle of Man House)
(York Flat)
Library *
(Backdoor into First Fifteen system)
ADVANTAGES

WILLPOWER
*********

HEALTHBruised -0
Hurt

-0

Injured

-1

Wounded -1
Mauled

-2

Crippled

-3

Incapacitated

-5

PHYSICAL DESCRIPTION: A tall, bulky man with a perpetual scowl or look of


concern. His dark hair is thinning and cropped very close to his head and a
pair of glasses is perpetually jammed onto his face. He habitually wears a
long, padded green coat, black fingerless gloves and, on occasion a battered
NASA baseball cap (Dufy swears blind this was given to him by the
Commander of the secret Apollo 20 mission). Carries the Key on a handcuf
chained to his right hand (Dufy is presently exploring the possibility of
having the handcuf bonded with his skin).

Jerralyn Baxter

Name: Jerralyn Baxter Nature: Loner


PHYSICAL
Strength ***
Dexterity ****
Stamina ***
SOCIAL
Charisma ***
Manipulation **
Appearance ***
MENTAL
Perception ****
Intelligence ****
Wits *****
TALENTS
Alertness ****
Athletics ****
Brawl **
Dodge ****
Expression ***
Intuition ****
Streetwise *****
Subterfuge ***
SKILLS

Demeanour: Survivor

Drive ***
Etiquette **
Firearms ***
Research **
Stealth *****
Melee ****
Survival *****
Technology **
KNOWLEDGES
Cosmology **
Enigmas ***
Investigation ***
Law ****
Medicine ***
Occult *****

BACKGROUNDS
Arcane ****
ADVANTAGES

WILLPOWER
**********

HEALTHBruised -0
Hurt

-0

Injured

-1

Wounded -1
Mauled

-2

Crippled

-3

Incapacitated

-5

PHYSICAL DESCRIPTION: A slight, athletic black woman in her mid-20s. Her


hair is dyed blonde and cropped very close to her head, usually hidden
beneath a bandana. She is perpetually cautious, evaluating situations and
people before speaking, let alone making an acquaintance. Dresses in work
clothes and perpetually carries a 25 litre; whatever weapons she can steal a
change of clothing. Carries the key on a necklace, hidden beneath her outer
layer of clothing.

Frank Brayker

Name: Frank Brayker


PHYSICAL
Strength ****
Dexterity ***
Stamina *****
SOCIAL
Charisma *
Manipulation *
Appearance **
MENTAL
Perception *****
Intelligence ****
Wits *****

Nature: Survivor

Demeanour: Director

TALENTS
Alertness *****
Athletics ***
Brawl ****
Dodge ***
Expression ***
Intuition ****
Streetwise *****
Subterfuge *
SKILLS Drive *****
Etiquette *
Firearms *****
Research *
Stealth *****
Melee *****
Survival *****
Technology **
KNOWLEDGES Cosmology ****
Enigmas *****
Investigation ****
Law ****
Medicine ****
Occult *****

BACKGROUNDS
Arcane *****

ADVANTAGES

WILLPOWER
***********

HEALTHBruised -0
Hurt

-0

Injured

-1

Wounded -1
Mauled

-2

Crippled

-3

Incapacitated

-5

PHYSICAL DESCRIPTION: Average length brown hair, 6'1 and stocky,


Brayker still has the bearing and physique that his time in the military gave
him. However, anyone looking in his eyes would see a curious mixture of
desperation, terror, fatigue and pride. Brayker has been a Knight for 50 years
and it shows. His voice is husky and tired when he speaks and his social skills,
to say the least, leave a lot to be desired. As a result, Brayker isolates himself
from the very people who could help him. However, those that do manage to
break through the veneer find a very lonely, very tired man who desperately
needs help and rest. He perpetually wears combat fatigues, a leather jacket
and a single fingerless glove, covering his tattoo.

Dufy's Collector

(Created using the DAEMON rules by Frank Torkel and Joshua Fairfield)

Name: The Collector


Ilk: Diabolos

Infernal Ranking: ***

PHYSICAL
Strength ******
Dexterity *****
Stamina *******
SOCIAL
Charisma *******
Manipulation ********
Appearance **
MENTAL
Perception ******
Intelligence **********
Wits ********
TALENTS
Alertness ***
Awareness *****
Expression *****
Intuition *****
Intimidation ****
SKILLS
Drive ****
Etiquette ***
Firearms ****
Research ****
Stealth ****

Nature: Conniver

Demeanour: Jester

KNOWLEDGES
Cosmology *****
Culture ***
Enigmas ******
Investigation ****
Law ********
Linguistics ********
Medicine ****
Occult *******

Backgrounds
Arcane *****

ADVANTAGES

Boons

Dragon's Teeth *****


Itinerate ****
Metamorph *****

Vim
**********

Willpower

**********

HealthBruised
Hurt

-0

Injured

-0

-0

Wounded -0
Mauled

-0

Crippled

-0

Incapacitated

* Dispelled, takes three turns to reassemble mortal body.

PHYSICAL DESCRIPTION: Dufy's Collector is a tall, barrel-chested Irishman


with curly dark hair to his shoulders, a ruddy complexion and a ready smile
and wit. He dresses in an immaculate suit and carries a briefcase with him for
Dufy's key. The Collector is relentlessly amiable, reasonable and polite,
except when he becomes angered. Periodically, the Collector becomes a
near-psychotic drunkard bellowing that Dufy isn't a true Irishman and isn't
worth the flesh that made him. In these states, ironically, the Collector is at
his least dangerous. When he's rational, he will do anything to ensure Dufy
gives him the key, anything at all.

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