You are on page 1of 10

Agents of Fate

The White Ladies

The White Ladies, ghosts who haunt the places

where they suffered fatal accidents, are special
manifestations of Fate. These beautiful women,
dressed in a white sheet (probably a shroud), lost
their lives there years ago, victims of the fateful aura
of a nearby Scion. Rather than joining their brethren
in the underworld, these women (no men ever seem
to fill this role) always find themselves tied to Fate.
They can be seen at the scene of any accident in
which someone has died as a result of a Scions
actions. They weep for those mortals whom Fate has
bound with its ties, ensuring their doom. Strangest
of all, these spirits often also appear in places where
no accident has yet happened; but when they do, it is
certain that a mortal will perish in this place within
forty-eight hours, a victim of Fate.
The ability of the White Ladies to "anticipate" an
imminent death is a fairly recent development, and
suggests that time and space are not as linear as they
might seem. While many claim that the Titans are in
some way responsible, none dare cross the line to
find out for sure.
The White Ladies have the same characteristics as
ghosts (see Scion: Hero, page 298). They cannot be
used as guides, and have the following ability:
Blood of Innocents: Whenever she is near a Scion, a White Lady may begin to cry, shedding abundant tears
of blood to stain her immaculate shroud, forming strange symbols. These signs can be interpreted
through the Prophecy purview, each success on the roll providing information about the drama that is
soon to take place around the Scion or his companions.


A young woman stands alone in the middle of the street, lit by the pale glow of a streetlamp,
dressed in what appears to be a beautiful pure-white wedding gown. Her eyes, terribly sad,
encourage immediate compassion. But, strangely, no mortals seem to see her.
When a Scion comes up to her, she begins to shed tears of blood so abundant that they form
mysterious symbols on her white dress within a few seconds. These patterns appear to move once
created, and anyone with the Occult ability can immediately identify them as being of mantic origin,
interpretable via the special purview of Prophecy.
It seems that the Scion who has seen the White Lady is destined to lose a friend (Scion or mortal)
very soon, and that these symbols are his only chance to avoid such a fate. Perhaps it is his own life
that is in danger. And then theres the fact that this woman reminds him powerfully of someone

Very little is known about the Weavers, female creatures
closely related to Fate. To some, they seem to be the spirits
of women who have the gift of prophecy and can gain
glimpses of the fabric of Fate; to others, they are simply
Fates avatars.
These creatures appear when Scions engage in fantastic
acts indiscriminately in front of mortals, using their Legend
without taking precautions to hide their powers. The
consequences can be unfortunate for the Scion who acts
insensitively toward his companions and the mortals
around him, as he finds himself ensnared by the inexorable
patterns of Fate. Indeed, the mere presence of a Weaver
promotes the creation of particularly powerful Fatebonds.
But the Weavers also have an innate knowledge of all
things past, present and future (as if they were masters of
the Mystery and Prophecy purviews). In addition, they
may subtly alter any Magic spell cast within one hundred
yards of them. They often can, and will, completely
remove a spell after it has been cast (such as Demand a
No one knows if there are several Weavers or only one,
because no one has ever seen more than one at a time.
However, descriptions differ wildly, some witnesses
describing a tiny Asian girl while others report an elderly
white woman or a beautiful young black lady.
The Weavers do not really have specific attributes;
consider them to have a reserve of 10 dice for all actions
(they cannot botch). In addition, they have the following
Instant Travel: A Weaver can go anywhere that Fate is
currently playing a role that is, everywhere with a
thought (as a reflex action), even if that means going
directly from the World to an Underworld in the blink of
an eye.
Fruits of Hubris: When a Weaver appears, the difficulty of
any roll made to determine whether or not a Fatebond is
created is altered in a radius of one kilometer all around
her. The difficulty immediately drops to 3 and may even
fall to 1. If a Fatebond is created by the use of a
spell, the strength of that Fatebond is changed from 1 to 3 (see Scion: Hero, pages 224 and 225).
Insensitivity: Weavers are immune to all knacks, spells, boons and powers that might influence or control
them, restrict their movements, or even simply undermine them.
Invulnerability: Weavers are completely invulnerable, and may never be injured or even touched unless
they wish to be. They can become intangible and/or invisible at will, and vice versa (as a reflexive
Grasping the Design: If for some reason a Weaver wishes to use the Prophecy or Mystery purviews, she
is considered to have a pool of 10 dice for her roll and may add five automatic successes.
Cut the Wire: A Weaver can, as a simple reflexive action, undo any spell within a hundred meters of
Serendipity: Weavers are always in the right place at the right time. Once a Scion (or any other creature
with a Legend score) decides to use a few too many points of Legend while in contact with mortals (up
to the discretion of the Storyteller), a Weaver is always on hand to ensure that the arrogant Scion
receives his just reward for such rash acts.

The banshee is a ghost traditionally known for appearing
in Scotland and Ireland. More recently, such creatures
have been sighted in places far distant from these familiar
These spectral women, their features distorted by
intense emotional suffering, are generally mothers who
perished with their children.
Separated from their
progeny in the great beyond, they have returned to the
earth (they do not know how) to scream their wrenching
sadness, constantly seeking those who are flesh of their
flesh, condemned to wander alone for eternity. They
appear only on the night of the full moon, usually near the
place where they passed away. The long howl of a
screeching banshee is a sound more horrible than
anything a human being (or even a god) can bear; this cry
is often the last thing a mortal hears in his lifetime, and
even those with a Legend score probably do not emerge
from its effects unscathed
The banshee has all the characteristics of a ghost (see
Scion: Hero, page 298), but cannot act as a guide. In
addition, she has the following powers:
Aura of Dread: The banshee is surrounded by an aura
with radius equal to her Legend, measured in meters.
Anyone who enters this area must make a (Willpower +
Integrity + Legend) roll against a difficulty equal to the banshees Legend or find himself plunged into a state of
extreme anxiety for the remainder of the scene. In this state, the victim suffers a -2 dice penalty to all rolls and
cannot spend Willpower points or activate his virtues. In addition, all Legend costs are increased by 1 point
while under the influence of the cry of the banshee.
Spectral Howl: The banshee makes a (Charisma + Presence + Legend) roll against the (Willpower + Integrity +
Legend) of all those who can hear her scream. Victims suffer one level of unsoakable lethal damage for every
threshold success the banshee scores on this roll. A victim may be affected only once per scene by the cry of the
same banshee. If a victim is rendered incapacitated by the damage caused by the banshees scream, his hair
turns permanently white. If he dies, the cause of death appears to be a heart attack (his hair is white and his
face distorted with terror). The effective scope of the cry is equal to the (banshees Legend x 10 meters), or half
that amount if a wall separates the banshee from its potential victims. Since this cry is of supernatural origin, it
is unnecessary to attempt to stop up ones ears to escape
its effects, as this will not work. Similarly, people
stricken with deafness are still affected, the experience
proving even more traumatic for them (inflicting a -3 dice
All of the inhabitants of a remote village have
penalty on their resistance roll).
Maternal Instinct: A banshee will never howl when faced died while celebrating a great spring festival
with a young child. In fact, she will attempt to embrace on the night of the new moon. A couple of
him, her features softened by love and sadness, before tourists (or a group of Scions) finds the
suddenly disappearing until the next moon. Young hundreds of corpses in the middle of the
children can hear the cry of a banshee, but they are square. Their faces are distorted by terror, and
immune to it.
their white hair creates an unreal, macabre
police do

The press arrives before the

Ghouls are creatures easily confused with
the Hungry Dead (see Scion: Hero, page
300), but to do so would be a terrible
These creatures, haunters of
cemeteries, are stronger than their "cousins",
the pathetic brain eaters.
Ghouls were once human before being
gradually transformed into monsters that
consume the flesh of corpses. These people
were generally members of flesh-eating
cults, though some were forced to eat the
flesh of dead bodies in order to survive. In
either case, their bodies have gradually
transformed from the state of the living to
that of the undead.
Of course, ghouls are likely to be discreet.
They haunt cemeteries in order to devour
the corpses in them, the only food that helps
them maintain a semblance of life. For
millenia, these pathetic creatures have
engaged in their dark meals more or less
quietly, while the living closed their eyes
and believed that these creatures were
former humans who had not received
proper burial rites.
numerous groups of ghouls have begun to
make their lairs in large cities (inexhaustible
sources of food and shelter), a fact which
would not have been a problem if the
science of embalming had not evolved over
time. Modern methods of embalming soon
became a problem for them because it "spoils" the meat of carcasses, giving them a horrible taste (according
to most ghouls). These poor scavengers have therefore had to seek out fresh cadavers, leaving them to
"ripen" for a few weeks before consuming them. Again, big cities with large populations of homeless
people have proved a real godsend for them. The only problem appears when the population of ghouls is
growing faster than that of dead indigents in the streets, because then the scavengers are forced to rush
things and to kill to fill up their decaying pantries.
Over time, the number of ghouls has greatly increased and begun to concentrate in large agglomerations.
They tend to live in small communities of a half-dozen individuals, hiding in abandoned basements, sewers
and old, abandoned subway lines. A ghoul must consume about one body every ten days, which,
multiplied by the number of individuals, represents an impressive quantity of corpses needed for each
group (almost twenty per month). Their appetites seem to have greatly increased recently, as if the return
of the Titans has had an influence on their feedings, doubling or even tripling their need for decaying flesh.
Modern cults of tapophilia (amateur love of cemeteries) have recently spawned progressively more and
more new ghouls, and they have grown even more numerous since the return of the Titans. Their most
influential members are generally transformed into ghouls, while the least important are sacrificed to their
hunger. These ghouls keep up a very respectable modern appearance and have human intelligence,
allowing them to continue some of their normal activities and to move undetected among humans. To
represent these ghouls, use the normal mortal profile and add the following bonuses: +1 Charisma, +2
Manipulation, +1 Appearance, and +1 Intelligence. Divide ten additional points amongst their abilities to
represent their specific qualifications. Careful examination is required to determine their undead nature,
but their extreme halitosis often betrays them. These ghouls are also insensitive to the light of day.

Attributes: Strength 5, Dexterity 4, Stamina 5, Charisma 1, Manipulation 1, Appearance 1, Perception 3,

Intelligence 2, Wits 3
Virtues: Ambition 1, Malice 2, Rapacity 4, Zealotry 2
Abilities: Athletics 4, Awareness 3, Brawl 4, Fortitude 3, Integrity 2, Stealth 2, Survival 3
Supernatural Powers:
Epic Attributes: Epic Strength 2 (Holy Bound, Uplifting Might)
Claws: Ghouls have claws that allow them to inflict lethal damage when attacking with their bare hands.
Invulnerability: Ghouls ignore all bashing damage.
Regeneration: Ghouls regain one level of health every hour. This regeneration no longer works once the
ghoul has been destroyed. In order to receive this benefit, the ghoul must have eaten the flesh of a
corpse in the past twelve hours. Ghouls may not heal wounds inflicted on them via this regenerative
Sensitivity to Light: Ghouls suffer a -2 dice penalty whenever faced with sunlight or any other source of
sufficiently bright light.
Join Battle: 6
Grapple: Accuracy 8, Damage 6B, PDV -, Speed 6
Brawl, light: Accuracy 9, Damage 6B, PDV 5, Speed 4
Brawl, heavy: Accuracy 7, Damage 9B, PDV 2, Speed 5
Soaks: 5B/3L
Health Levels: -0/-0/-0/-0/-1/-1/-1/-2/-2/-2/-4/Incap
Dodge DV: 6
Willpower: 6
Legend: 3
Legend Points: 9
Notes: If a ghoul goes more than twenty-four hours without consuming rotten human flesh, he suffers
the loss of one level of health, plus an additional level every six hours until he eats (or dies


A new company specializing in the embalming and preparation of bodies,
Eternal Beauty, is currently all the rage. Their work is so extraordinary that
those dead bodies lucky enough to pass through their hands seem to be
merely sleeping. Their services command a high price.
Nearly ruined by their success, a jealous competitor began investigating
them before mysteriously disappearing. His family found his journal, which
contained quite a bit of information, including the identity of the founder of
Eternal Beauty, a certain Henry Jarrod Price.
A quick investigation turned up the facts that Mr. Price was once a talented
craftsman in the fields of sculpture and modeling. He was even known as
one of the specialists who created some of the finest wax statues exhibited in
major museums around the world (Grevin, Tussauds). He had even
invented a new material, as easy to shape as wax but with a flexibility and
texture that recalls human skin.
But if the bodies being returned to the grieving families are merely replicas,
there is a further question to consider
Where are the real dead bodies ?

Lesser Immortals
The original Muses are the nine daughters of Zeus and the Titan Mnemosyne (spared during the
titanomachy). Those described here are only of lesser immortal status and do not represent any particular
art, though they generally have their fields of expertise (literature, sculpting, painting, music, film, comics,
Driven by a desire for perfection but devoid of any real talent despite their gifts, these muses are
condemned to never be able to give birth to their artistic dreams. They therefore influence those mortals
who are already naturally gifted, infusing them with magic. These mortals produce extraordinary works,
but quickly "burn" their talents and their lives away.
The muses could have given rise to the myths of succubi, female demons who used mortals to better feed
their own vital spiritual energies. In the case of the muses, they enjoy the works produced by their
"protected" mortals, caring little that they die after a few years of creation, artistically and spiritually anemic.
They immediately set their sights on another "victim". It is quite easy to imagine that the most talented of
artists who died young could have been influenced by such creatures
The muses fiercely defend their proteges while they produce quality works. Once their creativity is gone,
however, they become useless and are generally abandoned to perish in oblivion and loneliness.
Nature: Perfectionist
Attributes: Strength 2, Dexterity 5, Stamina 3, Charisma 5, Manipulation 3, Appearance 5, Perception 5,
Intelligence 4, Wits 4
Virtues: Expression 4, Intellect 3, Valor 2, Vengeance 1
Abilities: Academics 5, Art 5, Athletics 2, Awareness 3, Brawl 2, Empathy 4, Fortitude 2, Integrity 5,
Investigation 2, Melee 2, Occult 2, Presence 5, Stealth 2, Thrown 3
Supernatural Powers:
Epic Attributes: Epic Appearance 2 (Center of Attention, Lasting Impression), Epic Charisma 3 (Blessing of
Importance, Inspirational Figure, Never Say Die), Epic Dexterity 2 (Untouchable
Opponent, Cats Grace), Epic Intelligence 2 (Perfect Memory, Know-It-All),
Epic Perception 3 (Perfect Pitch, Refined Palate, Unfailing Recognition),
Epic Strength 1 (Solipsistic Well-Being)
Boons: Arete (Art) 3, Arete (Empathy) 3, Arete (Presence) 3, Aegis,
Shaping, Skys Grace, Vigil Brand, Eye of the Storm, Divine Radiance,
Heal/Infect, Ward
Divine Inspiration: By spending a point of Legend, a muse can grant to
one of her favorites a number of automatic successes equal to her
Legend (4) the next time he uses the Art or Craft ability in the next
twenty-four hours.
Join Battle: 7
Grapple: Accuracy 7, Damage 3B, PDV -, Speed 6
Brawl, light: Accuracy 8, Damage 3B, PDV 7, Speed 4
Brawl, heavy: Accuracy 6, Damage 6B, PDV 4, Speed 5
Soaks: 4B/3L/1A
Health Levels: -0/-0/-0/-2/-2/-4/Incap
Dodge DV: 8
Willpower: 8
Legend: 4
Legend Points: 16
Notes: --

The creature known as Black Annis is descended from
the Fomorians, those evil titanspawn eradicated long ago
by the Irish pantheon, the Tuatha de Danann.
Annis is an ogre of the worst kind. For the past
several centuries, she has dwelled in the county of
Leicestershire in Engliand.
Her prime targets are children. She tears their bodies to
pieces with her prodigious claws before breaking them
down and then devouring them. She then dries their skins
to tan them and use them to line the walls of her
subterranean home.
Although her presence was sworn to by many witnesses
as recently as 1941, she seems to have disappeared since.
In reality, Annis was bound by a powerful spell to the
region surrounding the city of Leicester. Unfortunately,
during the second World War a German plane mistakenly
bombed an area near Leicester that was empty of
Although there were no victims of this
bombing, it had the effect of destroying the powerful
magical seal that had held Annis captive in the region.
No one knows where she lives now, but its a safe bet that she has arranged herself a cozy cave somewhere, a
few meters underground, near some heavily populated area. And, if her feeding preferences are anything to go
by, it is likely to be near a school
Black Annis looks like a very old woman with red eyes, wearing a long black cloak. Her long-fingered hands
end in sharp, black, inhuman claws. When close to her, it can be plainly seen that her back is terribly hunched; if
she were to stand up straight, her full size would easily reach three meters.
Although she prefers discretion, if Annis is attacked or threatened she will immediately attack in return and
with unprecedented violence, until only the bloody pulp of her opponents remains.
Anyone wishing to make a pact with her though the gods only know why someone would want to may
bring her the soft and milky skin of a child as a token of good faith. She will be glad to provide dinner in
Nature: Loner
Attributes: Strength 6, Dexterity 4, Stamina 6, Charisma 3, Manipulation 3, Appearance 1, Perception 5,
Intelligence 3, Wits 4
Virtues: Ambition 2, Malice 4, Rapacity 4, Zealotry 2
Abilities: Academics 2, Animal Ken 4, Athletics 4, Awareness 5, Command 3, Empathy 2, Fortitude 5, Integrity
5, Investigation 3, Occult 3, Presence 2, Stealth 4, Survival 5
Supernatural Powers:
Epic Attributes: Epic Appearance 2 (Dreadful Mien, Serpents Gaze), Epic Wits 1 (Cobra Reflexes), Epic Strength 3
(Holy Bound, Holy Rampage, Crushing Grip, Uplifting Might), Epic Manipulation 2 (Overt Order, Takes One
to Know One), Epic Perception 2 (Subliminal Warning, Predatory Focus), Epic Stamina 3 (Self-Healing,
Damage Conversion, Inner Furnace)
Leathery Skin: Annis has a very tough skin, which gives her an additional three points of soak against all types of
Boons: Animal Aspect (mastiff), Safely Interred, Animal Communication (mastiff), Animal Obedience (mastiff),
Shadow Refuge, Ward, Night Eyes

Claws: Annis has long claws made of what appears to be black steel. They have the following characteristics:
Accuracy +2, Damage +3L, Defense 1, Speed 4
Immortality: Annis may be destroyed, but she comes back to life by reincarnating herself in the body of the first child
murderer (whether that murder was voluntary or accidental) who ranges within one hundred kilometers of the
place where she died. She then resumes her normal shape, eradicating the spirit of her host. She cannot
incarnate in this way into any being with a Legend score.
Invulnerability: Annis cannot be hurt by any opponent with a Legend rating lower than hers (she can never be hurt
by Heroes).
Join Battle: 9
Grapple: Accuracy 9, Damage 7B, PDV -, Speed 6
Claws: Accuracy 11, Damage 10L, PDV 5, Speed 4
Brawl, light: Accuracy 10, Damage 7B, PDV 5, Speed 4
Brawl, heavy: Accuracy 8, Damage 10B, PDV 4, Speed 5
Soaks: 13B/10L/6A
Health Levels: -0/-0/-0/-0/-0/-0/-0/-0/-0/-0/Incap
Dodge DV: 6
Willpower: 9
Legend: 5
Legend Points: 25
Notes: The souls of those children dismembered and devoured by Annis are trapped in the skins that she uses to
decorate the walls of her "boudoir". If these skins are burned, the souls of the hundreds of children she has
devoured throughout the centuries will be released. Given that Annis always returns to life, such a course of
action would cause her to become a particularly vindictive mortal enemy.

These enormous mastiffs are raised with "love" by Black Annis. They obey her slightest orders and show
no fear against any opponent, even if the latter is far more powerful than themselves.
Black dogs attack in packs of ten (but there are occasionally more in Annis services), which makes them
particularly dangerous, and a small band of heroes could find themselves in a very awkward position when
facing a pack
Attributes: Strength 4, Dexterity 3, Stamina 4, Charisma 1, Manipulation 1, Appearance 2, Perception 3,
Intelligence 2, Wits 3
Abilities: Athletics 4, Awareness 4, Brawl 3, Fortitude 4, Integrity 4, Investigation 2, Presence 3, Stealth 2,
Survival 4
Supernatural Powers:
Epic Attributes: Epic Dexterity 1 (Lightning Sprinter), Epic Strength 1
(Holy Bound), Epic Stamina 1 (Self-Healing)
Leathery Hide: Black dogs have a very thick skin that affords them
an extra point of soak against all types of damage.
Join Battle: 7
Bite: Accuracy 6, Damage 5B, PDV -, Speed 5
Soaks: 6B/4G/sA
Dodge DV: 6
Willpower: 5
Legend: 2
Legend Points: 5
Notes: --

These women, fifty in number, were thrown into Hades

after killing their husbands (also their cousins) on their
wedding nights. Only one of them, Hypermestra, was
saved by the love of Lynceus, her husband (it is he who
sought to avenge his brothers by executing the fortynine beautiful sisters as well as his stepfather).
Sentenced to fill a bottomless pit for the rest of
eternity, the Danade have finally returned after the
escape of the Titans. When those omnipotent beings
destroyed their millenial prison, one titanic wall sank
into one of the rivers of Hades, diverting its course.
This engulfed all of the wells, effectively releasing the
Danade from their eternal chore.
Free at last, the forty-nine deadly women are spread
throughout the world, ready to punish both gods and
men for their imprisonment.
The Danade are "black widows", who marry and
then kill their husbands on their wedding nights. Their
beauty is a death-trap and they are relentless when
they close in on their future victims. Immortal, their
appearances vary between a young girl of barely
twenty years to a mature woman in her early forties.
Obsessed with murder, they also have a score to
settle with their sister Hypermestra and her husband,
but the two of them died long ago. The Danade are
able to feel the blood of their sister in her descendents,
however, the Abantides (those who descend from their
son, Abas). Of course, some such Abantides as Perseus
and Heracles descended from that family as well as
many mortals.
Extremely comfortable in society, their favorite targets
are rich, usually older men. They prefer to use poisons,
and have a vast store of knowledge in this area. But the
Danade are quite capable of using more traditional means
if necessary, wielding swords and guns with equal
dexterity. They often attend crowded places (such as clubs)
in order to flush out Abantides, and then kill them when the opportunity presents itself, reserving marriage only
for those victims who are "pure" and, of course, very rich.
Nature: Fanatic
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 4, Manipulation 4, Appearance 4, Perception 3,
Intelligence 4, Wits 3
Virtues: Ambition 2, Malice 3, Rapacity 2, Zealotry 3
Abilities: Academics 4, Athletics 2, Awareness 4, Brawl 1, Command 2, Craft (poison) 4, Empathy 4, fortitude 3,
Integrity 3, Investigation 2, Marksmanship 3, Medicine 3, Melee 3, Occult 3, Politics 2, Presence 4, Stealth 3
Supernatural Powers:
Epic Attributes: Epic Appearance 3 (Come Hither, Lasting Impression, Serpents Gaze), Epic Wits 1 (Social
Chameleon), Epic Charisma 2 (Benefit of the Doubt, Charmer), Epic Dexterity 3 (Untouchable Opponent, Cats
Grace, Trick Shooter), Epic Stamina 1 (Solipsistic Well-Being)
Lost Generation: When she kills an Abantide in a violent way (this does not work if she uses poison; blood must be
spilled), a Danade can spend 4 points of Legend and 1 point of Willpower to deal a fatal blow to all

descendents of the Abantide in question. This has the effect of also killing all of his children, grandchildren, etc.
(no matter where they are), unless they successfully make a (Stamina + Fortitude) roll against a difficulty of 4 (the
Danades Legend). Even if they are successful, they suffer such a violent shock that their health levels instantly
fall to Incapacitated (but they are stabilized and are not likely to die if they receive medical attention within a few
hours). Beings with a Legend score are immune to this power. However, if a Danade kills a Scion, she can use
this power on him as normal and thus affect all his possible descendents.
Invulnerability: The Danades can only be injured by beings with a Legend score. No matter what means a mortal
without Legend employs, he can never hurt one, and all his attempts to do so fail miserably.
Poison of Natural Death: By spending a point of Legend, a Danade can make a poison completely undetectable, no
matter what means are used to try to find it (including those attempted post mortem). The poison is also
undetectable (colorless, odorless) by the person who ingests it, even if he has the Refined Palate Knack.
Blood of Betrayal: A Danade may instantly feel the presence of any descendent of the Abantides with a radius of 40
(Legend x 10) meters. However, she must make a successful (Perception + Awareness) roll to identify a person in
a large crowd.
Join Battle: 7
Grapple: Accuracy 5, Damage 4B, PDV -, Speed 6
Brawl, light: Accuracy 6, Damage 4B, PDV 3, Speed 4
Brawl, heavy: Accuracy 3, Damage 7B, PDV 2, Speed 5
Dagger: Accuracy 8, Damage 6L, Speed 4
Beretta: Accuracy 9, Damage 3L, Speed 4
Soaks: 4B/3L/1A
Health Levels: -0/-0/-0/-2/-2/-4/Incap
Dodge DV: 5
Willpower: 8
Legend: 4
Legend Points: 16
Notes: --

The Danades hunt the Abantides in hopes of once and for all eliminating the last traces of their
sisters betrayal.
Of course, this is a daunting task, but the power that allows them to spot any of the familys progeny
allows them to wreak serious havoc on the "ranks" of their enemies.
It is, of course, possible to resist the Lost Generation power, but even in this case the shock is
extremely brutal, reminiscent of a heart attack. Of course, if this crisis occurs at an inopportune
time (such as driving a vehicle on the highway, for example), it can still kill mortals in a
roundabout way (and with them, other innocents).
Obviously, a Scion even a complete idiot who comes from the family of the Abantides might find
it suspicious when his grandfather (the Danade target) and his parents, uncles, aunts, brothers,
sisters, and cousins all die together. All except for him.
This calls for an investigation